bevy/tests/how_to_test_systems.rs

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use bevy::{ecs::event::Events, prelude::*};
#[derive(Component, Default)]
struct Enemy {
hit_points: u32,
score_value: u32,
}
struct EnemyDied(u32);
Make `Resource` trait opt-in, requiring `#[derive(Resource)]` V2 (#5577) *This PR description is an edited copy of #5007, written by @alice-i-cecile.* # Objective Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds. While ergonomic, this results in several drawbacks: * it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource * it is challenging to discover if a type is intended to be used as a resource * we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component). * dependencies can use the same Rust type as a resource in invisibly conflicting ways * raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values * we cannot capture a definitive list of possible resources to display to users in an editor ## Notes to reviewers * Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits. *ira: My commits are not as well organized :')* * I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does. * I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981. ## Changelog `Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro. ## Migration Guide Add `#[derive(Resource)]` to all types you are using as a resource. If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics. `ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing. Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead. Co-authored-by: Alice <alice.i.cecile@gmail.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com> Co-authored-by: devil-ira <justthecooldude@gmail.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2022-08-08 21:36:35 +00:00
#[derive(Resource)]
struct Score(u32);
fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
for value in dead_enemies.iter() {
score.0 += value.0;
}
}
fn despawn_dead_enemies(
mut commands: Commands,
mut dead_enemies: EventWriter<EnemyDied>,
enemies: Query<(Entity, &Enemy)>,
) {
for (entity, enemy) in &enemies {
if enemy.hit_points == 0 {
commands.entity(entity).despawn_recursive();
dead_enemies.send(EnemyDied(enemy.score_value));
}
}
}
fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
for mut enemy in &mut enemies {
enemy.hit_points -= 1;
}
}
fn spawn_enemy(mut commands: Commands, keyboard_input: Res<Input<KeyCode>>) {
if keyboard_input.just_pressed(KeyCode::Space) {
commands.spawn().insert(Enemy {
hit_points: 5,
score_value: 3,
});
}
}
#[test]
fn did_hurt_enemy() {
// Setup app
let mut app = App::new();
// Add Score resource
app.insert_resource(Score(0));
// Add `EnemyDied` event
app.add_event::<EnemyDied>();
// Add our two systems
app.add_system(hurt_enemies.before(despawn_dead_enemies));
app.add_system(despawn_dead_enemies);
// Setup test entities
let enemy_id = app
.world
.spawn()
.insert(Enemy {
hit_points: 5,
score_value: 3,
})
.id();
// Run systems
app.update();
// Check resulting changes
assert!(app.world.get::<Enemy>(enemy_id).is_some());
assert_eq!(app.world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
}
#[test]
fn did_despawn_enemy() {
// Setup app
let mut app = App::new();
// Add Score resource
app.insert_resource(Score(0));
// Add `EnemyDied` event
app.add_event::<EnemyDied>();
// Add our two systems
app.add_system(hurt_enemies.before(despawn_dead_enemies));
app.add_system(despawn_dead_enemies);
// Setup test entities
let enemy_id = app
.world
.spawn()
.insert(Enemy {
hit_points: 1,
score_value: 1,
})
.id();
// Run systems
app.update();
// Check enemy was despawned
assert!(app.world.get::<Enemy>(enemy_id).is_none());
// Get `EnemyDied` event reader
let enemy_died_events = app.world.resource::<Events<EnemyDied>>();
let mut enemy_died_reader = enemy_died_events.get_reader();
let enemy_died = enemy_died_reader.iter(enemy_died_events).next().unwrap();
// Check the event has been sent
assert_eq!(enemy_died.0, 1);
}
#[test]
fn spawn_enemy_using_input_resource() {
// Setup app
let mut app = App::new();
// Add our systems
app.add_system(spawn_enemy);
// Setup test resource
let mut input = Input::<KeyCode>::default();
input.press(KeyCode::Space);
app.insert_resource(input);
// Run systems
app.update();
// Check resulting changes, one entity has been spawned with `Enemy` component
assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
// Clear the `just_pressed` status for all `KeyCode`s
app.world.resource_mut::<Input<KeyCode>>().clear();
// Run systems
app.update();
// Check resulting changes, no new entity has been spawned
assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
}
#[test]
fn update_score_on_event() {
// Setup app
let mut app = App::new();
// Add Score resource
app.insert_resource(Score(0));
// Add `EnemyDied` event
app.add_event::<EnemyDied>();
// Add our systems
app.add_system(update_score);
// Send an `EnemyDied` event
app.world
.resource_mut::<Events<EnemyDied>>()
.send(EnemyDied(3));
// Run systems
app.update();
// Check resulting changes
assert_eq!(app.world.resource::<Score>().0, 3);
}