1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-17 07:12:55 +08:00
osu-lazer/osu.Game/Tests/Gameplay/TestGameplayState.cs

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

36 lines
1.4 KiB
C#
Raw Normal View History

// 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 osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Tests.Gameplay
{
/// <summary>
/// Static class providing a <see cref="Create"/> convenience method to retrieve a correctly-initialised <see cref="GameplayState"/> instance in testing scenarios.
/// </summary>
public static class TestGameplayState
{
/// <summary>
/// Creates a correctly-initialised <see cref="GameplayState"/> instance for use in testing.
/// </summary>
public static GameplayState Create(Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null)
{
var beatmap = new TestBeatmap(ruleset.RulesetInfo);
var workingBeatmap = new TestWorkingBeatmap(beatmap);
var playableBeatmap = workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
var scoreProcessor = ruleset.CreateScoreProcessor();
scoreProcessor.ApplyBeatmap(playableBeatmap);
Implement toggling visibility of pass and fail storyboard layers Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
2024-06-14 19:36:40 +08:00
var healthProcessor = ruleset.CreateHealthProcessor(beatmap.HitObjects[0].StartTime);
return new GameplayState(playableBeatmap, ruleset, mods, score, scoreProcessor, healthProcessor);
}
}
}