void TestDetector::testComputerDestruction()
      {
        InternalMessage("Model","Model::TestDetector::testComputerDestruction entering") ;

        /*!
          We create a ship with a detector and a second object to detect.
        */
        std::auto_ptr<Kernel::Model> model(new Kernel::Model("TestDetector::testComputerDestruction")) ;
        model->init() ;

        Kernel::Object* system = model->createObject() ;

        Kernel::Object* ship = system->createObject() ;
        ship->addTrait(new Positioned()) ;
        ship->addTrait(new Oriented()) ;
        ship->addTrait(new Mobile()) ;
        ship->addTrait(new Solid(Mesh("test_ship.mesh"))) ;
        ship->addTrait(new Massive(Mass::Kilogram(1000))) ;
        ship->addTrait(new Computer()) ;
        ship->addTrait(new Detector()) ;
        Detector::connect(ship,ship) ;

        Kernel::Object* ship2 = system->createObject() ;
        ship2->addTrait(new Positioned(Position::Meter(0,0,500))) ;
        ship2->addTrait(new Massive(Mass::Kilogram(1000))) ;
        ship2->addTrait(new Oriented()) ;
        ship2->addTrait(new Mobile()) ;
        ship2->addTrait(new Solid(Mesh("test_ship.mesh"))) ;

        InternalMessage("Model","Model::TestDetector::testComputerDestruction destroying computer") ;
        ship->destroyTrait(ship->getTrait<Computer>()) ;
        model->update(0.1) ;

        InternalMessage("Model","Model::TestDetector::testComputerDestruction leaving") ;
      }
      void TestModelControler::basicDestroy()
      {
        std::auto_ptr<Kernel::Model> model(new Kernel::Model("TestModelControler::basicDestroy")) ;
        model->init() ;

        Kernel::Object* team1 = model->createObject() ;
        team1->addTrait(new Model::Team("team1")) ;
        Kernel::Object* team2 = model->createObject() ;
        team2->addTrait(new Model::Team("team2")) ;

        Kernel::Object* universe = model->createObject() ;
        universe->addTrait(new Model::Universe()) ;
        universe->addTrait(new Model::Positioned()) ;

        Kernel::Object* system = universe->createObject() ;
        system->addTrait(new Model::StellarSystem()) ;
        system->addTrait(new Model::Positioned()) ;

        Kernel::Object* observer = system->createObject() ;
        observer->addTrait(new Model::Observer()) ;
        observer->addTrait(new Model::Player()) ;
        observer->addTrait(new Model::Active()) ;
        observer->addTrait(new Model::Positioned(Model::Position::Meter(0,1000,0))) ;
        observer->addTrait(new Model::Oriented(Model::Orientation(::Ogre::Quaternion(::Ogre::Degree(-90),::Ogre::Vector3::UNIT_X)))) ;

        /*
        Situation seen from top :

        ------------------------
        |                      |
        | <--            -->   |
        | ship1          ship2 |
        |                      |
        ------------------------

        Objective of the the system : they must stay in the box
        (initial_distance+ship_size*4,ship_size*4,ship_size*4)
        */

        Kernel::ObjectReference ship1 ;
        {
          Kernel::Object* ship = Model::createShip(system) ;
          ship->getTrait<Model::Positioned>()->setPosition(Model::Position::Meter(-500,0,0)) ;
          ship->getTrait<Model::Oriented>()->setOrientation(Model::Orientation(Ogre::Quaternion(Ogre::Degree(90),Ogre::Vector3::UNIT_Y))) ;
          ship->addTrait(new Model::Transponder(team1)) ;
          ship->destroyTrait(ship->getTrait<Model::Destroyable>()) ;
          Kernel::Object* agent = Model::createAI(ship) ;
          agent->getTrait<Model::WithObjectives>()->addObjective(Model::Objective::attackAllEnemies()) ;
          ship1 = ship ;
        }

        Kernel::ObjectReference ship2 ;
        {
          Kernel::Object* ship = Model::createShip(system) ;
          ship->getTrait<Model::Positioned>()->setPosition(Model::Position::Meter(1000,0,0)) ;
          ship->getTrait<Model::Oriented>()->setOrientation(Model::Orientation(Ogre::Quaternion(Ogre::Degree(-90),Ogre::Vector3::UNIT_Y))) ;
          Kernel::Object* agent = Model::createAI(ship) ;
          agent->getTrait<Model::WithObjectives>()->addObjective(Model::Objective::attackAllEnemies()) ;
          ship->addTrait(new Model::Transponder(team2)) ;
          ship2 = ship ;
        }

        Kernel::Timer timer ;
        Kernel::Timer global_timer ;

        while (global_timer.getSecond() < 20)
        {
          float seconds = timer.getSecond() ;
          if (seconds > 0)
          {
            timer.reset() ;
            model->update(seconds) ;
          }
        }

        CPPUNIT_ASSERT(!ship2) ;
      }