/** * Copyright (c) 2026 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #pragma once #include "rpg/entity/entity.h" /** * Resets ENTITIES[] to all-empty and builds a single minimal, synchronously * "loaded" chunk at chunk position (0, 0, 0) on the MAP global, entirely * TILE_SHAPE_GROUND at local Z 0. Sufficient for entityWalk/Turn/Run, chunk * bookkeeping, and NPC movement tests -- does not exercise the real async * chunk-loading pipeline (mapChunkLoad). * * World positions with x/y in [0, CHUNK_WIDTH-1]/[0, CHUNK_HEIGHT-1] and * z == 0 fall within the fixture chunk. Individual tests may override * specific columns afterward (e.g. to place a ramp). */ void entityTestFixtureReset(void);