bevy/tests/how_to_test_systems.rs
CatThingy 89cbc78d3d
Require #[derive(Event)] on all Events (#7086)
# Objective

Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.

* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)

## Solution

Remove the blanket impl for the `Event` trait. Add a derive macro for
it.

---

## Changelog

- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.

## Migration Guide

* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
2023-06-06 14:44:32 +00:00

171 lines
3.9 KiB
Rust

use bevy::{ecs::event::Events, prelude::*};
#[derive(Component, Default)]
struct Enemy {
hit_points: u32,
score_value: u32,
}
#[derive(Event)]
struct EnemyDied(u32);
#[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(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_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
// Setup test entities
let enemy_id = app
.world
.spawn(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_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
// Setup test entities
let enemy_id = app
.world
.spawn(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_systems(Update, 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_systems(Update, 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);
}