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openrw/tests/test_buoyancy.cpp

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#include <boost/test/unit_test.hpp>
#include <objects/VehicleObject.hpp>
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#include "test_globals.hpp"
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BOOST_AUTO_TEST_SUITE(BuoyancyTests)
#if RW_TEST_WITH_DATA
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BOOST_AUTO_TEST_CASE(test_vehicle_buoyancy) {
glm::vec2 tpos(-WATER_WORLD_SIZE / 2.f + 10.f);
{
VehicleObject* vehicle = Global::get().e->createVehicle(
90u, glm::vec3(tpos, 100.f), glm::quat());
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BOOST_REQUIRE(vehicle != nullptr);
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BOOST_REQUIRE(vehicle->info != nullptr);
BOOST_REQUIRE(vehicle->getVehicle() != nullptr);
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// Relies on tile 0,0 being watered...
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BOOST_CHECK(!vehicle->isInWater());
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// Move it under the water
vehicle->setPosition(glm::vec3(tpos, -5.f));
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// Allow the object to update
vehicle->tickPhysics(0.0016f);
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BOOST_CHECK(vehicle->isInWater());
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// Ensure that the in water state sticks
vehicle->tickPhysics(0.0016f);
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BOOST_CHECK(vehicle->isInWater());
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vehicle->setPosition(glm::vec3(tpos, 5.f));
vehicle->tickPhysics(0.0016f);
BOOST_CHECK(!vehicle->isInWater());
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// TODO: fix magic numbers
auto orgval = Global::get().e->data->realWater[0];
Global::get().e->data->realWater[0] = NO_WATER_INDEX;
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vehicle->tickPhysics(0.0016f);
BOOST_CHECK(!vehicle->isInWater());
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vehicle->setPosition(glm::vec3(tpos, -5.f));
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vehicle->tickPhysics(0.0016f);
BOOST_CHECK(!vehicle->isInWater());
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Global::get().e->data->realWater[0] = orgval;
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vehicle->tickPhysics(0.0016f);
BOOST_CHECK(!vehicle->isInWater());
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Global::get().e->destroyObject(vehicle);
}
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}
#endif
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BOOST_AUTO_TEST_SUITE_END()