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osu-lazer/osu.Game.Rulesets.Taiko.Tests/TaikoBeatmapConversionTest.cs

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// 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.
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#nullable disable
using System;
using System.Collections.Generic;
using NUnit.Framework;
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using osu.Framework.Utils;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Taiko.Tests
{
[TestFixture]
public class TaikoBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
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[NonParallelizable]
[TestCase("basic")]
[TestCase("slider-generating-drumroll")]
[TestCase("sample-to-type-conversions")]
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[TestCase("slider-conversion-v6")]
[TestCase("slider-conversion-v14")]
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[TestCase("slider-generating-drumroll-2")]
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public void Test(string name) => base.Test(name);
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protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
{
yield return new ConvertValue
{
StartTime = hitObject.StartTime,
EndTime = hitObject.GetEndTime(),
IsRim = (hitObject as Hit)?.Type == HitType.Rim,
IsCentre = (hitObject as Hit)?.Type == HitType.Centre,
IsDrumRoll = hitObject is DrumRoll,
IsSwell = hitObject is Swell,
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IsStrong = (hitObject as TaikoStrongableHitObject)?.IsStrong == true
};
}
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protected override Ruleset CreateRuleset() => new TaikoRuleset();
}
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public struct ConvertValue : IEquatable<ConvertValue>
{
/// <summary>
/// A sane value to account for osu!stable using ints everywhere.
/// </summary>
private const float conversion_lenience = 2;
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public double StartTime;
public double EndTime;
public bool IsRim;
public bool IsCentre;
public bool IsDrumRoll;
public bool IsSwell;
public bool IsStrong;
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public bool Equals(ConvertValue other)
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=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
&& IsRim == other.IsRim
&& IsCentre == other.IsCentre
&& IsDrumRoll == other.IsDrumRoll
&& IsSwell == other.IsSwell
&& IsStrong == other.IsStrong;
}
}