
# Objective - Fix issue where `SubStates` depending on multiple source states would only react when _all_ source states changed simultaneously. - SubStates should be created/destroyed whenever _any_ of their source states transitions, not only when all change together. # Solution - Changed the "did parent change" detection logic from AND to OR. We need to check if _any_ of the event readers changed, not if _all_ of them changed. - See https://github.com/bevyengine/bevy/actions/runs/15610159742/job/43968937544?pr=19595 for failing test proof before I pushed the fix. - The generated code we want needs `||`s not `&&`s like this: ```rust fn register_sub_state_systems_in_schedule<T: SubStates<SourceStates = Self>>(schedule: &mut Schedule) { let apply_state_transition = |(mut ereader0, mut ereader1, mut ereader2): ( EventReader<StateTransitionEvent<S0::RawState>>, EventReader<StateTransitionEvent<S1::RawState>>, EventReader<StateTransitionEvent<S2::RawState>>, ), event: EventWriter<StateTransitionEvent<T>>, commands: Commands, current_state_res: Option<ResMut<State<T>>>, next_state_res: Option<ResMut<NextState<T>>>, (s0, s1, s2): ( Option<Res<State<S0::RawState>>>, Option<Res<State<S1::RawState>>>, Option<Res<State<S2::RawState>>>, )| { // With `||` we can correctly count parent changed if any of the sources changed. let parent_changed = (ereader0.read().last().is_some() || ereader1.read().last().is_some() || ereader2.read().last().is_some()); let next_state = take_next_state(next_state_res); if !parent_changed && next_state.is_none() { return; } // ... } } ``` # Testing - Add new test. - Check the fix worked in my game.
925 lines
35 KiB
Rust
925 lines
35 KiB
Rust
mod computed_states;
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mod freely_mutable_state;
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mod resources;
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mod state_set;
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mod states;
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mod sub_states;
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mod transitions;
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pub use bevy_state_macros::*;
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pub use computed_states::*;
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pub use freely_mutable_state::*;
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pub use resources::*;
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pub use state_set::*;
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pub use states::*;
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pub use sub_states::*;
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pub use transitions::*;
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#[cfg(test)]
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mod tests {
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use alloc::vec::Vec;
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use bevy_ecs::{event::EventRegistry, prelude::*};
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use bevy_state_macros::{States, SubStates};
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use super::*;
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#[derive(States, PartialEq, Eq, Debug, Default, Hash, Clone)]
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enum SimpleState {
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#[default]
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A,
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B(bool),
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}
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#[derive(PartialEq, Eq, Debug, Hash, Clone)]
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enum TestComputedState {
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BisTrue,
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BisFalse,
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}
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impl ComputedStates for TestComputedState {
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type SourceStates = Option<SimpleState>;
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fn compute(sources: Option<SimpleState>) -> Option<Self> {
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sources.and_then(|source| match source {
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SimpleState::A => None,
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SimpleState::B(value) => Some(if value { Self::BisTrue } else { Self::BisFalse }),
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})
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}
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}
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#[test]
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fn computed_state_with_a_single_source_is_correctly_derived() {
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let mut world = World::new();
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EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<TestComputedState>>(&mut world);
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world.init_resource::<State<SimpleState>>();
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let mut schedules = Schedules::new();
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let mut apply_changes = Schedule::new(StateTransition);
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TestComputedState::register_computed_state_systems(&mut apply_changes);
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SimpleState::register_state(&mut apply_changes);
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schedules.insert(apply_changes);
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert!(!world.contains_resource::<State<TestComputedState>>());
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(true)
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);
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assert_eq!(
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world.resource::<State<TestComputedState>>().0,
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TestComputedState::BisTrue
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);
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world.insert_resource(NextState::Pending(SimpleState::B(false)));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(false)
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);
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assert_eq!(
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world.resource::<State<TestComputedState>>().0,
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TestComputedState::BisFalse
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);
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world.insert_resource(NextState::Pending(SimpleState::A));
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert!(!world.contains_resource::<State<TestComputedState>>());
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}
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#[derive(SubStates, PartialEq, Eq, Debug, Default, Hash, Clone)]
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#[source(SimpleState = SimpleState::B(true))]
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enum SubState {
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#[default]
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One,
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Two,
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}
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#[test]
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fn sub_state_exists_only_when_allowed_but_can_be_modified_freely() {
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let mut world = World::new();
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EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<SubState>>(&mut world);
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world.init_resource::<State<SimpleState>>();
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let mut schedules = Schedules::new();
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let mut apply_changes = Schedule::new(StateTransition);
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SubState::register_sub_state_systems(&mut apply_changes);
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SimpleState::register_state(&mut apply_changes);
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schedules.insert(apply_changes);
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert!(!world.contains_resource::<State<SubState>>());
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world.insert_resource(NextState::Pending(SubState::Two));
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert!(!world.contains_resource::<State<SubState>>());
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(true)
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);
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assert_eq!(world.resource::<State<SubState>>().0, SubState::One);
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world.insert_resource(NextState::Pending(SubState::Two));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(true)
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);
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assert_eq!(world.resource::<State<SubState>>().0, SubState::Two);
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world.insert_resource(NextState::Pending(SimpleState::B(false)));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(false)
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);
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assert!(!world.contains_resource::<State<SubState>>());
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}
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#[derive(SubStates, PartialEq, Eq, Debug, Default, Hash, Clone)]
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#[source(TestComputedState = TestComputedState::BisTrue)]
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enum SubStateOfComputed {
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#[default]
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One,
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Two,
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}
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#[test]
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fn substate_of_computed_states_works_appropriately() {
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let mut world = World::new();
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EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<TestComputedState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<SubStateOfComputed>>(&mut world);
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world.init_resource::<State<SimpleState>>();
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let mut schedules = Schedules::new();
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let mut apply_changes = Schedule::new(StateTransition);
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TestComputedState::register_computed_state_systems(&mut apply_changes);
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SubStateOfComputed::register_sub_state_systems(&mut apply_changes);
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SimpleState::register_state(&mut apply_changes);
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schedules.insert(apply_changes);
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert!(!world.contains_resource::<State<SubStateOfComputed>>());
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world.insert_resource(NextState::Pending(SubStateOfComputed::Two));
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert!(!world.contains_resource::<State<SubStateOfComputed>>());
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(true)
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);
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assert_eq!(
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world.resource::<State<SubStateOfComputed>>().0,
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SubStateOfComputed::One
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);
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world.insert_resource(NextState::Pending(SubStateOfComputed::Two));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(true)
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);
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assert_eq!(
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world.resource::<State<SubStateOfComputed>>().0,
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SubStateOfComputed::Two
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);
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world.insert_resource(NextState::Pending(SimpleState::B(false)));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<SimpleState>>().0,
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SimpleState::B(false)
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);
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assert!(!world.contains_resource::<State<SubStateOfComputed>>());
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}
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#[derive(States, PartialEq, Eq, Debug, Default, Hash, Clone)]
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struct OtherState {
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a_flexible_value: &'static str,
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another_value: u8,
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}
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#[derive(PartialEq, Eq, Debug, Hash, Clone)]
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enum ComplexComputedState {
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InAAndStrIsBobOrJane,
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InTrueBAndUsizeAbove8,
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}
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impl ComputedStates for ComplexComputedState {
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type SourceStates = (Option<SimpleState>, Option<OtherState>);
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fn compute(sources: (Option<SimpleState>, Option<OtherState>)) -> Option<Self> {
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match sources {
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(Some(simple), Some(complex)) => {
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if simple == SimpleState::A
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&& (complex.a_flexible_value == "bob" || complex.a_flexible_value == "jane")
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{
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Some(ComplexComputedState::InAAndStrIsBobOrJane)
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} else if simple == SimpleState::B(true) && complex.another_value > 8 {
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Some(ComplexComputedState::InTrueBAndUsizeAbove8)
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} else {
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None
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}
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}
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_ => None,
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}
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}
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}
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#[test]
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fn complex_computed_state_gets_derived_correctly() {
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let mut world = World::new();
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EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<OtherState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<ComplexComputedState>>(&mut world);
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world.init_resource::<State<SimpleState>>();
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world.init_resource::<State<OtherState>>();
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let mut schedules = Schedules::new();
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let mut apply_changes = Schedule::new(StateTransition);
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ComplexComputedState::register_computed_state_systems(&mut apply_changes);
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SimpleState::register_state(&mut apply_changes);
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OtherState::register_state(&mut apply_changes);
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schedules.insert(apply_changes);
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world.insert_resource(schedules);
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setup_state_transitions_in_world(&mut world);
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world.run_schedule(StateTransition);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert_eq!(
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world.resource::<State<OtherState>>().0,
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OtherState::default()
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);
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assert!(!world.contains_resource::<State<ComplexComputedState>>());
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.run_schedule(StateTransition);
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assert!(!world.contains_resource::<State<ComplexComputedState>>());
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world.insert_resource(NextState::Pending(OtherState {
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a_flexible_value: "felix",
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another_value: 13,
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}));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<ComplexComputedState>>().0,
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ComplexComputedState::InTrueBAndUsizeAbove8
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);
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world.insert_resource(NextState::Pending(SimpleState::A));
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world.insert_resource(NextState::Pending(OtherState {
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a_flexible_value: "jane",
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another_value: 13,
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}));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<ComplexComputedState>>().0,
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ComplexComputedState::InAAndStrIsBobOrJane
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);
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world.insert_resource(NextState::Pending(SimpleState::B(false)));
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world.insert_resource(NextState::Pending(OtherState {
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a_flexible_value: "jane",
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another_value: 13,
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}));
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world.run_schedule(StateTransition);
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assert!(!world.contains_resource::<State<ComplexComputedState>>());
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}
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#[derive(Resource, Default)]
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struct ComputedStateTransitionCounter {
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enter: usize,
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exit: usize,
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}
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#[derive(States, PartialEq, Eq, Debug, Default, Hash, Clone)]
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enum SimpleState2 {
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#[default]
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A1,
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B2,
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}
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#[derive(PartialEq, Eq, Debug, Hash, Clone)]
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enum TestNewcomputedState {
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A1,
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B2,
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B1,
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}
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impl ComputedStates for TestNewcomputedState {
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type SourceStates = (Option<SimpleState>, Option<SimpleState2>);
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fn compute((s1, s2): (Option<SimpleState>, Option<SimpleState2>)) -> Option<Self> {
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match (s1, s2) {
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(Some(SimpleState::A), Some(SimpleState2::A1)) => Some(TestNewcomputedState::A1),
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(Some(SimpleState::B(true)), Some(SimpleState2::B2)) => {
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Some(TestNewcomputedState::B2)
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}
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(Some(SimpleState::B(true)), _) => Some(TestNewcomputedState::B1),
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_ => None,
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}
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}
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}
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#[test]
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fn computed_state_transitions_are_produced_correctly() {
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let mut world = World::new();
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EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<SimpleState2>>(&mut world);
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EventRegistry::register_event::<StateTransitionEvent<TestNewcomputedState>>(&mut world);
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world.init_resource::<State<SimpleState>>();
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world.init_resource::<State<SimpleState2>>();
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world.init_resource::<Schedules>();
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setup_state_transitions_in_world(&mut world);
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let mut schedules = world
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.get_resource_mut::<Schedules>()
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.expect("Schedules don't exist in world");
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let apply_changes = schedules
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.get_mut(StateTransition)
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.expect("State Transition Schedule Doesn't Exist");
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TestNewcomputedState::register_computed_state_systems(apply_changes);
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SimpleState::register_state(apply_changes);
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SimpleState2::register_state(apply_changes);
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schedules.insert({
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let mut schedule = Schedule::new(OnEnter(TestNewcomputedState::A1));
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schedule.add_systems(|mut count: ResMut<ComputedStateTransitionCounter>| {
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count.enter += 1;
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});
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schedule
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});
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schedules.insert({
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let mut schedule = Schedule::new(OnExit(TestNewcomputedState::A1));
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schedule.add_systems(|mut count: ResMut<ComputedStateTransitionCounter>| {
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count.exit += 1;
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});
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schedule
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});
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schedules.insert({
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let mut schedule = Schedule::new(OnEnter(TestNewcomputedState::B1));
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schedule.add_systems(|mut count: ResMut<ComputedStateTransitionCounter>| {
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count.enter += 1;
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});
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schedule
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});
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schedules.insert({
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let mut schedule = Schedule::new(OnExit(TestNewcomputedState::B1));
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schedule.add_systems(|mut count: ResMut<ComputedStateTransitionCounter>| {
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count.exit += 1;
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});
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schedule
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});
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schedules.insert({
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let mut schedule = Schedule::new(OnEnter(TestNewcomputedState::B2));
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schedule.add_systems(|mut count: ResMut<ComputedStateTransitionCounter>| {
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count.enter += 1;
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});
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schedule
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});
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schedules.insert({
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let mut schedule = Schedule::new(OnExit(TestNewcomputedState::B2));
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schedule.add_systems(|mut count: ResMut<ComputedStateTransitionCounter>| {
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count.exit += 1;
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});
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schedule
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});
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world.init_resource::<ComputedStateTransitionCounter>();
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setup_state_transitions_in_world(&mut world);
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assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
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assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::A1);
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assert!(!world.contains_resource::<State<TestNewcomputedState>>());
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.insert_resource(NextState::Pending(SimpleState2::B2));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<TestNewcomputedState>>().0,
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TestNewcomputedState::B2
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);
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assert_eq!(world.resource::<ComputedStateTransitionCounter>().enter, 1);
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assert_eq!(world.resource::<ComputedStateTransitionCounter>().exit, 0);
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world.insert_resource(NextState::Pending(SimpleState2::A1));
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world.insert_resource(NextState::Pending(SimpleState::A));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<TestNewcomputedState>>().0,
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TestNewcomputedState::A1
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);
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assert_eq!(
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world.resource::<ComputedStateTransitionCounter>().enter,
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2,
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|
"Should Only Enter Twice"
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);
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assert_eq!(
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world.resource::<ComputedStateTransitionCounter>().exit,
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1,
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|
"Should Only Exit Once"
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);
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world.insert_resource(NextState::Pending(SimpleState::B(true)));
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world.insert_resource(NextState::Pending(SimpleState2::B2));
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world.run_schedule(StateTransition);
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assert_eq!(
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world.resource::<State<TestNewcomputedState>>().0,
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TestNewcomputedState::B2
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);
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assert_eq!(
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world.resource::<ComputedStateTransitionCounter>().enter,
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3,
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|
"Should Only Enter Three Times"
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);
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assert_eq!(
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|
world.resource::<ComputedStateTransitionCounter>().exit,
|
|
2,
|
|
"Should Only Exit Twice"
|
|
);
|
|
|
|
world.insert_resource(NextState::Pending(SimpleState::A));
|
|
world.run_schedule(StateTransition);
|
|
assert!(!world.contains_resource::<State<TestNewcomputedState>>());
|
|
assert_eq!(
|
|
world.resource::<ComputedStateTransitionCounter>().enter,
|
|
3,
|
|
"Should Only Enter Three Times"
|
|
);
|
|
assert_eq!(
|
|
world.resource::<ComputedStateTransitionCounter>().exit,
|
|
3,
|
|
"Should Only Exit Twice"
|
|
);
|
|
}
|
|
|
|
#[derive(Resource, Default, PartialEq, Debug)]
|
|
struct TransitionCounter {
|
|
exit: u8,
|
|
transition: u8,
|
|
enter: u8,
|
|
}
|
|
|
|
#[test]
|
|
fn same_state_transition_should_emit_event_and_not_run_schedules() {
|
|
let mut world = World::new();
|
|
setup_state_transitions_in_world(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
|
|
world.init_resource::<State<SimpleState>>();
|
|
let mut schedules = world.resource_mut::<Schedules>();
|
|
let apply_changes = schedules.get_mut(StateTransition).unwrap();
|
|
SimpleState::register_state(apply_changes);
|
|
|
|
let mut on_exit = Schedule::new(OnExit(SimpleState::A));
|
|
on_exit.add_systems(|mut c: ResMut<TransitionCounter>| c.exit += 1);
|
|
schedules.insert(on_exit);
|
|
let mut on_transition = Schedule::new(OnTransition {
|
|
exited: SimpleState::A,
|
|
entered: SimpleState::A,
|
|
});
|
|
on_transition.add_systems(|mut c: ResMut<TransitionCounter>| c.transition += 1);
|
|
schedules.insert(on_transition);
|
|
let mut on_enter = Schedule::new(OnEnter(SimpleState::A));
|
|
on_enter.add_systems(|mut c: ResMut<TransitionCounter>| c.enter += 1);
|
|
schedules.insert(on_enter);
|
|
world.insert_resource(TransitionCounter::default());
|
|
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
|
|
assert!(world
|
|
.resource::<Events<StateTransitionEvent<SimpleState>>>()
|
|
.is_empty());
|
|
|
|
world.insert_resource(TransitionCounter::default());
|
|
world.insert_resource(NextState::Pending(SimpleState::A));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
|
|
assert_eq!(
|
|
*world.resource::<TransitionCounter>(),
|
|
TransitionCounter {
|
|
exit: 0,
|
|
transition: 1, // Same state transitions are allowed
|
|
enter: 0
|
|
}
|
|
);
|
|
assert_eq!(
|
|
world
|
|
.resource::<Events<StateTransitionEvent<SimpleState>>>()
|
|
.len(),
|
|
1
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn same_state_transition_should_propagate_to_sub_state() {
|
|
let mut world = World::new();
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<SubState>>(&mut world);
|
|
world.insert_resource(State(SimpleState::B(true)));
|
|
world.init_resource::<State<SubState>>();
|
|
let mut schedules = Schedules::new();
|
|
let mut apply_changes = Schedule::new(StateTransition);
|
|
SimpleState::register_state(&mut apply_changes);
|
|
SubState::register_sub_state_systems(&mut apply_changes);
|
|
schedules.insert(apply_changes);
|
|
world.insert_resource(schedules);
|
|
setup_state_transitions_in_world(&mut world);
|
|
|
|
world.insert_resource(NextState::Pending(SimpleState::B(true)));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(
|
|
world
|
|
.resource::<Events<StateTransitionEvent<SimpleState>>>()
|
|
.len(),
|
|
1
|
|
);
|
|
assert_eq!(
|
|
world
|
|
.resource::<Events<StateTransitionEvent<SubState>>>()
|
|
.len(),
|
|
1
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn same_state_transition_should_propagate_to_computed_state() {
|
|
let mut world = World::new();
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<TestComputedState>>(&mut world);
|
|
world.insert_resource(State(SimpleState::B(true)));
|
|
world.insert_resource(State(TestComputedState::BisTrue));
|
|
let mut schedules = Schedules::new();
|
|
let mut apply_changes = Schedule::new(StateTransition);
|
|
SimpleState::register_state(&mut apply_changes);
|
|
TestComputedState::register_computed_state_systems(&mut apply_changes);
|
|
schedules.insert(apply_changes);
|
|
world.insert_resource(schedules);
|
|
setup_state_transitions_in_world(&mut world);
|
|
|
|
world.insert_resource(NextState::Pending(SimpleState::B(true)));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(
|
|
world
|
|
.resource::<Events<StateTransitionEvent<SimpleState>>>()
|
|
.len(),
|
|
1
|
|
);
|
|
assert_eq!(
|
|
world
|
|
.resource::<Events<StateTransitionEvent<TestComputedState>>>()
|
|
.len(),
|
|
1
|
|
);
|
|
}
|
|
|
|
#[derive(Resource, Default, Debug)]
|
|
struct TransitionTracker(Vec<&'static str>);
|
|
|
|
#[derive(PartialEq, Eq, Debug, Hash, Clone)]
|
|
enum TransitionTestingComputedState {
|
|
IsA,
|
|
IsBAndEven,
|
|
IsBAndOdd,
|
|
}
|
|
|
|
impl ComputedStates for TransitionTestingComputedState {
|
|
type SourceStates = (Option<SimpleState>, Option<SubState>);
|
|
|
|
fn compute(sources: (Option<SimpleState>, Option<SubState>)) -> Option<Self> {
|
|
match sources {
|
|
(Some(simple), sub) => {
|
|
if simple == SimpleState::A {
|
|
Some(Self::IsA)
|
|
} else if sub == Some(SubState::One) {
|
|
Some(Self::IsBAndOdd)
|
|
} else if sub == Some(SubState::Two) {
|
|
Some(Self::IsBAndEven)
|
|
} else {
|
|
None
|
|
}
|
|
}
|
|
_ => None,
|
|
}
|
|
}
|
|
}
|
|
|
|
#[derive(PartialEq, Eq, Debug, Hash, Clone)]
|
|
enum MultiSourceComputedState {
|
|
FromSimpleBTrue,
|
|
FromSimple2B2,
|
|
FromBoth,
|
|
}
|
|
|
|
impl ComputedStates for MultiSourceComputedState {
|
|
type SourceStates = (SimpleState, SimpleState2);
|
|
|
|
fn compute((simple_state, simple_state2): (SimpleState, SimpleState2)) -> Option<Self> {
|
|
match (simple_state, simple_state2) {
|
|
// If both are in their special states, prioritize the "both" variant.
|
|
(SimpleState::B(true), SimpleState2::B2) => Some(Self::FromBoth),
|
|
// If only SimpleState is B(true).
|
|
(SimpleState::B(true), _) => Some(Self::FromSimpleBTrue),
|
|
// If only SimpleState2 is B2.
|
|
(_, SimpleState2::B2) => Some(Self::FromSimple2B2),
|
|
// Otherwise, no computed state.
|
|
_ => None,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// This test ensures that [`ComputedStates`] with multiple source states
|
|
/// react when any source changes.
|
|
#[test]
|
|
fn computed_state_with_multiple_sources_should_react_to_any_source_change() {
|
|
let mut world = World::new();
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState2>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<MultiSourceComputedState>>(&mut world);
|
|
|
|
world.init_resource::<State<SimpleState>>();
|
|
world.init_resource::<State<SimpleState2>>();
|
|
|
|
let mut schedules = Schedules::new();
|
|
let mut apply_changes = Schedule::new(StateTransition);
|
|
SimpleState::register_state(&mut apply_changes);
|
|
SimpleState2::register_state(&mut apply_changes);
|
|
MultiSourceComputedState::register_computed_state_systems(&mut apply_changes);
|
|
schedules.insert(apply_changes);
|
|
|
|
world.insert_resource(schedules);
|
|
setup_state_transitions_in_world(&mut world);
|
|
|
|
// Initial state: SimpleState::A, SimpleState2::A1 and
|
|
// MultiSourceComputedState should not exist yet.
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
|
|
assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::A1);
|
|
assert!(!world.contains_resource::<State<MultiSourceComputedState>>());
|
|
|
|
// Change only SimpleState to B(true) - this should trigger
|
|
// MultiSourceComputedState.
|
|
world.insert_resource(NextState::Pending(SimpleState::B(true)));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(
|
|
world.resource::<State<SimpleState>>().0,
|
|
SimpleState::B(true)
|
|
);
|
|
assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::A1);
|
|
// The computed state should exist because SimpleState changed to
|
|
// B(true).
|
|
assert!(world.contains_resource::<State<MultiSourceComputedState>>());
|
|
assert_eq!(
|
|
world.resource::<State<MultiSourceComputedState>>().0,
|
|
MultiSourceComputedState::FromSimpleBTrue
|
|
);
|
|
|
|
// Reset SimpleState to A - computed state should be removed.
|
|
world.insert_resource(NextState::Pending(SimpleState::A));
|
|
world.run_schedule(StateTransition);
|
|
assert!(!world.contains_resource::<State<MultiSourceComputedState>>());
|
|
|
|
// Now change only SimpleState2 to B2 - this should also trigger
|
|
// MultiSourceComputedState.
|
|
world.insert_resource(NextState::Pending(SimpleState2::B2));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
|
|
assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::B2);
|
|
// The computed state should exist because SimpleState2 changed to B2.
|
|
assert!(world.contains_resource::<State<MultiSourceComputedState>>());
|
|
assert_eq!(
|
|
world.resource::<State<MultiSourceComputedState>>().0,
|
|
MultiSourceComputedState::FromSimple2B2
|
|
);
|
|
|
|
// Test that changes to both states work.
|
|
world.insert_resource(NextState::Pending(SimpleState::B(true)));
|
|
world.insert_resource(NextState::Pending(SimpleState2::A1));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(
|
|
world.resource::<State<MultiSourceComputedState>>().0,
|
|
MultiSourceComputedState::FromSimpleBTrue
|
|
);
|
|
}
|
|
|
|
// Test SubState that depends on multiple source states.
|
|
#[derive(PartialEq, Eq, Debug, Default, Hash, Clone)]
|
|
enum MultiSourceSubState {
|
|
#[default]
|
|
Active,
|
|
}
|
|
|
|
impl SubStates for MultiSourceSubState {
|
|
type SourceStates = (SimpleState, SimpleState2);
|
|
|
|
fn should_exist(
|
|
(simple_state, simple_state2): (SimpleState, SimpleState2),
|
|
) -> Option<Self> {
|
|
// SubState should exist when:
|
|
// - SimpleState is B(true), OR
|
|
// - SimpleState2 is B2
|
|
match (simple_state, simple_state2) {
|
|
(SimpleState::B(true), _) | (_, SimpleState2::B2) => Some(Self::Active),
|
|
_ => None,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl States for MultiSourceSubState {
|
|
const DEPENDENCY_DEPTH: usize = <Self as SubStates>::SourceStates::SET_DEPENDENCY_DEPTH + 1;
|
|
}
|
|
|
|
impl FreelyMutableState for MultiSourceSubState {}
|
|
|
|
/// This test ensures that [`SubStates`] with multiple source states react
|
|
/// when any source changes.
|
|
#[test]
|
|
fn sub_state_with_multiple_sources_should_react_to_any_source_change() {
|
|
let mut world = World::new();
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState2>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<MultiSourceSubState>>(&mut world);
|
|
|
|
world.init_resource::<State<SimpleState>>();
|
|
world.init_resource::<State<SimpleState2>>();
|
|
|
|
let mut schedules = Schedules::new();
|
|
let mut apply_changes = Schedule::new(StateTransition);
|
|
SimpleState::register_state(&mut apply_changes);
|
|
SimpleState2::register_state(&mut apply_changes);
|
|
MultiSourceSubState::register_sub_state_systems(&mut apply_changes);
|
|
schedules.insert(apply_changes);
|
|
|
|
world.insert_resource(schedules);
|
|
setup_state_transitions_in_world(&mut world);
|
|
|
|
// Initial state: SimpleState::A, SimpleState2::A1 and
|
|
// MultiSourceSubState should not exist yet.
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
|
|
assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::A1);
|
|
assert!(!world.contains_resource::<State<MultiSourceSubState>>());
|
|
|
|
// Change only SimpleState to B(true) - this should trigger
|
|
// MultiSourceSubState.
|
|
world.insert_resource(NextState::Pending(SimpleState::B(true)));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(
|
|
world.resource::<State<SimpleState>>().0,
|
|
SimpleState::B(true)
|
|
);
|
|
assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::A1);
|
|
// The sub state should exist because SimpleState changed to B(true).
|
|
assert!(world.contains_resource::<State<MultiSourceSubState>>());
|
|
|
|
// Reset to initial state.
|
|
world.insert_resource(NextState::Pending(SimpleState::A));
|
|
world.run_schedule(StateTransition);
|
|
assert!(!world.contains_resource::<State<MultiSourceSubState>>());
|
|
|
|
// Now change only SimpleState2 to B2 - this should also trigger
|
|
// MultiSourceSubState creation.
|
|
world.insert_resource(NextState::Pending(SimpleState2::B2));
|
|
world.run_schedule(StateTransition);
|
|
assert_eq!(world.resource::<State<SimpleState>>().0, SimpleState::A);
|
|
assert_eq!(world.resource::<State<SimpleState2>>().0, SimpleState2::B2);
|
|
// The sub state should exist because SimpleState2 changed to B2.
|
|
assert!(world.contains_resource::<State<MultiSourceSubState>>());
|
|
|
|
// Finally, test that it works when both change simultaneously.
|
|
world.insert_resource(NextState::Pending(SimpleState::B(false)));
|
|
world.insert_resource(NextState::Pending(SimpleState2::A1));
|
|
world.run_schedule(StateTransition);
|
|
// After this transition, the state should not exist since SimpleState
|
|
// is B(false).
|
|
assert!(!world.contains_resource::<State<MultiSourceSubState>>());
|
|
|
|
// Change both at the same time.
|
|
world.insert_resource(NextState::Pending(SimpleState::B(true)));
|
|
world.insert_resource(NextState::Pending(SimpleState2::B2));
|
|
world.run_schedule(StateTransition);
|
|
assert!(world.contains_resource::<State<MultiSourceSubState>>());
|
|
}
|
|
|
|
#[test]
|
|
fn check_transition_orders() {
|
|
let mut world = World::new();
|
|
setup_state_transitions_in_world(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<SimpleState>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<SubState>>(&mut world);
|
|
EventRegistry::register_event::<StateTransitionEvent<TransitionTestingComputedState>>(
|
|
&mut world,
|
|
);
|
|
world.insert_resource(State(SimpleState::B(true)));
|
|
world.init_resource::<State<SubState>>();
|
|
world.insert_resource(State(TransitionTestingComputedState::IsA));
|
|
let mut schedules = world.remove_resource::<Schedules>().unwrap();
|
|
let apply_changes = schedules.get_mut(StateTransition).unwrap();
|
|
SimpleState::register_state(apply_changes);
|
|
SubState::register_sub_state_systems(apply_changes);
|
|
TransitionTestingComputedState::register_computed_state_systems(apply_changes);
|
|
|
|
world.init_resource::<TransitionTracker>();
|
|
fn register_transition(string: &'static str) -> impl Fn(ResMut<TransitionTracker>) {
|
|
move |mut transitions: ResMut<TransitionTracker>| transitions.0.push(string)
|
|
}
|
|
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("simple exit").in_set(ExitSchedules::<SimpleState>::default()),
|
|
);
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("simple transition")
|
|
.in_set(TransitionSchedules::<SimpleState>::default()),
|
|
);
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("simple enter").in_set(EnterSchedules::<SimpleState>::default()),
|
|
);
|
|
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("sub exit").in_set(ExitSchedules::<SubState>::default()),
|
|
);
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("sub transition")
|
|
.in_set(TransitionSchedules::<SubState>::default()),
|
|
);
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("sub enter").in_set(EnterSchedules::<SubState>::default()),
|
|
);
|
|
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("computed exit")
|
|
.in_set(ExitSchedules::<TransitionTestingComputedState>::default()),
|
|
);
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("computed transition")
|
|
.in_set(TransitionSchedules::<TransitionTestingComputedState>::default()),
|
|
);
|
|
schedules.add_systems(
|
|
StateTransition,
|
|
register_transition("computed enter")
|
|
.in_set(EnterSchedules::<TransitionTestingComputedState>::default()),
|
|
);
|
|
|
|
world.insert_resource(schedules);
|
|
|
|
world.run_schedule(StateTransition);
|
|
|
|
let transitions = &world.resource::<TransitionTracker>().0;
|
|
|
|
assert_eq!(transitions.len(), 9);
|
|
assert_eq!(transitions[0], "computed exit");
|
|
assert_eq!(transitions[1], "sub exit");
|
|
assert_eq!(transitions[2], "simple exit");
|
|
// Transition order is arbitrary and doesn't need testing.
|
|
assert_eq!(transitions[6], "simple enter");
|
|
assert_eq!(transitions[7], "sub enter");
|
|
assert_eq!(transitions[8], "computed enter");
|
|
}
|
|
}
|