 c26be39719
			
		
	
	
		c26be39719
		
	
	
	
	
		
			
			# 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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     // Run systems
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|     update_stage.run(&mut world);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     // Run systems
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|     update_stage.run(&mut world);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     // Run systems
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|     update_stage.run(&mut world);
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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!(world.query::<&Enemy>().iter(&world).len(), 1);
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| 
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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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| 
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|     // Run systems
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|     update_stage.run(&mut world);
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| 
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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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