2020-05-19 22:28:13 +08:00
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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.Linq;
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2020-05-20 09:14:08 +08:00
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using osu.Framework.Testing;
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2020-05-19 22:28:13 +08:00
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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/// <summary>
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/// Taiko has some interesting rules for legacy mappings.
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/// </summary>
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2020-05-20 09:14:08 +08:00
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[HeadlessTest]
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2020-05-19 22:28:13 +08:00
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public class TestSceneSampleOutput : PlayerTestScene
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{
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public TestSceneSampleOutput()
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: base(new TaikoRuleset())
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{
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddAssert("has correct samples", () =>
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{
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var names = Player.DrawableRuleset.Playfield.AllHitObjects.OfType<DrawableHit>().Select(h => string.Join(',', h.GetSamples().Select(s => s.Name)));
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var expected = new[]
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{
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string.Empty,
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string.Empty,
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string.Empty,
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string.Empty,
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HitSampleInfo.HIT_FINISH,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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};
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return names.SequenceEqual(expected);
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});
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TaikoBeatmapConversionTest().GetBeatmap("sample-to-type-conversions");
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}
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}
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