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Add tests around CollisionManager functionality
Adds tests for the CollisionManager which makes sure that collision matrices are correctly built for the following object types: * Interactables * Walls * Corners Missing from these tests are tests for blocked / bridged tiles, and large corner walls, which can be added later. Additionally, the test cases include ASCII illustrations of the collision grid and how it is built / checked for a particular object or movement.
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package org.apollo.game.model.area.collision;
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import org.apollo.cache.def.ObjectDefinition;
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import org.apollo.cache.map.MapObject;
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import org.apollo.game.model.Direction;
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import org.apollo.game.model.Position;
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import org.apollo.game.model.World;
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import org.apollo.game.model.area.Region;
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import org.apollo.game.model.area.RegionRepository;
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import org.apollo.game.model.entity.EntityType;
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import org.apollo.game.model.entity.obj.ObjectType;
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import org.apollo.game.model.entity.obj.StaticGameObject;
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import org.junit.Assert;
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import org.junit.BeforeClass;
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import org.junit.Test;
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/**
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* Tests for the {@link CollisionManager}.
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*/
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public final class CollisionManagerTests {
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/**
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* The id of a simple wall object.
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*/
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private static final int WALL = 0;
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/**
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* The id of a square 2x2 solid object.
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*/
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private static final int SQUARE_OBJECT = 1;
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/**
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* Setup some simple object definitions to use in collision tests.
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*/
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@BeforeClass
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public static void setupObjectDefinitions() {
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ObjectDefinition wall = new ObjectDefinition(WALL);
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ObjectDefinition squareObject = new ObjectDefinition(SQUARE_OBJECT);
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squareObject.setLength(2);
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squareObject.setWidth(2);
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ObjectDefinition.init(new ObjectDefinition[]{
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wall, squareObject
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});
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}
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/**
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* Tests that a wall is untraversable from the front and back, for the facing direction and opposite facing direction
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* respectively. For a simple grid, with a wall on 0,1 we end up with a collision matrix looking like:
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* <pre>
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* (0,2) |---------|
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* | |
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* | |
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* | xxx |
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* (0,1) |---------|
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* | xxx |
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* | |
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* | |
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* (0,0) |---------|
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* | |
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* | |
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* | |
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* |---------|
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* </pre>
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* <p>
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* Where {@code xxx} denotes that you cannot walk into that tile from that direction (in this case you south on
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* (0,2) and north on (0,1)). For the grid above you can't walk north into {@code (0, 2)} because {@code (0, 2)} is
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* untraversable from the south, and as expectred you can't walk south into {@code (0,1)} because ({@code (0, 1)} is
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* untraversable from the north.
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*/
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@Test
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public void wall() {
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Position front = new Position(0, 1, 0);
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Position back = front.step(1, Direction.NORTH);
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CollisionManager collisionManager = createCollisionManager(
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createMapObject(WALL, front, ObjectType.LENGTHWISE_WALL, Direction.NORTH)
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);
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assertUntraversable(collisionManager, front, Direction.NORTH);
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assertUntraversable(collisionManager, back, Direction.SOUTH);
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assertUntraversable(collisionManager, front, Direction.NORTH_EAST);
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assertUntraversable(collisionManager, back, Direction.SOUTH_EAST);
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}
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/**
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* Tests that a corner wall is untraversable from the sides that it blocks. Corners are much like walls, with
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* the only difference being their orientation. Instead of {@link Direction#WNES}, they have diagonal directions.
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* With a corner wall at (0, 1) facing to the north-east we end up with a grid looking like this:
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* <p>
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* <pre>
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* (0,2) |---------|---------|
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* | | |
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* | | |
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* | |xxx |
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* (0,1) |---------|---------|
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* | xxx| |
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* | | |
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* | | |
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* (0,0) |---------|---------|
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* (1,0) (2,0) (3,0)
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* </pre>
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* <p>
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* Where you can walk north and east through the tile the corner occupies, as well as south and west through the
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* adjacent tile, but not north-east or south-west.
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*/
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@Test
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public void cornerWall() {
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Position front = new Position(0, 1, 0);
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Position back = front.step(1, Direction.NORTH_EAST);
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CollisionManager collisionManager = createCollisionManager(
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createMapObject(WALL, front, ObjectType.TRIANGULAR_CORNER, Direction.NORTH_EAST)
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);
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assertTraversable(collisionManager, front, Direction.NORTH, Direction.EAST);
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assertUntraversable(collisionManager, front, Direction.NORTH_EAST);
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assertTraversable(collisionManager, back, Direction.SOUTH, Direction.WEST);
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assertUntraversable(collisionManager, back, Direction.SOUTH_WEST);
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}
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/**
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* Tests that the tiles occupied by a 2x2 square object are not traversable. When an interactable object is added
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* to a collision update, all tiles spanning its with and length from its origin position will be marked as completely
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* blocked off, which with a 2x2 object at (1,1) produces a grid like this:
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* <pre>
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* (0,3) |---------|---------|---------|---------|
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* | |xxxxxxxxx|xxxxxxxxx| |
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* | |x x|x x| |
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* | |xxxxxxxxx|xxxxxxxxx| |
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* (0,2) |---------|---------|---------|---------|
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* | |xxxxxxxxx|xxxxxxxxx| |
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* | |x x|x x| |
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* | |xxxxxxxxx|xxxxxxxxx| |
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* (0,1) |---------|---------|---------|---------|
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* | | | | |
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* | | | | |
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* | | | | |
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* (0,0) |---------|---------|---------|---------|
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* (0,0) (1,0) (2,0) (3,0) (4,0)
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* </pre>
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* <p>
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* Where every tile that is occupied by the object is untraversable in every direction.
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*/
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@Test
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public void object() {
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Position origin = new Position(1, 1, 0);
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CollisionManager collisionManager = createCollisionManager(
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createMapObject(SQUARE_OBJECT, origin, ObjectType.INTERACTABLE, Direction.NORTH)
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);
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Position west = origin.step(1, Direction.WEST);
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Position east = origin.step(2, Direction.EAST);
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Position northEast = origin.step(2, Direction.NORTH).step(1, Direction.EAST);
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Position southEast = origin.step(1, Direction.SOUTH_EAST);
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assertUntraversable(collisionManager, west, Direction.EAST);
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assertUntraversable(collisionManager, east, Direction.WEST);
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assertUntraversable(collisionManager, northEast, Direction.SOUTH_EAST, Direction.SOUTH_WEST);
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assertUntraversable(collisionManager, southEast, Direction.NORTH_EAST, Direction.NORTH_WEST);
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}
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/**
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* Helper function for creating {@code org.apollo.cache} {@link MapObject}s using data structures from
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* {@code org.apollo.game}.
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*
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* @param id The id of the object. Must be one of the {@link ObjectDefinition}s defined above.
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* @param position The position of the object.
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* @param type The object type.
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* @param direction The orientation of the object.
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* @return A new {@link MapObject}.
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*/
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private static MapObject createMapObject(int id, Position position, ObjectType type, Direction direction) {
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return new MapObject(id, position.getX(), position.getY(), position.getHeight(), type.getValue(),
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direction.toOrientationInteger());
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}
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/**
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* Sets up dependencies for and creates a stub {@link CollisionManager}, then builds the collision matrices
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* using the {@code objects} given.
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*
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* @param objects The objects to build collision matrices from.
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* @return A new {@link CollisionManager} with a valid {@link RegionRepository} and every {@link CollisionMatrix}
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* built.
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*/
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private static CollisionManager createCollisionManager(MapObject... objects) {
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World world = new World();
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RegionRepository regions = world.getRegionRepository();
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CollisionManager collisionManager = world.getCollisionManager();
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for (MapObject object : objects) {
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// treat local coordinates as absolute for simplicity
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int x = object.getLocalX(), y = object.getLocalY();
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int height = object.getHeight();
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Position position = new Position(x, y, height);
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Region region = regions.fromPosition(position);
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region.addEntity(new StaticGameObject(world, object.getId(), position, object.getType(),
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object.getOrientation()), false);
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}
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collisionManager.build(false);
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return collisionManager;
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}
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/**
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* Helper test assertion that a position is untraversable in a given direction.
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*
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* @param collisionManager The {@link CollisionManager} to check.
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* @param position The {@link Position}.
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* @param directions The {@link Direction}s to assert.
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*/
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private static void assertUntraversable(CollisionManager collisionManager, Position position, Direction... directions) {
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for (Direction direction : directions) {
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boolean traversable = collisionManager.traversable(position, EntityType.NPC, direction);
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String message = String.format("Can walk %s from tile at (%d,%d), should not be able to",
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direction.toString(), position.getX(), position.getY());
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Assert.assertFalse(message, traversable);
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}
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}
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/**
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* Helper test assertion that a position is traversable in a given direction.
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*
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* @param collisionManager The {@link CollisionManager} to check.
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* @param position The {@link Position}.
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* @param directions The {@link Direction}s to assert.
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*/
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private static void assertTraversable(CollisionManager collisionManager, Position position, Direction... directions) {
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for (Direction direction : directions) {
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boolean traversable = collisionManager.traversable(position, EntityType.NPC, direction);
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String message = String.format("Cannot walk %s from tile at (%d,%d), should be able to",
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direction.toString(), position.getX(), position.getY());
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Assert.assertTrue(message, traversable);
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}
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}
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}
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