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osu-lazer/osu.Game.Rulesets.Osu.Tests/TestSceneSliderSnaking.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
using System.Linq;
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using Humanizer;
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using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Containers;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Configuration;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Storyboards;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests
{
[TestFixture]
public class TestSceneSliderSnaking : TestSceneOsuPlayer
{
[Resolved]
private AudioManager audioManager { get; set; }
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protected override bool Autoplay => autoplay;
private bool autoplay;
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private readonly BindableBool snakingIn = new BindableBool();
private readonly BindableBool snakingOut = new BindableBool();
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private IBeatmap beatmap;
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private const double duration_of_span = 3605;
private const double fade_in_modifier = -1200;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(this.beatmap = beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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[BackgroundDependencyLoader]
private void load(RulesetConfigCache configCache)
{
var config = (OsuRulesetConfigManager)configCache.GetConfigFor(Ruleset.Value.CreateInstance());
config.BindWith(OsuRulesetSetting.SnakingInSliders, snakingIn);
config.BindWith(OsuRulesetSetting.SnakingOutSliders, snakingOut);
}
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private Slider slider;
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private DrawableSlider drawableSlider;
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[SetUp]
public void Setup() => Schedule(() =>
{
slider = null;
drawableSlider = null;
});
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[SetUpSteps]
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public override void SetUpSteps()
{
}
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[TestCase(0)]
[TestCase(1)]
[TestCase(2)]
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public void TestSnakingEnabled(int sliderIndex)
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{
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AddStep("enable autoplay", () => autoplay = true);
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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retrieveSlider(sliderIndex);
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setSnaking(true);
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addEnsureSnakingInSteps(() => slider.StartTime + fade_in_modifier);
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for (int i = 0; i < sliderIndex; i++)
{
// non-final repeats should not snake out
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addEnsureNoSnakingOutStep(() => slider.StartTime, i);
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}
// final repeat should snake out
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addEnsureSnakingOutSteps(() => slider.StartTime, sliderIndex);
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}
[TestCase(0)]
[TestCase(1)]
[TestCase(2)]
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public void TestSnakingDisabled(int sliderIndex)
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{
AddStep("have autoplay", () => autoplay = true);
base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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retrieveSlider(sliderIndex);
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setSnaking(false);
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addEnsureNoSnakingInSteps(() => slider.StartTime + fade_in_modifier);
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for (int i = 0; i <= sliderIndex; i++)
{
// no snaking out ever, including final repeat
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addEnsureNoSnakingOutStep(() => slider.StartTime, i);
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}
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}
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[Test]
public void TestRepeatArrowDoesNotMoveWhenHit()
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{
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AddStep("enable autoplay", () => autoplay = true);
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setSnaking(true);
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base.SetUpSteps();
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// repeat might have a chance to update its position depending on where in the frame its hit,
// so some leniency is allowed here instead of checking strict equality
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addCheckPositionChangeSteps(() => 16600, getSliderRepeat, positionAlmostSame);
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}
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[Test]
public void TestRepeatArrowMovesWhenNotHit()
{
AddStep("disable autoplay", () => autoplay = false);
setSnaking(true);
base.SetUpSteps();
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addCheckPositionChangeSteps(() => 16600, getSliderRepeat, positionDecreased);
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}
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private void retrieveSlider(int index)
{
AddStep("retrieve slider at index", () => slider = (Slider)beatmap.HitObjects[index]);
addSeekStep(() => slider);
AddUntilStep("retrieve drawable slider", () =>
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(drawableSlider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == slider)) != null);
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}
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private void addEnsureSnakingInSteps(Func<double> startTime) => addCheckPositionChangeSteps(startTime, getSliderEnd, positionIncreased);
private void addEnsureNoSnakingInSteps(Func<double> startTime) => addCheckPositionChangeSteps(startTime, getSliderEnd, positionRemainsSame);
private void addEnsureSnakingOutSteps(Func<double> startTime, int repeatIndex)
{
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if (repeatIndex % 2 == 0)
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addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), getSliderStart, positionIncreased);
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else
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addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), getSliderEnd, positionDecreased);
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}
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private void addEnsureNoSnakingOutStep(Func<double> startTime, int repeatIndex)
=> addCheckPositionChangeSteps(timeAtRepeat(startTime, repeatIndex), positionAtRepeat(repeatIndex), positionRemainsSame);
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private Func<double> timeAtRepeat(Func<double> startTime, int repeatIndex) => () => startTime() + 100 + duration_of_span * repeatIndex;
private Func<Vector2> positionAtRepeat(int repeatIndex) => repeatIndex % 2 == 0 ? (Func<Vector2>)getSliderStart : getSliderEnd;
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private List<Vector2> getSliderCurve() => ((PlaySliderBody)drawableSlider.Body.Drawable).CurrentCurve;
private Vector2 getSliderStart() => getSliderCurve().First();
private Vector2 getSliderEnd() => getSliderCurve().Last();
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private Vector2 getSliderRepeat()
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{
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var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == beatmap.HitObjects[1]);
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var repeat = drawable.ChildrenOfType<Container<DrawableSliderRepeat>>().First().Children.First();
return repeat.Position;
}
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private bool positionRemainsSame(Vector2 previous, Vector2 current) => previous == current;
private bool positionIncreased(Vector2 previous, Vector2 current) => current.X > previous.X && current.Y > previous.Y;
private bool positionDecreased(Vector2 previous, Vector2 current) => current.X < previous.X && current.Y < previous.Y;
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private bool positionAlmostSame(Vector2 previous, Vector2 current) => Precision.AlmostEquals(previous, current, 1);
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private void addCheckPositionChangeSteps(Func<double> startTime, Func<Vector2> positionToCheck, Func<Vector2, Vector2, bool> positionAssertion)
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{
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Vector2 previousPosition = Vector2.Zero;
string positionDescription = positionToCheck.Method.Name.Humanize(LetterCasing.LowerCase);
string assertionDescription = positionAssertion.Method.Name.Humanize(LetterCasing.LowerCase);
addSeekStep(startTime);
AddStep($"save {positionDescription} position", () => previousPosition = positionToCheck.Invoke());
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addSeekStep(() => startTime() + 100);
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AddAssert($"{positionDescription} {assertionDescription}", () =>
{
var currentPosition = positionToCheck.Invoke();
return positionAssertion.Invoke(previousPosition, currentPosition);
});
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}
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private void setSnaking(bool value)
{
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AddStep($"{(value ? "enable" : "disable")} snaking", () =>
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{
snakingIn.Value = value;
snakingOut.Value = value;
});
}
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private void addSeekStep(Func<Slider> slider)
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{
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AddStep("seek to slider", () => Player.GameplayClockContainer.Seek(slider().StartTime));
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(slider().StartTime, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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private void addSeekStep(Func<double> time)
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{
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AddStep("seek to time", () => Player.GameplayClockContainer.Seek(time()));
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time(), Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
}
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap { HitObjects = createHitObjects() };
private static List<HitObject> createHitObjects() => new List<HitObject>
{
new Slider
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{
StartTime = 3000,
Position = new Vector2(100, 100),
Path = new SliderPath(PathType.PerfectCurve, new[]
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{
Vector2.Zero,
new Vector2(300, 200)
}),
},
new Slider
{
StartTime = 13000,
Position = new Vector2(100, 100),
Path = new SliderPath(PathType.PerfectCurve, new[]
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{
Vector2.Zero,
new Vector2(300, 200)
}),
RepeatCount = 1,
},
new Slider
{
StartTime = 23000,
Position = new Vector2(100, 100),
Path = new SliderPath(PathType.PerfectCurve, new[]
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{
Vector2.Zero,
new Vector2(300, 200)
}),
RepeatCount = 2,
},
new HitCircle
{
StartTime = 199999,
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}
};
}
}