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osu-lazer/osu.Game/Tests/Visual/TestCaseScrollingPlayfield.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI;
using osu.Game.Tests.Beatmaps;
using OpenTK;
namespace osu.Game.Tests.Visual
{
/// <summary>
/// The most minimal implementation of a playfield with scrolling hit objects.
/// </summary>
[TestFixture]
public class TestCaseScrollingPlayfield : OsuTestCase
{
public TestCaseScrollingPlayfield()
{
Clock = new FramedClock();
var objects = new List<HitObject>();
int time = 1500;
for (int i = 0; i < 50; i++)
{
objects.Add(new TestHitObject { StartTime = time });
time += 500;
}
Beatmap b = new Beatmap
{
HitObjects = objects,
BeatmapInfo = new BeatmapInfo
{
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BeatmapDifficulty = new BeatmapDifficulty(),
BeatmapMetadata = new BeatmapMetadata()
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}
};
WorkingBeatmap beatmap = new TestWorkingBeatmap(b);
TestRulesetContainer horizontalRulesetContainer;
Add(horizontalRulesetContainer = new TestRulesetContainer(Axes.X, beatmap, true));
TestRulesetContainer verticalRulesetContainer;
Add(verticalRulesetContainer = new TestRulesetContainer(Axes.Y, beatmap, true));
AddStep("Reverse direction", () =>
{
horizontalRulesetContainer.Playfield.Reverse();
verticalRulesetContainer.Playfield.Reverse();
});
}
[Test]
public void TestSpeedAdjustmentOrdering()
{
var hitObjectContainer = new ScrollingPlayfield.ScrollingHitObjectContainer(Axes.X);
var speedAdjustments = new[]
{
new SpeedAdjustmentContainer(new MultiplierControlPoint()),
new SpeedAdjustmentContainer(new MultiplierControlPoint(1000)
{
TimingPoint = new TimingControlPoint { BeatLength = 500 }
}),
new SpeedAdjustmentContainer(new MultiplierControlPoint(2000)
{
TimingPoint = new TimingControlPoint { BeatLength = 1000 },
DifficultyPoint = new DifficultyControlPoint { SpeedMultiplier = 2}
}),
new SpeedAdjustmentContainer(new MultiplierControlPoint(3000)
{
TimingPoint = new TimingControlPoint { BeatLength = 1000 },
DifficultyPoint = new DifficultyControlPoint { SpeedMultiplier = 1}
}),
};
var hitObjects = new[]
{
new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = -1000 }),
new DrawableTestHitObject(Axes.X, new TestHitObject()),
new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 1000 }),
new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 2000 }),
new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 3000 }),
new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 4000 }),
};
hitObjects.ForEach(h => hitObjectContainer.Add(h));
speedAdjustments.ForEach(hitObjectContainer.AddSpeedAdjustment);
// The 0th index in hitObjectContainer.SpeedAdjustments is the "default" control point
// Check multiplier of the default speed adjustment
Assert.AreEqual(1, hitObjectContainer.SpeedAdjustments[0].ControlPoint.Multiplier);
Assert.AreEqual(1, speedAdjustments[0].ControlPoint.Multiplier);
Assert.AreEqual(2, speedAdjustments[1].ControlPoint.Multiplier);
Assert.AreEqual(2, speedAdjustments[2].ControlPoint.Multiplier);
Assert.AreEqual(1, speedAdjustments[3].ControlPoint.Multiplier);
// Check insertion of hit objects
Assert.IsTrue(hitObjectContainer.SpeedAdjustments[4].Contains(hitObjects[0]));
Assert.IsTrue(hitObjectContainer.SpeedAdjustments[3].Contains(hitObjects[1]));
Assert.IsTrue(hitObjectContainer.SpeedAdjustments[2].Contains(hitObjects[2]));
Assert.IsTrue(hitObjectContainer.SpeedAdjustments[1].Contains(hitObjects[3]));
Assert.IsTrue(hitObjectContainer.SpeedAdjustments[0].Contains(hitObjects[4]));
Assert.IsTrue(hitObjectContainer.SpeedAdjustments[0].Contains(hitObjects[5]));
hitObjectContainer.RemoveSpeedAdjustment(hitObjectContainer.SpeedAdjustments[3]);
// The hit object contained in this speed adjustment should be resorted into the one occuring before it
Assert.IsTrue(hitObjectContainer.SpeedAdjustments[3].Contains(hitObjects[1]));
}
private class TestRulesetContainer : ScrollingRulesetContainer<TestPlayfield, TestHitObject>
{
private readonly Axes scrollingAxes;
public TestRulesetContainer(Axes scrollingAxes, WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(null, beatmap, isForCurrentRuleset)
{
this.scrollingAxes = scrollingAxes;
}
public new TestPlayfield Playfield => base.Playfield;
public override ScoreProcessor CreateScoreProcessor() => new TestScoreProcessor();
public override PassThroughInputManager CreateInputManager() => new PassThroughInputManager();
protected override BeatmapConverter<TestHitObject> CreateBeatmapConverter() => new TestBeatmapConverter();
protected override Playfield CreatePlayfield() => new TestPlayfield(scrollingAxes);
protected override DrawableHitObject<TestHitObject> GetVisualRepresentation(TestHitObject h) => new DrawableTestHitObject(scrollingAxes, h);
}
private class TestScoreProcessor : ScoreProcessor<TestHitObject>
{
protected override void OnNewJudgement(Judgement judgement)
{
}
}
private class TestBeatmapConverter : BeatmapConverter<TestHitObject>
{
protected override IEnumerable<Type> ValidConversionTypes => new[] { typeof(HitObject) };
protected override IEnumerable<TestHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
{
yield return original as TestHitObject;
}
}
private class DrawableTestHitObject : DrawableScrollingHitObject<TestHitObject>
{
public DrawableTestHitObject(Axes scrollingAxes, TestHitObject hitObject)
: base(hitObject)
{
Anchor = scrollingAxes == Axes.Y ? Anchor.TopCentre : Anchor.CentreLeft;
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
Add(new Circle
{
Size = new Vector2(50)
});
}
protected override void UpdateState(ArmedState state)
{
}
}
private class TestPlayfield : ScrollingPlayfield
{
protected override Container<Drawable> Content => content;
private readonly Container<Drawable> content;
public TestPlayfield(Axes scrollingAxes)
: base(scrollingAxes)
{
InternalChildren = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0.2f
},
content = new Container { RelativeSizeAxes = Axes.Both }
};
}
public void Reverse() => Reversed.Toggle();
}
private class TestHitObject : HitObject
{
}
}
}