different incomplete unit test attempts [ci skip]

This commit is contained in:
Christof Petig 2022-05-27 11:15:46 +02:00
parent f8dd030643
commit b702a27b28

View File

@ -1271,48 +1271,75 @@ impl HandInfo {
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use specs::LazyUpdate;
use crate::{
comp::item::MaterialStatManifest, resources::DeltaTime, states::behavior::JoinStruct,
};
use super::*; use super::*;
use crate::{
comp::{item::MaterialStatManifest, Ori, Pos, Vel},
resources::DeltaTime,
states::behavior::JoinStruct,
uid::Uid,
};
use specs::{
shrev::EventChannel, storage::FlaggedAccessMut, world::entity::Generation, LazyUpdate,
};
use std::marker::PhantomData;
use common_systems::character_behavior;
#[test] #[test]
fn orientation_shortcut() { fn orientation_shortcut() {
let index: specs::world::entity::Index = 42; let mut ecs = specs::World::new();
let generation = specs::world::entity::Generation(43); ecs.register::<crate::comp::CharacterState>();
let js = JoinStruct { let entity = ecs
entity: Entitiy::new(index, generation), .create_entity()
uid: todo!(), .with(CharacterState::Idle(idle::Data { is_sneaking: false }))
char_state: todo!(), .build();
pos: todo!(),
vel: todo!(), let mut system = character_behavior::Sys::new();
ori: todo!(), system.run_now(ecs);
mass: todo!(), ecs.maintain();
density: todo!(),
energy: todo!(), // let mut char_state = CharacterState::Idle(idle::Data { is_sneaking: false });
inventory: todo!(), // let mut pos = Pos(Vec3::new(11, 12, 13));
controller: todo!(), // let mut vel = Vel(Vec3::new(1.0, 0.0, 0.0));
health: todo!(), // let mut ori = Ori::default();
body: todo!(), // let index: specs::world::entity::Index = 42;
physics: todo!(), // let generation = Generation(43);
melee_attack: todo!(), // let js = JoinStruct {
beam: todo!(), // entity: entity,
stat: todo!(), // //specs::world::entity::Entitiy::new(index, generation),
skill_set: todo!(), // uid: &Uid(44),
active_abilities: todo!(), // char_state: FlaggedAccessMut {
combo: todo!(), // channel: &mut EventChannel::with_capacity(2),
alignment: todo!(), // emit: false,
terrain: todo!(), // id: 44,
mount_data: todo!(), // access: &mut char_state,
}; // phantom: PhantomData,
let lu = LazyUpdate::new(); // },
let msm = MaterialStatManifest::new(); // pos: &mut pos,
let dt = DeltaTime(0.033); // vel: &mut vel,
let jd = JoinData::new(&js, &lu, &dt, &msm); // ori: &mut ori,
let mut update: StateUpdate = jd.into(); // mass: todo!(),
handle_orientation(&jd, &mut update, 1.0, None); // density: todo!(),
// energy: todo!(),
// inventory: todo!(),
// controller: todo!(),
// health: todo!(),
// body: todo!(),
// physics: todo!(),
// melee_attack: todo!(),
// beam: todo!(),
// stat: todo!(),
// skill_set: todo!(),
// active_abilities: todo!(),
// combo: todo!(),
// alignment: todo!(),
// terrain: todo!(),
// mount_data: todo!(),
// };
// let lu = LazyUpdate::new();
// let msm = MaterialStatManifest::new();
// let dt = DeltaTime(0.033);
// let jd = JoinData::new(&js, &lu, &dt, &msm);
// let mut update: StateUpdate = jd.into();
// handle_orientation(&jd, &mut update, 1.0, None);
} }
} }