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https://github.com/bevyengine/bevy
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update system test example to include using events (#4951)
# Objective - Adds an example of testing systems that handle events. I had a hard time figuring out how to do it a couple days ago so figured an official example could be useful. - Fixes #4936 ## Solution - Adds a `Score` resource and an `EnemyDied` event. An `update_score` system updates the score when a new event comes through. I'm not sure the example is great, as this probably isn't how you'd do it in a real game, but I didn't want to change the existing example too much.
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1 changed files with 110 additions and 34 deletions
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@ -1,14 +1,30 @@
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use bevy::prelude::*;
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use bevy::{ecs::event::Events, prelude::*};
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#[derive(Component, Default)]
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struct Enemy {
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hit_points: u32,
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score_value: u32,
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}
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fn despawn_dead_enemies(mut commands: Commands, enemies: Query<(Entity, &Enemy)>) {
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struct EnemyDied(u32);
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struct Score(u32);
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fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
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for value in dead_enemies.iter() {
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score.0 += value.0;
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}
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}
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fn despawn_dead_enemies(
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mut commands: Commands,
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mut dead_enemies: EventWriter<EnemyDied>,
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enemies: Query<(Entity, &Enemy)>,
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) {
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for (entity, enemy) in enemies.iter() {
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if enemy.hit_points == 0 {
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commands.entity(entity).despawn_recursive();
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dead_enemies.send(EnemyDied(enemy.score_value));
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}
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}
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}
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@ -21,77 +37,137 @@ fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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fn spawn_enemy(mut commands: Commands, keyboard_input: Res<Input<KeyCode>>) {
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if keyboard_input.just_pressed(KeyCode::Space) {
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commands.spawn().insert(Enemy { hit_points: 5 });
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commands.spawn().insert(Enemy {
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hit_points: 5,
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score_value: 3,
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});
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}
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}
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#[test]
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fn did_hurt_enemy() {
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// Setup world
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let mut world = World::default();
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// Setup app
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let mut app = App::new();
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// Setup stage with our two systems
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let mut update_stage = SystemStage::parallel();
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update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
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update_stage.add_system(despawn_dead_enemies);
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_system(hurt_enemies.before(despawn_dead_enemies));
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app.add_system(despawn_dead_enemies);
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// Setup test entities
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let enemy_id = world.spawn().insert(Enemy { hit_points: 5 }).id();
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let enemy_id = app
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.world
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.spawn()
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.insert(Enemy {
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hit_points: 5,
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score_value: 3,
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})
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.id();
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// Run systems
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update_stage.run(&mut world);
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app.update();
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// Check resulting changes
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assert!(world.get::<Enemy>(enemy_id).is_some());
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assert_eq!(world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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assert!(app.world.get::<Enemy>(enemy_id).is_some());
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assert_eq!(app.world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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}
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#[test]
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fn did_despawn_enemy() {
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// Setup world
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let mut world = World::default();
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// Setup app
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let mut app = App::new();
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// Setup stage with our two systems
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let mut update_stage = SystemStage::parallel();
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update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
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update_stage.add_system(despawn_dead_enemies);
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our two systems
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app.add_system(hurt_enemies.before(despawn_dead_enemies));
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app.add_system(despawn_dead_enemies);
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// Setup test entities
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let enemy_id = world.spawn().insert(Enemy { hit_points: 1 }).id();
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let enemy_id = app
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.world
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.spawn()
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.insert(Enemy {
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hit_points: 1,
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score_value: 1,
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})
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.id();
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// Run systems
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update_stage.run(&mut world);
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app.update();
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// Check resulting changes
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assert!(world.get::<Enemy>(enemy_id).is_none());
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// Check enemy was despawned
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assert!(app.world.get::<Enemy>(enemy_id).is_none());
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// Get `EnemyDied` event reader
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let enemy_died_events = app.world.resource::<Events<EnemyDied>>();
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let mut enemy_died_reader = enemy_died_events.get_reader();
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let enemy_died = enemy_died_reader.iter(enemy_died_events).next().unwrap();
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// Check the event has been sent
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assert_eq!(enemy_died.0, 1);
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}
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#[test]
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fn spawn_enemy_using_input_resource() {
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// Setup world
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let mut world = World::default();
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// Setup app
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let mut app = App::new();
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// Setup stage with a system
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let mut update_stage = SystemStage::parallel();
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update_stage.add_system(spawn_enemy);
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// Add our systems
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app.add_system(spawn_enemy);
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// Setup test resource
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let mut input = Input::<KeyCode>::default();
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input.press(KeyCode::Space);
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world.insert_resource(input);
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app.insert_resource(input);
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// Run systems
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update_stage.run(&mut world);
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app.update();
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// Check resulting changes, one entity has been spawned with `Enemy` component
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assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1);
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assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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// Clear the `just_pressed` status for all `KeyCode`s
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world.resource_mut::<Input<KeyCode>>().clear();
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app.world.resource_mut::<Input<KeyCode>>().clear();
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// Run systems
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update_stage.run(&mut world);
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app.update();
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// Check resulting changes, no new entity has been spawned
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assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1);
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assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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}
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#[test]
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fn update_score_on_event() {
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// Setup app
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let mut app = App::new();
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// Add Score resource
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app.insert_resource(Score(0));
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// Add `EnemyDied` event
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app.add_event::<EnemyDied>();
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// Add our systems
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app.add_system(update_score);
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// Send an `EnemyDied` event
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app.world
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.resource_mut::<Events<EnemyDied>>()
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.send(EnemyDied(3));
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// Run systems
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app.update();
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// Check resulting changes
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assert_eq!(app.world.resource::<Score>().0, 3);
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}
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