 89cbc78d3d
			
		
	
	
		89cbc78d3d
		
			
		
	
	
	
	
		
			
			# 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.
		
			
				
	
	
		
			172 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			172 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| use bevy::{ecs::event::Events, prelude::*};
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| 
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| #[derive(Component, Default)]
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| struct Enemy {
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|     hit_points: u32,
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|     score_value: u32,
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| }
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| 
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| #[derive(Event)]
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| struct EnemyDied(u32);
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| 
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| #[derive(Resource)]
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| struct Score(u32);
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| 
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| fn update_score(mut dead_enemies: EventReader<EnemyDied>, mut score: ResMut<Score>) {
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|     for value in dead_enemies.iter() {
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|         score.0 += value.0;
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|     }
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| }
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| 
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| fn despawn_dead_enemies(
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|     mut commands: Commands,
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|     mut dead_enemies: EventWriter<EnemyDied>,
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|     enemies: Query<(Entity, &Enemy)>,
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| ) {
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|     for (entity, enemy) in &enemies {
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|         if enemy.hit_points == 0 {
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|             commands.entity(entity).despawn_recursive();
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|             dead_enemies.send(EnemyDied(enemy.score_value));
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|         }
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|     }
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| }
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| 
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| fn hurt_enemies(mut enemies: Query<&mut Enemy>) {
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|     for mut enemy in &mut enemies {
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|         enemy.hit_points -= 1;
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|     }
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| }
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| 
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| fn spawn_enemy(mut commands: Commands, keyboard_input: Res<Input<KeyCode>>) {
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|     if keyboard_input.just_pressed(KeyCode::Space) {
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|         commands.spawn(Enemy {
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|             hit_points: 5,
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|             score_value: 3,
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|         });
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|     }
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| }
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| 
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| #[test]
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| fn did_hurt_enemy() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add Score resource
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|     app.insert_resource(Score(0));
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| 
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|     // Add `EnemyDied` event
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|     app.add_event::<EnemyDied>();
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| 
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|     // Add our two systems
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|     app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
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| 
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|     // Setup test entities
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|     let enemy_id = app
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|         .world
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|         .spawn(Enemy {
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|             hit_points: 5,
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|             score_value: 3,
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|         })
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|         .id();
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes
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|     assert!(app.world.get::<Enemy>(enemy_id).is_some());
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|     assert_eq!(app.world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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| }
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| 
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| #[test]
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| fn did_despawn_enemy() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add Score resource
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|     app.insert_resource(Score(0));
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| 
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|     // Add `EnemyDied` event
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|     app.add_event::<EnemyDied>();
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| 
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|     // Add our two systems
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|     app.add_systems(Update, (hurt_enemies, despawn_dead_enemies).chain());
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| 
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|     // Setup test entities
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|     let enemy_id = app
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|         .world
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|         .spawn(Enemy {
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|             hit_points: 1,
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|             score_value: 1,
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|         })
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|         .id();
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check enemy was despawned
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|     assert!(app.world.get::<Enemy>(enemy_id).is_none());
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| 
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|     // Get `EnemyDied` event reader
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|     let enemy_died_events = app.world.resource::<Events<EnemyDied>>();
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|     let mut enemy_died_reader = enemy_died_events.get_reader();
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|     let enemy_died = enemy_died_reader.iter(enemy_died_events).next().unwrap();
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| 
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|     // Check the event has been sent
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|     assert_eq!(enemy_died.0, 1);
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| }
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| 
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| #[test]
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| fn spawn_enemy_using_input_resource() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add our systems
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|     app.add_systems(Update, spawn_enemy);
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| 
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|     // Setup test resource
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|     let mut input = Input::<KeyCode>::default();
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|     input.press(KeyCode::Space);
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|     app.insert_resource(input);
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes, one entity has been spawned with `Enemy` component
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|     assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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| 
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|     // Clear the `just_pressed` status for all `KeyCode`s
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|     app.world.resource_mut::<Input<KeyCode>>().clear();
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes, no new entity has been spawned
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|     assert_eq!(app.world.query::<&Enemy>().iter(&app.world).len(), 1);
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| }
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| 
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| #[test]
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| fn update_score_on_event() {
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|     // Setup app
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|     let mut app = App::new();
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| 
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|     // Add Score resource
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|     app.insert_resource(Score(0));
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| 
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|     // Add `EnemyDied` event
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|     app.add_event::<EnemyDied>();
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| 
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|     // Add our systems
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|     app.add_systems(Update, update_score);
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| 
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|     // Send an `EnemyDied` event
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|     app.world
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|         .resource_mut::<Events<EnemyDied>>()
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|         .send(EnemyDied(3));
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| 
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|     // Run systems
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|     app.update();
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| 
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|     // Check resulting changes
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|     assert_eq!(app.world.resource::<Score>().0, 3);
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| }
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