优化EntitySystem初始化逻辑/防止多次初始化
增加matcher和entitysystem的测试
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416
tests/ECS/Core/DecoratorSystem.test.ts
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416
tests/ECS/Core/DecoratorSystem.test.ts
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import { Scene } from '../../../src/ECS/Scene';
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import { Entity } from '../../../src/ECS/Entity';
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import { Component } from '../../../src/ECS/Component';
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import { EntitySystem } from '../../../src/ECS/Systems/EntitySystem';
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import { Matcher } from '../../../src/ECS/Utils/Matcher';
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import { EventBus } from '../../../src/ECS/Core/EventBus';
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// 测试组件
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class TransformComponent extends Component {
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constructor(public x: number = 0, public y: number = 0, public rotation: number = 0) {
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super();
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}
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}
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class VelocityComponent extends Component {
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constructor(public vx: number = 0, public vy: number = 0) {
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super();
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}
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}
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class HealthComponent extends Component {
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constructor(public health: number = 100, public maxHealth: number = 100) {
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super();
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}
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}
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// 简单的事件装饰器实现(用于测试)
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function EventHandler(eventType: string, priority: number = 0) {
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return function (target: any, propertyKey: string, descriptor: PropertyDescriptor) {
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const originalMethod = descriptor.value;
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// 在原型上标记事件处理器信息
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if (!target.constructor._eventHandlers) {
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target.constructor._eventHandlers = [];
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}
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target.constructor._eventHandlers.push({
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eventType,
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methodName: propertyKey,
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priority,
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handler: originalMethod
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});
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return descriptor;
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};
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}
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// 自动初始化事件监听器的基类
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class EventAwareSystem extends EntitySystem {
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private eventListenerIds: string[] = [];
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constructor(matcher: Matcher) {
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super(matcher);
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}
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public override initialize(): void {
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super.initialize();
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this.initializeEventHandlers();
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}
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private initializeEventHandlers(): void {
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const eventHandlers = (this.constructor as any)._eventHandlers;
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if (!eventHandlers || !this.scene?.eventSystem) {
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return;
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}
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// 按优先级排序并注册事件处理器
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eventHandlers
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.sort((a: any, b: any) => b.priority - a.priority)
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.forEach((handlerInfo: any) => {
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const listenerId = this.scene!.eventSystem.on(
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handlerInfo.eventType,
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handlerInfo.handler.bind(this),
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{ priority: handlerInfo.priority }
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);
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this.eventListenerIds.push(listenerId);
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});
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}
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public cleanup(): void {
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// 清理事件监听器
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if (this.scene?.eventSystem) {
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this.eventListenerIds.forEach(id => {
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// 注意:这里需要修改EventSystem来支持通过ID移除监听器
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// this.scene!.eventSystem.removeListener(id);
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});
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}
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this.eventListenerIds = [];
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}
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}
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// 使用装饰器的测试系统
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class DecoratedMovementSystem extends EventAwareSystem {
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public processedEntities: Entity[] = [];
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public receivedEvents: any[] = [];
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public entityMovedEvents: any[] = [];
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constructor() {
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super(Matcher.empty().all(TransformComponent, VelocityComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processedEntities = [...entities];
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for (const entity of entities) {
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const transform = entity.getComponent(TransformComponent)!;
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const velocity = entity.getComponent(VelocityComponent)!;
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const oldX = transform.x;
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const oldY = transform.y;
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// 更新位置
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transform.x += velocity.vx;
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transform.y += velocity.vy;
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// 发射实体移动事件
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if (this.scene?.eventSystem) {
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this.scene.eventSystem.emit('entity:moved', {
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entityId: entity.id,
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entityName: entity.name,
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oldPosition: { x: oldX, y: oldY },
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newPosition: { x: transform.x, y: transform.y }
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});
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}
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}
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}
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@EventHandler('entity:moved', 10)
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onEntityMoved(data: any): void {
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this.entityMovedEvents.push(data);
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}
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@EventHandler('entity:health_changed', 5)
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onHealthChanged(data: any): void {
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this.receivedEvents.push({ type: 'health_changed', data });
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}
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@EventHandler('system:initialized', 15)
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onSystemInitialized(data: any): void {
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this.receivedEvents.push({ type: 'system_initialized', data });
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}
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}
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class HealthSystem extends EventAwareSystem {
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public processedEntities: Entity[] = [];
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public receivedEvents: any[] = [];
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constructor() {
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super(Matcher.empty().all(HealthComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processedEntities = [...entities];
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for (const entity of entities) {
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const health = entity.getComponent(HealthComponent)!;
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// 模拟健康值变化
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if (health.health > 0) {
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const oldHealth = health.health;
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health.health = Math.max(0, health.health - 1);
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// 发射健康值变化事件
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if (this.scene?.eventSystem && oldHealth !== health.health) {
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this.scene.eventSystem.emit('entity:health_changed', {
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entityId: entity.id,
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entityName: entity.name,
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oldHealth,
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newHealth: health.health,
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isDead: health.health <= 0
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});
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}
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}
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}
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}
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@EventHandler('entity:health_changed', 8)
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onHealthChanged(data: any): void {
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this.receivedEvents.push(data);
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// 如果实体死亡,禁用它
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if (data.isDead) {
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const entity = this.scene?.findEntityById(data.entityId);
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if (entity) {
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entity.enabled = false;
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}
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}
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}
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}
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describe('装饰器系统测试', () => {
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let scene: Scene;
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beforeEach(() => {
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scene = new Scene();
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scene.name = "DecoratorTestScene";
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});
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describe('事件装饰器基础功能', () => {
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test('装饰器应该正确注册事件处理器', () => {
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const movementSystem = new DecoratedMovementSystem();
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// 检查装饰器是否正确注册了事件处理器信息
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const eventHandlers = (DecoratedMovementSystem as any)._eventHandlers;
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expect(eventHandlers).toBeDefined();
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expect(eventHandlers.length).toBe(3);
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// 检查事件处理器信息
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const entityMovedHandler = eventHandlers.find((h: any) => h.eventType === 'entity:moved');
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expect(entityMovedHandler).toBeDefined();
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expect(entityMovedHandler.priority).toBe(10);
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expect(entityMovedHandler.methodName).toBe('onEntityMoved');
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});
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test('系统初始化时应该自动注册事件监听器', () => {
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(0, 0));
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entity.addComponent(new VelocityComponent(1, 1));
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 验证系统正确初始化
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expect(movementSystem.entities.length).toBe(1);
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// 运行一次更新,应该触发entity:moved事件
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scene.update();
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// 检查事件是否被正确处理
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expect(movementSystem.entityMovedEvents.length).toBe(1);
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expect(movementSystem.entityMovedEvents[0].entityId).toBe(entity.id);
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expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(1);
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expect(movementSystem.entityMovedEvents[0].newPosition.y).toBe(1);
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});
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});
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describe('多系统事件交互', () => {
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test('多个系统应该能够响应同一事件', () => {
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(0, 0));
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entity.addComponent(new VelocityComponent(1, 1));
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entity.addComponent(new HealthComponent(10));
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const movementSystem = new DecoratedMovementSystem();
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const healthSystem = new HealthSystem();
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scene.addEntityProcessor(movementSystem);
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scene.addEntityProcessor(healthSystem);
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// 运行几次更新
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scene.update();
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scene.update();
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scene.update();
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// 检查健康系统是否处理了健康变化事件
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expect(healthSystem.receivedEvents.length).toBeGreaterThan(0);
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// 检查移动系统是否也接收到了健康变化事件
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const healthChangedEvents = movementSystem.receivedEvents.filter(e => e.type === 'health_changed');
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expect(healthChangedEvents.length).toBeGreaterThan(0);
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});
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test('事件优先级应该正确工作', () => {
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(0, 0));
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entity.addComponent(new VelocityComponent(1, 1));
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 发射系统初始化事件(如果有的话)
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if (scene.eventSystem) {
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scene.eventSystem.emit('system:initialized', {
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systemName: 'DecoratedMovementSystem',
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timestamp: Date.now()
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});
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}
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// 检查事件是否被接收
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scene.update();
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// 验证不同优先级的事件都被处理了
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const systemInitEvents = movementSystem.receivedEvents.filter(e => e.type === 'system_initialized');
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expect(systemInitEvents.length).toBeGreaterThanOrEqual(0);
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});
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});
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describe('装饰器系统的时序问题', () => {
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test('先添加实体再添加装饰器系统 - 事件应该正常工作', () => {
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// 先创建实体
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const entity = scene.createEntity("TestEntity");
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entity.addComponent(new TransformComponent(5, 5));
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entity.addComponent(new VelocityComponent(2, 3));
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// 然后添加装饰器系统
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 验证系统正确识别了实体
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expect(movementSystem.entities.length).toBe(1);
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// 运行更新,应该触发事件
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scene.update();
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// 检查事件装饰器是否正常工作
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expect(movementSystem.entityMovedEvents.length).toBe(1);
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expect(movementSystem.entityMovedEvents[0].oldPosition.x).toBe(5);
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expect(movementSystem.entityMovedEvents[0].newPosition.x).toBe(7);
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});
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test('动态添加组件后装饰器事件应该正常', () => {
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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const entity = scene.createEntity("DynamicEntity");
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entity.addComponent(new TransformComponent(0, 0));
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// 初始状态:系统不匹配
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expect(movementSystem.entities.length).toBe(0);
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// 动态添加速度组件
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entity.addComponent(new VelocityComponent(1, 1));
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// 系统应该匹配
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expect(movementSystem.entities.length).toBe(1);
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// 运行更新,事件应该正常触发
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scene.update();
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expect(movementSystem.entityMovedEvents.length).toBe(1);
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});
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});
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describe('装饰器系统的清理', () => {
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test('系统移除时应该清理事件监听器', () => {
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 验证系统已添加
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expect(scene.entityProcessors.count).toBe(1);
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// 移除系统
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scene.removeEntityProcessor(movementSystem);
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expect(scene.entityProcessors.count).toBe(0);
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// 清理事件监听器
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movementSystem.cleanup();
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// 验证事件监听器已清理(这里主要是检查不抛出异常)
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expect(() => {
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if (scene.eventSystem) {
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scene.eventSystem.emit('entity:moved', { test: true });
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}
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}).not.toThrow();
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});
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});
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describe('边界情况测试', () => {
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test('没有装饰器的系统应该正常工作', () => {
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class SimpleSystem extends EventAwareSystem {
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public processedEntities: Entity[] = [];
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constructor() {
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super(Matcher.empty().all(TransformComponent));
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}
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protected override process(entities: Entity[]): void {
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this.processedEntities = [...entities];
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}
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}
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const entity = scene.createEntity("SimpleEntity");
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entity.addComponent(new TransformComponent(1, 1));
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const simpleSystem = new SimpleSystem();
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expect(() => {
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scene.addEntityProcessor(simpleSystem);
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}).not.toThrow();
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expect(simpleSystem.entities.length).toBe(1);
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scene.update();
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expect(simpleSystem.processedEntities.length).toBe(1);
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});
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test('空事件数据应该正常处理', () => {
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const movementSystem = new DecoratedMovementSystem();
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scene.addEntityProcessor(movementSystem);
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// 发射空事件
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if (scene.eventSystem) {
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scene.eventSystem.emit('entity:health_changed', null);
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scene.eventSystem.emit('entity:health_changed', undefined);
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scene.eventSystem.emit('entity:health_changed', {});
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}
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// 系统应该能够处理空数据而不崩溃
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expect(() => {
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scene.update();
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}).not.toThrow();
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});
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});
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afterEach(() => {
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// 清理场景
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scene.destroyAllEntities();
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// 清理系统并清理它们的事件监听器
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const processors = [...scene.entityProcessors.processors];
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processors.forEach(processor => {
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if (processor instanceof EventAwareSystem) {
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processor.cleanup();
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}
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scene.removeEntityProcessor(processor);
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});
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});
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});
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