bevy/tests/how_to_test_systems.rs
ira 4847f7e3ad Update codebase to use IntoIterator where possible. (#5269)
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.

```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {

// To
for _ in &list {
for _ in &mut list {
```

We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.

## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :) 


Co-authored-by: devil-ira <justthecooldude@gmail.com>
2022-07-11 15:28:50 +00:00

173 lines
4 KiB
Rust

use bevy::{ecs::event::Events, prelude::*};
#[derive(Component, Default)]
struct Enemy {
hit_points: u32,
score_value: u32,
}
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 {
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);
}