# Objective - Since #4224, using labels which only refer to one system doesn't make sense. ## Solution - Remove some of those. ## Future work - We should remove the ability to use strings as system labels entirely. I haven't in this PR because there are tests which use this, and that's a lot of code to change. - The only use cases for labels are either intra-crate, which use #4224, or inter-crate, which should either use #4224 or explicit types. Neither of those should use strings.
		
			
				
	
	
		
			98 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			98 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
use bevy::prelude::*;
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#[derive(Component, Default)]
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struct Enemy {
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    hit_points: u32,
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}
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fn despawn_dead_enemies(mut commands: Commands, enemies: Query<(Entity, &Enemy)>) {
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    for (entity, enemy) in enemies.iter() {
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        if enemy.hit_points == 0 {
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            commands.entity(entity).despawn_recursive();
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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 enemies.iter_mut() {
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        enemy.hit_points -= 1;
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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().insert(Enemy { hit_points: 5 });
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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 world
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    let mut world = World::default();
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    // Setup stage with our two systems
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    let mut update_stage = SystemStage::parallel();
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    update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
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    update_stage.add_system(despawn_dead_enemies);
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    // Setup test entities
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    let enemy_id = world.spawn().insert(Enemy { hit_points: 5 }).id();
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    // Run systems
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    update_stage.run(&mut world);
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    // Check resulting changes
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    assert!(world.get::<Enemy>(enemy_id).is_some());
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    assert_eq!(world.get::<Enemy>(enemy_id).unwrap().hit_points, 4);
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}
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#[test]
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fn did_despawn_enemy() {
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    // Setup world
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    let mut world = World::default();
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    // Setup stage with our two systems
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    let mut update_stage = SystemStage::parallel();
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    update_stage.add_system(hurt_enemies.before(despawn_dead_enemies));
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    update_stage.add_system(despawn_dead_enemies);
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    // Setup test entities
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    let enemy_id = world.spawn().insert(Enemy { hit_points: 1 }).id();
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    // Run systems
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    update_stage.run(&mut world);
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    // Check resulting changes
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    assert!(world.get::<Enemy>(enemy_id).is_none());
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}
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#[test]
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fn spawn_enemy_using_input_resource() {
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    // Setup world
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    let mut world = World::default();
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    // Setup stage with a system
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    let mut update_stage = SystemStage::parallel();
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    update_stage.add_system(spawn_enemy);
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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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    world.insert_resource(input);
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    // Run systems
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    update_stage.run(&mut world);
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    // Check resulting changes, one entity has been spawned with `Enemy` component
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    assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1);
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    // Clear the `just_pressed` status for all `KeyCode`s
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    world.resource_mut::<Input<KeyCode>>().clear();
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    // Run systems
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    update_stage.run(&mut world);
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    // Check resulting changes, no new entity has been spawned
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    assert_eq!(world.query::<&Enemy>().iter(&world).len(), 1);
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}
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