Files
pomomon-garden/tests/planting.rs

134 lines
4.1 KiB
Rust

use bevy::ecs::system::RunSystemOnce;
use pomomon_garden::features::config::components::GameConfig;
use pomomon_garden::features::grid::components::{Grid, TileState};
use pomomon_garden::features::inventory::components::{Inventory, ItemStack, ItemType};
use pomomon_garden::features::phase::components::SessionTracker;
use pomomon_garden::features::pom::actions::InteractionAction;
use pomomon_garden::prelude::*;
mod common;
use common::setup_app;
#[test]
fn test_plant_seed_interaction() {
let seed_type = ItemType::BerrySeed {
name: "TestSeed".into(),
};
let mut app = setup_app(
3,
3,
&[(1, 1, TileState::Empty)],
vec![(seed_type.clone(), 1)],
None,
);
let _ = app.world_mut().run_system_once(
move |grid: Res<Grid>,
mut tile_query: Query<&mut TileState>,
mut inventory: ResMut<Inventory>,
mut item_stack_query: Query<&mut ItemStack>,
mut commands: Commands,
game_config: Res<GameConfig>,
mut session_tracker: ResMut<SessionTracker>| {
let action = InteractionAction::Plant(seed_type.clone());
action.execute(
(1, 1),
&grid,
&mut tile_query,
&mut inventory,
&mut item_stack_query,
&mut commands,
&game_config,
&mut session_tracker,
);
},
);
// Apply commands (despawns etc.)
app.update();
// Assert Tile State
let grid = app.world().resource::<Grid>();
let tile_entity = grid.get_tile((1, 1)).unwrap();
let tile_state = app.world().entity(tile_entity).get::<TileState>().unwrap();
if let TileState::Occupied { seed, .. } = tile_state {
assert_eq!(
*seed,
ItemType::BerrySeed {
name: "TestSeed".into()
}
);
} else {
panic!("Tile should be Occupied with seed, found {:?}", tile_state);
}
// Assert Inventory Empty
let inventory = app.world().resource::<Inventory>();
// Item stack entity should be despawned or amount 0
if !inventory.items.is_empty() {
// If the entity still exists, check amount
if let Some(entity) = inventory.items.first() {
if let Some(stack) = app.world().entity(*entity).get::<ItemStack>() {
assert_eq!(stack.amount, 0, "Item amount should be 0");
} else {
panic!(
"Inventory items list should be empty or point to valid 0 amount entities. Found phantom entity."
);
}
}
} else {
assert!(inventory.items.is_empty());
}
}
#[test]
fn test_plant_seed_no_inventory() {
let seed_type = ItemType::BerrySeed {
name: "TestSeed".into(),
};
let mut app = setup_app(
3,
3,
&[(1, 1, TileState::Empty)],
vec![], // Empty inventory
None,
);
let _ = app.world_mut().run_system_once(
move |grid: Res<Grid>,
mut tile_query: Query<&mut TileState>,
mut inventory: ResMut<Inventory>,
mut item_stack_query: Query<&mut ItemStack>,
mut commands: Commands,
game_config: Res<GameConfig>,
mut session_tracker: ResMut<SessionTracker>| {
let action = InteractionAction::Plant(seed_type.clone());
action.execute(
(1, 1),
&grid,
&mut tile_query,
&mut inventory,
&mut item_stack_query,
&mut commands,
&game_config,
&mut session_tracker,
);
},
);
app.update();
// Assert Tile State Unchanged
let grid = app.world().resource::<Grid>();
let tile_entity = grid.get_tile((1, 1)).unwrap();
let tile_state = app.world().entity(tile_entity).get::<TileState>().unwrap();
if let TileState::Empty = tile_state {
// Correct
} else {
panic!("Tile should remain Empty, found {:?}", tile_state);
}
}