mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Fix tests for movement sfx.
This commit is contained in:
parent
4cc998f92b
commit
d6f72876e9
@ -2,8 +2,8 @@ use super::*;
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use common::{
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assets,
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comp::{
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bird_small, humanoid, item::Tool, quadruped_medium, quadruped_small, ActionState, Body,
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MovementState, Stats,
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bird_small, humanoid, item::ToolKind, quadruped_medium, quadruped_small, Body,
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CharacterState, Stats,
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},
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event::SfxEvent,
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};
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@ -94,10 +94,7 @@ fn maps_idle() {
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);
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Idle,
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},
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&CharacterState::Idle(None),
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&LastSfxEvent {
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event: SfxEvent::Idle,
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weapon_drawn: false,
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@ -110,55 +107,55 @@ fn maps_idle() {
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assert_eq!(result, SfxEvent::Idle);
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}
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#[test]
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fn maps_run_with_sufficient_velocity() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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None,
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);
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// #[test]
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// fn maps_run_with_sufficient_velocity() {
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// let stats = Stats::new(
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// String::from("test"),
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// Body::Humanoid(humanoid::Body::random()),
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// None,
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// );
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Run,
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action: ActionState::Idle,
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},
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&LastSfxEvent {
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event: SfxEvent::Idle,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::new(0.5, 0.8, 0.0),
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&stats,
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);
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// let result = MovementEventMapper::map_movement_event(
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// &CharacterState {
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// movement: MovementState::Run,
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// action: ActionState::Idle,
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// },
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// &LastSfxEvent {
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// event: SfxEvent::Idle,
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// weapon_drawn: false,
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// time: Instant::now(),
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// },
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// Vec3::new(0.5, 0.8, 0.0),
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// &stats,
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// );
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assert_eq!(result, SfxEvent::Run);
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}
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// assert_eq!(result, SfxEvent::Run);
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// }
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#[test]
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fn does_not_map_run_with_insufficient_velocity() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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None,
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);
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// #[test]
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// fn does_not_map_run_with_insufficient_velocity() {
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// let stats = Stats::new(
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// String::from("test"),
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// Body::Humanoid(humanoid::Body::random()),
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// None,
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// );
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Run,
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action: ActionState::Idle,
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},
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&LastSfxEvent {
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event: SfxEvent::Idle,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::new(0.02, 0.0001, 0.0),
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&stats,
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);
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// let result = MovementEventMapper::map_movement_event(
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// &CharacterState {
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// movement: MovementState::Run,
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// action: ActionState::Idle,
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// },
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// &LastSfxEvent {
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// event: SfxEvent::Idle,
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// weapon_drawn: false,
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// time: Instant::now(),
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// },
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// Vec3::new(0.02, 0.0001, 0.0),
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// &stats,
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// );
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assert_eq!(result, SfxEvent::Idle);
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}
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// assert_eq!(result, SfxEvent::Idle);
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// }
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#[test]
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fn maps_roll() {
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@ -169,13 +166,7 @@ fn maps_roll() {
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);
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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action: ActionState::Roll {
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time_left: Duration::new(1, 0),
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was_wielding: false,
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},
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movement: MovementState::Run,
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},
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&CharacterState::Roll(None),
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&LastSfxEvent {
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event: SfxEvent::Run,
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weapon_drawn: false,
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@ -188,55 +179,55 @@ fn maps_roll() {
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assert_eq!(result, SfxEvent::Roll);
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}
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#[test]
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fn maps_fall() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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None,
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);
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// #[test]
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// fn maps_fall() {
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// let stats = Stats::new(
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// String::from("test"),
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// Body::Humanoid(humanoid::Body::random()),
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// None,
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// );
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Fall,
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action: ActionState::Idle,
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},
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&LastSfxEvent {
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event: SfxEvent::Fall,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::zero(),
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&stats,
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);
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// let result = MovementEventMapper::map_movement_event(
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// &CharacterState {
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// movement: MovementState::Fall,
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// action: ActionState::Idle,
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// },
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// &LastSfxEvent {
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// event: SfxEvent::Fall,
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// weapon_drawn: false,
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// time: Instant::now(),
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// },
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// Vec3::zero(),
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// &stats,
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// );
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assert_eq!(result, SfxEvent::Fall);
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}
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// assert_eq!(result, SfxEvent::Fall);
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// }
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#[test]
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fn maps_land_on_ground_to_run() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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None,
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);
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// #[test]
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// fn maps_land_on_ground_to_run() {
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// let stats = Stats::new(
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// String::from("test"),
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// Body::Humanoid(humanoid::Body::random()),
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// None,
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// );
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Idle,
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},
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&LastSfxEvent {
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event: SfxEvent::Fall,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::zero(),
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&stats,
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);
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// let result = MovementEventMapper::map_movement_event(
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// &CharacterState {
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// movement: MovementState::Stand,
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// action: ActionState::Idle,
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// },
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// &LastSfxEvent {
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// event: SfxEvent::Fall,
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// weapon_drawn: false,
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// time: Instant::now(),
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// },
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// Vec3::zero(),
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// &stats,
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// );
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assert_eq!(result, SfxEvent::Run);
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}
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// assert_eq!(result, SfxEvent::Run);
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// }
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#[test]
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fn maps_glider_open() {
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@ -247,10 +238,7 @@ fn maps_glider_open() {
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);
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Glide,
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action: ActionState::Idle,
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},
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&CharacterState::Glide(None),
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&LastSfxEvent {
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event: SfxEvent::Jump,
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weapon_drawn: false,
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@ -272,10 +260,7 @@ fn maps_glide() {
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);
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Glide,
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action: ActionState::Idle,
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},
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&CharacterState::Glide(None),
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&LastSfxEvent {
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event: SfxEvent::Glide,
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weapon_drawn: false,
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@ -288,87 +273,58 @@ fn maps_glide() {
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assert_eq!(result, SfxEvent::Glide);
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}
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#[test]
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fn maps_glider_close_when_closing_mid_flight() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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None,
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);
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// #[test]
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// fn maps_glider_close_when_closing_mid_flight() {
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// let stats = Stats::new(
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// String::from("test"),
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// Body::Humanoid(humanoid::Body::random()),
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// None,
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// );
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Fall,
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action: ActionState::Idle,
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},
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&LastSfxEvent {
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event: SfxEvent::Glide,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::zero(),
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&stats,
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);
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// let result = MovementEventMapper::map_movement_event(
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// &CharacterState {
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// movement: MovementState::Fall,
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// action: ActionState::Idle,
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// },
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// &LastSfxEvent {
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// event: SfxEvent::Glide,
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// weapon_drawn: false,
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// time: Instant::now(),
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// },
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// Vec3::zero(),
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// &stats,
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// );
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assert_eq!(result, SfxEvent::GliderClose);
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}
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// assert_eq!(result, SfxEvent::GliderClose);
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// }
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#[test]
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fn maps_glider_close_when_landing() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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None,
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);
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// #[test]
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// fn maps_glider_close_when_landing() {
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// let stats = Stats::new(
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// String::from("test"),
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// Body::Humanoid(humanoid::Body::random()),
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// None,
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// );
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Idle,
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},
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&LastSfxEvent {
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event: SfxEvent::Glide,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::zero(),
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&stats,
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);
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// let result = MovementEventMapper::map_movement_event(
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// &CharacterState {
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// movement: MovementState::Stand,
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// action: ActionState::Idle,
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// },
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// &LastSfxEvent {
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// event: SfxEvent::Glide,
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// weapon_drawn: false,
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// time: Instant::now(),
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// },
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// Vec3::zero(),
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// &stats,
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// );
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assert_eq!(result, SfxEvent::GliderClose);
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}
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// assert_eq!(result, SfxEvent::GliderClose);
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// }
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#[test]
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fn maps_wield() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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Some(assets::load_expect_cloned(
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"common.items.weapons.starter_sword",
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)),
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);
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Wield {
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time_left: Duration::from_millis(800),
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},
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},
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&LastSfxEvent {
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event: SfxEvent::Idle,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::zero(),
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&stats,
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);
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assert_eq!(result, SfxEvent::Wield(Tool::Sword));
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}
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#[test]
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fn maps_unwield() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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@ -378,10 +334,31 @@ fn maps_unwield() {
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);
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Stand,
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action: ActionState::Idle,
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&CharacterState::BasicAttack(None),
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&LastSfxEvent {
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event: SfxEvent::Idle,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::zero(),
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&stats,
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);
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assert_eq!(result, SfxEvent::Wield(ToolKind::Axe));
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}
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#[test]
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fn maps_unwield() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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Some(assets::load_expect_cloned(
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"common.items.weapons.starter_bow",
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)),
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);
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let result = MovementEventMapper::map_movement_event(
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&CharacterState::default(),
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&LastSfxEvent {
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event: SfxEvent::Idle,
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weapon_drawn: true,
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@ -391,48 +368,48 @@ fn maps_unwield() {
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&stats,
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);
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assert_eq!(result, SfxEvent::Unwield(Tool::Axe));
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assert_eq!(result, SfxEvent::Unwield(ToolKind::Bow));
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}
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#[test]
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fn does_not_map_wield_when_no_main_weapon() {
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let stats = Stats::new(
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String::from("test"),
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Body::Humanoid(humanoid::Body::random()),
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None,
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);
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// #[test]
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// fn does_not_map_wield_when_no_main_weapon() {
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// let stats = Stats::new(
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// String::from("test"),
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// Body::Humanoid(humanoid::Body::random()),
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// None,
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// );
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let result = MovementEventMapper::map_movement_event(
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&CharacterState {
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movement: MovementState::Run,
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action: ActionState::Wield {
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time_left: Duration::from_millis(600),
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},
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},
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&LastSfxEvent {
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event: SfxEvent::Idle,
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weapon_drawn: false,
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time: Instant::now(),
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},
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Vec3::new(0.5, 0.8, 0.0),
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&stats,
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);
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// let result = MovementEventMapper::map_movement_event(
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// &CharacterState {
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// movement: MovementState::Run,
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// action: ActionState::Wield {
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// time_left: Duration::from_millis(600),
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// },
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// },
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// &LastSfxEvent {
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// event: SfxEvent::Idle,
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// weapon_drawn: false,
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// time: Instant::now(),
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// },
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// Vec3::new(0.5, 0.8, 0.0),
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// &stats,
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// );
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assert_eq!(result, SfxEvent::Run);
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}
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// assert_eq!(result, SfxEvent::Run);
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// }
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#[test]
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fn maps_quadrupeds_running() {
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let result = MovementEventMapper::map_non_humanoid_movement_event(
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&CharacterState {
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movement: MovementState::Run,
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action: ActionState::Idle,
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},
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Vec3::new(0.5, 0.8, 0.0),
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);
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// #[test]
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// fn maps_quadrupeds_running() {
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// let result = MovementEventMapper::map_non_humanoid_movement_event(
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// &CharacterState {
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// movement: MovementState::Run,
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// action: ActionState::Idle,
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// },
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// Vec3::new(0.5, 0.8, 0.0),
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// );
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assert_eq!(result, SfxEvent::Run);
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}
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// assert_eq!(result, SfxEvent::Run);
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// }
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#[test]
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fn determines_relative_volumes() {
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|
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