// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2008 Alistair Riddoch
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
// 
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// 
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software Foundation,
// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA


#ifdef NDEBUG
#undef NDEBUG
#endif
#ifndef DEBUG
#define DEBUG
#endif

#include <rules/simulation/LocatedEntity.h>

#include "../TestWorld.h"
#include "../TestPropertyManager.h"

#include "common/Property_impl.h"



int main(int argc, char** argv) {
	TestPropertyManager<LocatedEntity> tpm;
	// database_flag = false;

	Ref<LocatedEntity> thing(new LocatedEntity(1));

	// Check no flags are set
	assert(thing->flags().m_flags == 0);
	// Check test attribute is not there
	assert(!thing->hasAttr("test_attr1"));
	// Check test property not there
	assert(thing->getProperty("test_attr1") == 0);
	assert(thing->modProperty("test_attr1") == 0);
	// Set the flag that this entity is clean
	thing->addFlags(entity_clean);
	// Check the flags are no longer clear
	assert(thing->flags().m_flags != 0);
	// Check the entity_clean flag is set
	assert(thing->flags().m_flags & entity_clean);
	// Check entity_clean is the only flag set
	assert((thing->flags().m_flags & ~entity_clean) == 0);
	// Set the flag that this entity is queued
	thing->addFlags(entity_queued);
	// Check the entity_queued flag is set
	assert(thing->flags().m_flags & entity_queued);
	// Check the entity_clean flag is still set
	assert(thing->flags().m_flags & entity_clean);

	thing->setAttrValue("test_attr1", 1);

	// Check entity_clean is no longer set
	assert((thing->flags().m_flags & entity_clean) == 0);
	// Check the attribute is there
	assert(thing->hasAttr("test_attr1"));
	// Check it is there as a property
	assert(thing->getProperty("test_attr1") != 0);
	assert(thing->modProperty("test_attr1") != 0);
	Atlas::Message::Element val;
	assert(thing->getProperty("test_attr1")->get(val) == 0);
	assert(val.isInt());
	// Check it is not available as any other type as it was installed as a soft property.
	assert(!thing->modPropertyType<int>("test_attr1"));
	assert(!thing->modPropertyType<double>("test_attr1"));
	assert(!thing->modPropertyType<std::string>("test_attr1"));

}

// stubs



#include "rules/simulation/AtlasProperties.h"
#include "rules/simulation/Domain.h"
#include "rules/simulation/DomainProperty.h"

#include "common/const.h"
#include "common/log.h"

using Atlas::Objects::Entity::RootEntity;


#include "rules/Location_impl.h"
#include "rules/PhysicalProperties_impl.h"


void addToEntity(const Point3D& p, std::vector<double>& vd) {
}

WFMath::CoordType squareDistance(const Point3D& u, const Point3D& v) {
	return 1.f;
}

template<typename FloatT>
int fromStdVector(Point3D& p, const std::vector<FloatT>& vf) {
	if (vf.size() != 3) {
		return -1;
	}
	p[0] = vf[0];
	p[1] = vf[1];
	p[2] = vf[2];
	p.setValid();
	return 0;
}

template<>
int fromStdVector<double>(Point3D& p, const std::vector<double>& vf) {
	return 0;
}

template<>
int fromStdVector<double>(Vector3D& v, const std::vector<double>& vf) {
	return 0;
}

