game->SetElapsedTime(0.01f);//Force elapsed time value.
game->OnUserUpdate(0.01f);//Let 0.01 seconds go by. All abilities should be off cooldown.
game->OnUserUpdate(0.01f);//Let 0.01 seconds go by. All abilities should be off cooldown.
Assert::AreEqual(0.f,player->GetRightClickAbility().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");//Defensive is currently not affected by CDR.
Assert::AreEqual(0.f,player->GetAbility1().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
Assert::AreEqual(0.f,player->GetAbility1().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
Assert::AreEqual(0.f,player->GetAbility2().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
Assert::AreEqual(0.f,player->GetAbility2().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
Assert::AreEqual(0.f,player->GetAbility3().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
Assert::AreEqual(0.f,player->GetAbility3().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
Assert::AreEqual(0.f,player->GetAbility4().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");
Assert::AreEqual(0.f,player->GetAbility4().cooldown,L"Using an ability with 100% CDR should result in a 0 second cooldown.");