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.
This commit is contained in:
Danny 2022-06-07 02:02:53 +00:00
parent 39ea1bb9b7
commit 649e30de09

View file

@ -1,14 +1,30 @@
use bevy::prelude::*;
use bevy::{ecs::event::Events, prelude::*};
#[derive(Component, Default)]
struct Enemy {
hit_points: u32,
score_value: u32,
}
fn despawn_dead_enemies(mut commands: Commands, enemies: Query<(Entity, &Enemy)>) {
struct EnemyDied(u32);
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.iter() {
if enemy.hit_points == 0 {
commands.entity(entity).despawn_recursive();
dead_enemies.send(EnemyDied(enemy.score_value));
}
}
}
@ -21,77 +37,137 @@ fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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 });
commands.spawn().insert(Enemy {
hit_points: 5,
score_value: 3,
});
}
}
#[test]
fn did_hurt_enemy() {
// Setup world
let mut world = World::default();
// Setup app
let mut app = App::new();
// Setup stage with our two systems
let mut update_stage = SystemStage::parallel();
update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
update_stage.add_system(despawn_dead_enemies);
// 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 = world.spawn().insert(Enemy { hit_points: 5 }).id();
let enemy_id = app
.world
.spawn()
.insert(Enemy {
hit_points: 5,
score_value: 3,
})
.id();
// Run systems
update_stage.run(&mut world);
app.update();
// Check resulting changes
assert!(world.get::<Enemy>(enemy_id).is_some());
assert_eq!(world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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 world
let mut world = World::default();
// Setup app
let mut app = App::new();
// Setup stage with our two systems
let mut update_stage = SystemStage::parallel();
update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
update_stage.add_system(despawn_dead_enemies);
// 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 = world.spawn().insert(Enemy { hit_points: 1 }).id();
let enemy_id = app
.world
.spawn()
.insert(Enemy {
hit_points: 1,
score_value: 1,
})
.id();
// Run systems
update_stage.run(&mut world);
app.update();
// Check resulting changes
assert!(world.get::<Enemy>(enemy_id).is_none());
// 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 world
let mut world = World::default();
// Setup app
let mut app = App::new();
// Setup stage with a system
let mut update_stage = SystemStage::parallel();
update_stage.add_system(spawn_enemy);
// Add our systems
app.add_system(spawn_enemy);
// Setup test resource
let mut input = Input::<KeyCode>::default();
input.press(KeyCode::Space);
world.insert_resource(input);
app.insert_resource(input);
// Run systems
update_stage.run(&mut world);
app.update();
// Check resulting changes, one entity has been spawned with `Enemy` component
assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1);
assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
// Clear the `just_pressed` status for all `KeyCode`s
world.resource_mut::<Input<KeyCode>>().clear();
app.world.resource_mut::<Input<KeyCode>>().clear();
// Run systems
update_stage.run(&mut world);
app.update();
// Check resulting changes, no new entity has been spawned
assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1);
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);
}