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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneAutoplay.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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using System.ComponentModel;
using System.Linq;
using osu.Game.Rulesets;
using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
[Description("Player instantiated with an autoplay mod.")]
public class TestSceneAutoplay : TestSceneAllRulesetPlayers
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{
protected new TestPlayer Player => (TestPlayer)base.Player;
protected override Player CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = SelectedMods.Value.Concat(new[] { ruleset.GetAutoplayMod() }).ToArray();
return new TestPlayer(false, false);
}
protected override void AddCheckSteps()
{
AddUntilStep("score above zero", () => Player.ScoreProcessor.TotalScore.Value > 0);
AddUntilStep("key counter counted keys", () => Player.HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 2));
AddStep("seek to break time", () => Player.GameplayClockContainer.Seek(Player.BreakOverlay.Breaks.First().StartTime));
AddUntilStep("wait for seek to complete", () =>
Player.HUDOverlay.Progress.ReferenceClock.CurrentTime >= Player.BreakOverlay.Breaks.First().StartTime);
AddAssert("test keys not counting", () => !Player.HUDOverlay.KeyCounter.IsCounting);
AddStep("rewind", () => Player.GameplayClockContainer.Seek(-80000));
AddUntilStep("key counter reset", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
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}
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}
}