mirror of
https://github.com/ppy/osu.git
synced 2024-12-27 13:02:56 +08:00
121 lines
4.3 KiB
C#
121 lines
4.3 KiB
C#
|
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||
|
// See the LICENCE file in the repository root for full licence text.
|
||
|
|
||
|
using System.Collections.Generic;
|
||
|
using System.Linq;
|
||
|
using NUnit.Framework;
|
||
|
using osu.Framework.Screens;
|
||
|
using osu.Framework.Testing;
|
||
|
using osu.Game.Beatmaps;
|
||
|
using osu.Game.Beatmaps.ControlPoints;
|
||
|
using osu.Game.Replays;
|
||
|
using osu.Game.Rulesets.Judgements;
|
||
|
using osu.Game.Rulesets.Objects;
|
||
|
using osu.Game.Rulesets.Objects.Types;
|
||
|
using osu.Game.Rulesets.Osu.Objects;
|
||
|
using osu.Game.Rulesets.Osu.Replays;
|
||
|
using osu.Game.Rulesets.Replays;
|
||
|
using osu.Game.Rulesets.Scoring;
|
||
|
using osu.Game.Scoring;
|
||
|
using osu.Game.Screens.Play;
|
||
|
using osu.Game.Tests.Visual;
|
||
|
using osuTK;
|
||
|
|
||
|
namespace osu.Game.Rulesets.Osu.Tests
|
||
|
{
|
||
|
[HeadlessTest]
|
||
|
public class TestSceneSliderFollowCircleInput : RateAdjustedBeatmapTestScene
|
||
|
{
|
||
|
private List<JudgementResult>? judgementResults;
|
||
|
private ScoreAccessibleReplayPlayer? currentPlayer;
|
||
|
|
||
|
[Test]
|
||
|
public void TestMaximumDistanceTrackingWithoutMovement(
|
||
|
[Values(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10)]
|
||
|
float circleSize,
|
||
|
[Values(0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10)]
|
||
|
double velocity)
|
||
|
{
|
||
|
const double time_slider_start = 1000;
|
||
|
|
||
|
float circleRadius = OsuHitObject.OBJECT_RADIUS * (1.0f - 0.7f * (circleSize - 5) / 5) / 2;
|
||
|
float followCircleRadius = circleRadius * 1.2f;
|
||
|
|
||
|
performTest(new Beatmap<OsuHitObject>
|
||
|
{
|
||
|
HitObjects =
|
||
|
{
|
||
|
new Slider
|
||
|
{
|
||
|
StartTime = time_slider_start,
|
||
|
Position = new Vector2(0, 0),
|
||
|
DifficultyControlPoint = new DifficultyControlPoint { SliderVelocity = velocity },
|
||
|
Path = new SliderPath(PathType.Linear, new[]
|
||
|
{
|
||
|
Vector2.Zero,
|
||
|
new Vector2(followCircleRadius, 0),
|
||
|
}, followCircleRadius),
|
||
|
},
|
||
|
},
|
||
|
BeatmapInfo =
|
||
|
{
|
||
|
Difficulty = new BeatmapDifficulty
|
||
|
{
|
||
|
CircleSize = circleSize,
|
||
|
SliderTickRate = 1
|
||
|
},
|
||
|
Ruleset = new OsuRuleset().RulesetInfo
|
||
|
},
|
||
|
}, new List<ReplayFrame>
|
||
|
{
|
||
|
new OsuReplayFrame { Position = new Vector2(-circleRadius + 1, 0), Actions = { OsuAction.LeftButton }, Time = time_slider_start },
|
||
|
});
|
||
|
|
||
|
AddAssert("Tracking kept", assertMaxJudge);
|
||
|
}
|
||
|
|
||
|
private bool assertMaxJudge() => judgementResults?.Any() == true && judgementResults.All(t => t.Type == t.Judgement.MaxResult);
|
||
|
|
||
|
private void performTest(Beatmap<OsuHitObject> beatmap, List<ReplayFrame> frames)
|
||
|
{
|
||
|
AddStep("load player", () =>
|
||
|
{
|
||
|
Beatmap.Value = CreateWorkingBeatmap(beatmap);
|
||
|
|
||
|
var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
|
||
|
|
||
|
p.OnLoadComplete += _ =>
|
||
|
{
|
||
|
p.ScoreProcessor.NewJudgement += result =>
|
||
|
{
|
||
|
if (currentPlayer == p) judgementResults?.Add(result);
|
||
|
};
|
||
|
};
|
||
|
|
||
|
LoadScreen(currentPlayer = p);
|
||
|
judgementResults = new List<JudgementResult>();
|
||
|
});
|
||
|
|
||
|
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
|
||
|
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
|
||
|
AddUntilStep("Wait for completion", () => currentPlayer?.ScoreProcessor.HasCompleted.Value == true);
|
||
|
}
|
||
|
|
||
|
private class ScoreAccessibleReplayPlayer : ReplayPlayer
|
||
|
{
|
||
|
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
|
||
|
|
||
|
protected override bool PauseOnFocusLost => false;
|
||
|
|
||
|
public ScoreAccessibleReplayPlayer(Score score)
|
||
|
: base(score, new PlayerConfiguration
|
||
|
{
|
||
|
AllowPause = false,
|
||
|
ShowResults = false,
|
||
|
})
|
||
|
{
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|