#include #include "test_globals.hpp" #include BOOST_AUTO_TEST_SUITE(BuoyancyTests) 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()); BOOST_REQUIRE(vehicle != nullptr); BOOST_REQUIRE(vehicle->info != nullptr); BOOST_REQUIRE(vehicle->vehicle != nullptr); // Relies on tile 0,0 being watered... BOOST_CHECK( ! vehicle->isInWater() ); // Move it under the water vehicle->setPosition(glm::vec3(tpos, -5.f)); // Allow the object to update vehicle->tickPhysics(0.0016f); BOOST_CHECK( vehicle->isInWater() ); // Ensure that the in water state sticks vehicle->tickPhysics(0.0016f); BOOST_CHECK( vehicle->isInWater() ); vehicle->setPosition(glm::vec3(tpos, 5.f)); vehicle->tickPhysics(0.0016f); BOOST_CHECK( ! vehicle->isInWater() ); // TODO: fix magic numbers auto orgval = Global::get().e->gameData.realWater[0]; Global::get().e->gameData.realWater[0] = NO_WATER_INDEX; vehicle->tickPhysics(0.0016f); BOOST_CHECK( ! vehicle->isInWater() ); vehicle->setPosition(glm::vec3(tpos, -5.f)); vehicle->tickPhysics(0.0016f); BOOST_CHECK( ! vehicle->isInWater() ); Global::get().e->gameData.realWater[0] = orgval; vehicle->tickPhysics(0.0016f); BOOST_CHECK( ! vehicle->isInWater() ); Global::get().e->destroyObject(vehicle); } } BOOST_AUTO_TEST_SUITE_END()