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Adding tests and cleaning up
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//
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// Created by Zoe Roux on 5/31/21.
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//
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#include "Entity/Entity.hpp"
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#include "Component/Position/PositionComponent.hpp"
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#include "System/Movable/MovableSystem.hpp"
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#include "System/Controllable/ControllableSystem.hpp"
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#include <catch2/catch.hpp>
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#include <Wal.hpp>
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#include <Component/Controllable/ControllableComponent.hpp>
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#define private public
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#include <Component/Movable/MovableComponent.hpp>
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using namespace WAL;
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using namespace BBM;
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TEST_CASE("Move test", "[Component][System]")
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{
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Scene scene;
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scene.addEntity("player")
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.addComponent<ControllableComponent>()
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.addComponent<MovableComponent>()
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.addComponent<PositionComponent>();
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Entity &entity = scene.getEntities()[0];
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REQUIRE(entity.getComponent<PositionComponent>().position == Vector3f());
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entity.getComponent<ControllableComponent>().move = Vector2f(1, 1);
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ControllableSystem controllable;
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controllable.onUpdate(entity, std::chrono::nanoseconds(1));
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controllable.onFixedUpdate(entity);
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REQUIRE(entity.getComponent<MovableComponent>()._acceleration.x > 0);
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REQUIRE(entity.getComponent<MovableComponent>()._acceleration.z > 0);
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MovableSystem movable;
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movable.onUpdate(entity, std::chrono::nanoseconds(1));
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movable.onFixedUpdate(entity);
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REQUIRE(entity.getComponent<MovableComponent>()._velocity.x > 0);
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REQUIRE(entity.getComponent<MovableComponent>()._velocity.z > 0);
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REQUIRE(entity.getComponent<MovableComponent>()._acceleration.x == 0);
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REQUIRE(entity.getComponent<MovableComponent>()._acceleration.z == 0);
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movable.onUpdate(entity, std::chrono::nanoseconds(1));
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movable.onFixedUpdate(entity);
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REQUIRE(entity.getComponent<PositionComponent>().position.x > 0);
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REQUIRE(entity.getComponent<PositionComponent>().position.z > 0);
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}
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