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//! This module serves as an example, and test-case, for how to automatically test full bevy apps. | ||||||
//! | ||||||
//! The way it works, is by substituting the [`DefaultPlugins`] with [`MinimalPlugins`], which | ||||||
//! allows bevy to run completely headless. | ||||||
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Suggested change
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//! | ||||||
//! The list of minimal plugins does not include things like window or input handling. | ||||||
//! This has as downside that the resources / entities associated with those systems | ||||||
//! (for example: `Input::<KeyCode>`) need to be manually added. | ||||||
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Suggested change
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//! The upside however, is that the test has complete control over these resources, meaning | ||||||
//! we can fake user input, fake the window being moved around, and more. | ||||||
//! | ||||||
//! The benefit of having this set of example tests be run by the CI system, is that we ensure | ||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. I'd remove these sentences. |
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//! these full-app tests keep working during bevy's development. | ||||||
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use bevy::prelude::*; | ||||||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Module level docs please :) Laying out a bit of an intro of "this is what we're testing and why" is really helpful. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Will do |
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const DEFAULT_MANA: u32 = 10; | ||||||
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#[derive(Component)] | ||||||
struct Player { | ||||||
mana: u32, | ||||||
} | ||||||
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fn window_title_system(mut windows: Query<&mut Window>) { | ||||||
for (index, mut window) in windows.iter_mut().enumerate() { | ||||||
window.title = format!("This is window {index}!"); | ||||||
} | ||||||
} | ||||||
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fn spawn_player(mut commands: Commands) { | ||||||
commands.spawn(Player { mana: DEFAULT_MANA }); | ||||||
} | ||||||
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fn spell_casting(mut player: Query<&mut Player>, keyboard_input: Res<Input<KeyCode>>) { | ||||||
if keyboard_input.just_pressed(KeyCode::Space) { | ||||||
let Ok(mut player) = player.get_single_mut() else { | ||||||
return; | ||||||
}; | ||||||
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if player.mana > 0 { | ||||||
player.mana -= 1; | ||||||
} | ||||||
} | ||||||
} | ||||||
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/// This struct would normally be defined somewhere in the game code. | ||||||
/// It could be the plugin that sets up the entire game (except for the [`DefaultPlugins`]). | ||||||
/// Or the game could be split into multiple smaller plugins, allowing one to write tests | ||||||
/// for each of the games' parts in isolation (on top of some tests for the entire game). | ||||||
pub struct GamePlugin; | ||||||
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impl Plugin for GamePlugin { | ||||||
fn build(&self, app: &mut App) { | ||||||
app.add_startup_system(spawn_player) | ||||||
.add_startup_system(window_title_system) | ||||||
.add_system(spell_casting); | ||||||
} | ||||||
} | ||||||
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fn create_test_app() -> App { | ||||||
let mut app = App::new(); | ||||||
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// Note how we use `MinimalPlugins` instead of `DefaultPlugins`. | ||||||
// This is what allows the test to run without a window, or real user input. | ||||||
app.add_plugins(MinimalPlugins); | ||||||
// Inserting a KeyCode input resource allows us to inject keyboard inputs, | ||||||
// as if the user had pressed them. | ||||||
app.insert_resource(Input::<KeyCode>::default()); | ||||||
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// Spawning a fake window allows testing systems that require a window. | ||||||
app.world.spawn(Window::default()); | ||||||
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app | ||||||
} | ||||||
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#[test] | ||||||
fn test_player_spawn() { | ||||||
let mut app = create_test_app(); | ||||||
app.add_plugin(GamePlugin); | ||||||
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// The `update` function needs to be called at least once for the startup | ||||||
// systems to run. | ||||||
app.update(); | ||||||
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// Now that the startup systems have run, we can check if the player has | ||||||
// spawned as expected. | ||||||
let player = app.world.query::<&Player>().get_single(&app.world); | ||||||
assert!(player.is_ok(), "There should be exactly 1 player."); | ||||||
assert_eq!( | ||||||
player.unwrap().mana, | ||||||
DEFAULT_MANA, | ||||||
"Player does not have expected starting mana." | ||||||
); | ||||||
} | ||||||
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#[test] | ||||||
fn test_spell_casting() { | ||||||
let mut app = create_test_app(); | ||||||
app.add_plugin(GamePlugin); | ||||||
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// We simulate pressing `space` to trigger the spell casting system. | ||||||
app.world | ||||||
.resource_mut::<Input<KeyCode>>() | ||||||
.press(KeyCode::Space); | ||||||
// Allow the systems to realize space got pressed. | ||||||
app.update(); | ||||||
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// The spell casting should have used up a single mana. | ||||||
let player = app.world.query::<&Player>().single(&app.world); | ||||||
assert_eq!(player.mana, DEFAULT_MANA - 1); | ||||||
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// Clear the `just_pressed` status for all `KeyCode`s | ||||||
app.world.resource_mut::<Input<KeyCode>>().clear(); | ||||||
app.update(); | ||||||
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// No extra spells should have been cast, so no mana should have been lost. | ||||||
let player = app.world.query::<&Player>().single(&app.world); | ||||||
assert_eq!(player.mana, DEFAULT_MANA - 1); | ||||||
} | ||||||
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#[test] | ||||||
fn test_faking_windows() { | ||||||
let mut app = create_test_app(); | ||||||
app.add_plugin(GamePlugin); | ||||||
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// The `update` function needs to be called at least once for the startup | ||||||
// systems to run. | ||||||
app.update(); | ||||||
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let window = app.world.query::<&Window>().single(&app.world); | ||||||
assert_eq!(window.title, "This is window 0!"); | ||||||
} |
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