Tests for Run Conditions (#8035)

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Liam Gallagher 2023-03-14 04:39:25 +13:00 committed by GitHub
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@ -142,6 +142,33 @@ pub mod common_conditions {
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
/// if the first time the condition is run and false every time after
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// app.add_system(
/// // `run_once` will only return true the first time it's evaluated
/// my_system.run_if(run_once()),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // This is the first time the condition will be evaluated so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// // This is the seconds time the condition will be evaluated so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn run_once() -> impl FnMut() -> bool {
let mut has_run = false;
move || {
@ -156,6 +183,32 @@ pub mod common_conditions {
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
/// if the resource exists.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// app.add_system(
/// // `resource_exsists` will only return true if the given resource exsists in the world
/// my_system.run_if(resource_exists::<Counter>()),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `Counter` hasn't been added so `my_system` won't run
/// app.run(&mut world);
/// world.init_resource::<Counter>();
///
/// // `Counter` has now been added so `my_system` can run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn resource_exists<T>() -> impl FnMut(Option<Res<T>>) -> bool
where
T: Resource,
@ -169,6 +222,33 @@ pub mod common_conditions {
/// # Panics
///
/// The condition will panic if the resource does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default, PartialEq)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// app.add_system(
/// // `resource_equals` will only return true if the given resource equals the given value
/// my_system.run_if(resource_equals(Counter(0))),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `Counter` is `0` so `my_system` can run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// // `Counter` is no longer `0` so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn resource_equals<T>(value: T) -> impl FnMut(Res<T>) -> bool
where
T: Resource + PartialEq,
@ -180,6 +260,37 @@ pub mod common_conditions {
/// if the resource exists and is equal to `value`.
///
/// The condition will return `false` if the resource does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default, PartialEq)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// app.add_system(
/// // `resource_exists_and_equals` will only return true
/// // if the given resource exsists and equals the given value
/// my_system.run_if(resource_exists_and_equals(Counter(0))),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `Counter` hasn't been added so `my_system` can't run
/// app.run(&mut world);
/// world.init_resource::<Counter>();
///
/// // `Counter` is `0` so `my_system` can run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// // `Counter` is no longer `0` so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn resource_exists_and_equals<T>(value: T) -> impl FnMut(Option<Res<T>>) -> bool
where
T: Resource + PartialEq,
@ -192,6 +303,35 @@ pub mod common_conditions {
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
/// if the resource of the given type has been added since the condition was last checked.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// app.add_system(
/// // `resource_added` will only return true if the
/// // given resource was just added
/// my_system.run_if(resource_added::<Counter>()),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// world.init_resource::<Counter>();
///
/// // `Counter` was just added so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// // `Counter` was not just added so `my_system` will not run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn resource_added<T>() -> impl FnMut(Option<Res<T>>) -> bool
where
T: Resource,
@ -213,6 +353,42 @@ pub mod common_conditions {
/// # Panics
///
/// The condition will panic if the resource does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// app.add_system(
/// // `resource_changed` will only return true if the
/// // given resource was just changed (or added)
/// my_system.run_if(
/// resource_changed::<Counter>()
/// // By default detecting changes will also trigger if the resource was
/// // just added, this won't work with my example so I will addd a second
/// // condition to make sure the resource wasn't just added
/// .and_then(not(resource_added::<Counter>()))
/// ),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `Counter` hasn't been changed so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.resource_mut::<Counter>().0 = 50;
///
/// // `Counter` was just changed so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 51);
/// ```
pub fn resource_changed<T>() -> impl FnMut(Res<T>) -> bool
where
T: Resource,
@ -231,6 +407,45 @@ pub mod common_conditions {
/// This run condition does not detect when the resource is removed.
///
/// The condition will return `false` if the resource does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// app.add_system(
/// // `resource_exists_and_changed` will only return true if the
/// // given resource exsists and was just changed (or added)
/// my_system.run_if(
/// resource_exists_and_changed::<Counter>()
/// // By default detecting changes will also trigger if the resource was
/// // just added, this won't work with my example so I will addd a second
/// // condition to make sure the resource wasn't just added
/// .and_then(not(resource_added::<Counter>()))
/// ),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `Counter` doesn't exist so `my_system` won't run
/// app.run(&mut world);
/// world.init_resource::<Counter>();
///
/// // `Counter` hasn't been changed so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.resource_mut::<Counter>().0 = 50;
///
/// // `Counter` was just changed so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 51);
/// ```
pub fn resource_exists_and_changed<T>() -> impl FnMut(Option<Res<T>>) -> bool
where
T: Resource,
@ -253,6 +468,56 @@ pub mod common_conditions {
/// has been removed since the run condition was last checked.
///
/// The condition will return `false` if the resource does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// app.add_system(
/// // `resource_changed_or_removed` will only return true if the
/// // given resource was just changed or removed (or added)
/// my_system.run_if(
/// resource_changed_or_removed::<Counter>()
/// // By default detecting changes will also trigger if the resource was
/// // just added, this won't work with my example so I will addd a second
/// // condition to make sure the resource wasn't just added
/// .and_then(not(resource_added::<Counter>()))
/// ),
/// );
///
/// #[derive(Resource, Default)]
/// struct MyResource;
///
/// // If `Counter` exists, increment it, otherwise insert `MyResource`
/// fn my_system(mut commands: Commands, mut counter: Option<ResMut<Counter>>) {
/// if let Some(mut counter) = counter {
/// counter.0 += 1;
/// } else {
/// commands.init_resource::<MyResource>();
/// }
/// }
///
/// // `Counter` hasn't been changed so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.resource_mut::<Counter>().0 = 50;
///
/// // `Counter` was just changed so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 51);
///
/// world.remove_resource::<Counter>();
///
/// // `Counter` was just removed so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.contains_resource::<MyResource>(), true);
/// ```
pub fn resource_changed_or_removed<T>() -> impl FnMut(Option<Res<T>>) -> bool
where
T: Resource,
@ -273,6 +538,41 @@ pub mod common_conditions {
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
/// if the resource of the given type has been removed since the condition was last checked.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// app.add_system(
/// // `resource_removed` will only return true if the
/// // given resource was just removed
/// my_system.run_if(resource_removed::<MyResource>()),
/// );
///
/// #[derive(Resource, Default)]
/// struct MyResource;
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// world.init_resource::<MyResource>();
///
/// // `MyResource` hasn't just been removed so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.remove_resource::<MyResource>();
///
/// // `MyResource` was just removed so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn resource_removed<T>() -> impl FnMut(Option<Res<T>>) -> bool
where
T: Resource,
@ -293,6 +593,43 @@ pub mod common_conditions {
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
/// if the state machine exists.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
/// enum GameState {
/// #[default]
/// Playing,
/// Paused,
/// }
///
/// app.add_system(
/// // `state_exists` will only return true if the
/// // given state exsists
/// my_system.run_if(state_exists::<GameState>()),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `GameState` does not yet exist `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.init_resource::<State<GameState>>();
///
/// // `GameState` now exists so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn state_exists<S: States>() -> impl FnMut(Option<Res<State<S>>>) -> bool {
move |current_state: Option<Res<State<S>>>| current_state.is_some()
}
@ -303,6 +640,50 @@ pub mod common_conditions {
/// # Panics
///
/// The condition will panic if the resource does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
/// enum GameState {
/// #[default]
/// Playing,
/// Paused,
/// }
///
/// world.init_resource::<State<GameState>>();
///
/// app.add_systems((
/// // `in_state` will only return true if the
/// // given state equals the given value
/// play_system.run_if(in_state(GameState::Playing)),
/// pause_system.run_if(in_state(GameState::Paused)),
/// ));
///
/// fn play_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// fn pause_system(mut counter: ResMut<Counter>) {
/// counter.0 -= 1;
/// }
///
/// // We default to `GameState::Playing` so `play_system` runs
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// *world.resource_mut::<State<GameState>>() = State(GameState::Paused);
///
/// // Now that we are in `GameState::Pause`, `pause_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
/// ```
pub fn in_state<S: States>(state: S) -> impl FnMut(Res<State<S>>) -> bool {
move |current_state: Res<State<S>>| current_state.0 == state
}
@ -311,6 +692,54 @@ pub mod common_conditions {
/// if the state machine exists and is currently in `state`.
///
/// The condition will return `false` if the state does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
/// enum GameState {
/// #[default]
/// Playing,
/// Paused,
/// }
///
/// app.add_systems((
/// // `state_exists_and_equals` will only return true if the
/// // given state exsists and equals the given value
/// play_system.run_if(state_exists_and_equals(GameState::Playing)),
/// pause_system.run_if(state_exists_and_equals(GameState::Paused)),
/// ));
///
/// fn play_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// fn pause_system(mut counter: ResMut<Counter>) {
/// counter.0 -= 1;
/// }
///
/// // `GameState` does not yet exists so neither system will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.init_resource::<State<GameState>>();
///
/// // We default to `GameState::Playing` so `play_system` runs
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// *world.resource_mut::<State<GameState>>() = State(GameState::Paused);
///
/// // Now that we are in `GameState::Pause`, `pause_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
/// ```
pub fn state_exists_and_equals<S: States>(
state: S,
) -> impl FnMut(Option<Res<State<S>>>) -> bool {
@ -329,12 +758,89 @@ pub mod common_conditions {
/// # Panics
///
/// The condition will panic if the resource does not exist.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// #[derive(States, Clone, Copy, Default, Eq, PartialEq, Hash, Debug)]
/// enum GameState {
/// #[default]
/// Playing,
/// Paused,
/// }
///
/// world.init_resource::<State<GameState>>();
///
/// app.add_system(
/// // `state_changed` will only return true if the
/// // given states value has just been updated or
/// // the state has just been added
/// my_system.run_if(state_changed::<GameState>()),
/// );
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // `GameState` has just been added so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// // `GameState` has not been updated so `my_system` will not run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
///
/// *world.resource_mut::<State<GameState>>() = State(GameState::Paused);
///
/// // Now that `GameState` has been updated `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 2);
/// ```
pub fn state_changed<S: States>() -> impl FnMut(Res<State<S>>) -> bool {
move |current_state: Res<State<S>>| current_state.is_changed()
}
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
/// if there are any new events of the given type since it was last called.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// # world.init_resource::<Events<MyEvent>>();
/// # app.add_system(Events::<MyEvent>::update_system.before(my_system));
///
/// app.add_system(
/// my_system.run_if(on_event::<MyEvent>()),
/// );
///
/// struct MyEvent;
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // No new `MyEvent` events have been push so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.resource_mut::<Events<MyEvent>>().send(MyEvent);
///
/// // A `MyEvent` event has been push so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn on_event<T: Event>() -> impl FnMut(EventReader<T>) -> bool {
// The events need to be consumed, so that there are no false positives on subsequent
// calls of the run condition. Simply checking `is_empty` would not be enough.
@ -345,33 +851,69 @@ pub mod common_conditions {
/// Generates a [`Condition`](super::Condition)-satisfying closure that returns `true`
/// if there are any entities with the given component type.
///
/// # Example
///
/// ```
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # world.init_resource::<Counter>();
/// app.add_system(
/// my_system.run_if(any_with_component::<MyComponent>()),
/// );
///
/// #[derive(Component)]
/// struct MyComponent;
///
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// // No entities exist yet with a `MyComponent` component so `my_system` won't run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
///
/// world.spawn(MyComponent);
///
/// // An entities with `MyComponent` now exists so `my_system` will run
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 1);
/// ```
pub fn any_with_component<T: Component>() -> impl FnMut(Query<(), With<T>>) -> bool {
move |query: Query<(), With<T>>| !query.is_empty()
}
/// Generates a [`Condition`](super::Condition) that inverses the result of passed one.
///
/// # Examples
/// # Example
///
/// ```
/// use bevy_ecs::prelude::*;
/// // Building a new schedule/app...
/// let mut sched = Schedule::default();
/// sched.add_system(
/// // This system will never run.
/// my_system.run_if(not(always_true))
/// )
/// // ...
/// # ;
/// # use bevy_ecs::prelude::*;
/// # #[derive(Resource, Default)]
/// # struct Counter(u8);
/// # let mut app = Schedule::new();
/// # let mut world = World::new();
/// # sched.run(&mut world);
/// # world.init_resource::<Counter>();
/// app.add_system(
/// // `not` will inverse any condition you pass in.
/// // Since the condition we choose always returns true
/// // this system will never run
/// my_system.run_if(not(always)),
/// );
///
/// // A condition that always returns true.
/// fn always_true() -> bool {
/// fn my_system(mut counter: ResMut<Counter>) {
/// counter.0 += 1;
/// }
///
/// fn always() -> bool {
/// true
/// }
/// #
/// # fn my_system() { unreachable!() }
///
/// app.run(&mut world);
/// assert_eq!(world.resource::<Counter>().0, 0);
/// ```
pub fn not<Marker>(condition: impl Condition<Marker>) -> impl Condition<()> {
condition.pipe(|In(val): In<bool>| !val)
@ -425,3 +967,108 @@ where
a(input) || b(input)
}
}
#[cfg(test)]
mod tests {
use super::Condition;
use crate as bevy_ecs;
use crate::schedule::common_conditions::not;
use crate::schedule::IntoSystemConfig;
use crate::system::Local;
use crate::{change_detection::ResMut, schedule::Schedule, world::World};
use bevy_ecs_macros::Resource;
#[derive(Resource, Default)]
struct Counter(usize);
fn increment_counter(mut counter: ResMut<Counter>) {
counter.0 += 1;
}
fn every_other_time(mut has_ran: Local<bool>) -> bool {
*has_ran = !*has_ran;
*has_ran
}
#[test]
fn run_condition() {
let mut world = World::new();
world.init_resource::<Counter>();
let mut schedule = Schedule::new();
// Run every other cycle
schedule.add_system(increment_counter.run_if(every_other_time));
schedule.run(&mut world);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 1);
schedule.run(&mut world);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 2);
// Run every other cycle oppsite to the last one
schedule.add_system(increment_counter.run_if(not(every_other_time)));
schedule.run(&mut world);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 4);
schedule.run(&mut world);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 6);
}
#[test]
fn run_condition_combinators() {
let mut world = World::new();
world.init_resource::<Counter>();
let mut schedule = Schedule::new();
// Always run
schedule.add_system(increment_counter.run_if(every_other_time.or_else(|| true)));
// Run every other cycle
schedule.add_system(increment_counter.run_if(every_other_time.and_then(|| true)));
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 2);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 3);
}
#[test]
fn multiple_run_conditions() {
let mut world = World::new();
world.init_resource::<Counter>();
let mut schedule = Schedule::new();
// Run every other cycle
schedule.add_system(increment_counter.run_if(every_other_time).run_if(|| true));
// Never run
schedule.add_system(increment_counter.run_if(every_other_time).run_if(|| false));
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 1);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 1);
}
#[test]
fn multiple_run_conditions_is_and_operation() {
let mut world = World::new();
world.init_resource::<Counter>();
let mut schedule = Schedule::new();
// This should never run, if multiple run conditions worked
// like an OR condition then it would always run
schedule.add_system(
increment_counter
.run_if(every_other_time)
.run_if(not(every_other_time)),
);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 0);
schedule.run(&mut world);
assert_eq!(world.resource::<Counter>().0, 0);
}
}