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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.
using System.Linq ;
using NUnit.Framework ;
using osu.Framework.Input ;
using osu.Framework.Testing ;
using osu.Framework.Utils ;
using osu.Game.Beatmaps ;
using osu.Game.Rulesets.Edit ;
using osu.Game.Rulesets.Taiko.Beatmaps ;
using osu.Game.Screens.Edit ;
using osu.Game.Screens.Edit.Setup ;
using osu.Game.Screens.Menu ;
using osu.Game.Screens.Select ;
using osu.Game.Tests.Visual ;
using osuTK.Input ;
namespace osu.Game.Rulesets.Taiko.Tests.Editor
{
public class TestSceneEditorSaving : OsuGameTestScene
{
private Screens . Edit . Editor editor = > Game . ChildrenOfType < Screens . Edit . Editor > ( ) . FirstOrDefault ( ) ;
private EditorBeatmap editorBeatmap = > ( EditorBeatmap ) editor . Dependencies . Get ( typeof ( EditorBeatmap ) ) ;
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// Emphasis is placed on <see cref="BeatmapDifficulty.SliderMultiplier"/>, since taiko has special handling for it to keep compatibility with stable.
/// </summary>
[Test]
public void TestNewBeatmapSaveThenLoad ( )
{
AddStep ( "set default beatmap" , ( ) = > Game . Beatmap . SetDefault ( ) ) ;
AddStep ( "set taiko ruleset" , ( ) = > Ruleset . Value = new TaikoRuleset ( ) . RulesetInfo ) ;
PushAndConfirm ( ( ) = > new EditorLoader ( ) ) ;
AddUntilStep ( "wait for editor load" , ( ) = > editor ? . IsLoaded = = true ) ;
AddUntilStep ( "wait for metadata screen load" , ( ) = > editor . ChildrenOfType < MetadataSection > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
AddStep ( "Enter compose mode" , ( ) = > InputManager . Key ( Key . F1 ) ) ;
AddUntilStep ( "Wait for compose mode load" , ( ) = > editor . ChildrenOfType < HitObjectComposer > ( ) . FirstOrDefault ( ) ? . IsLoaded = = true ) ;
AddStep ( "Set slider multiplier" , ( ) = > editorBeatmap . Difficulty . SliderMultiplier = 2 ) ;
AddStep ( "Set artist and title" , ( ) = >
{
editorBeatmap . BeatmapInfo . Metadata . Artist = "artist" ;
editorBeatmap . BeatmapInfo . Metadata . Title = "title" ;
} ) ;
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AddStep ( "Set difficulty name" , ( ) = > editorBeatmap . BeatmapInfo . DifficultyName = "difficulty" ) ;
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checkMutations ( ) ;
AddStep ( "Save" , ( ) = > InputManager . Keys ( PlatformAction . Save ) ) ;
checkMutations ( ) ;
AddStep ( "Exit" , ( ) = > InputManager . Key ( Key . Escape ) ) ;
AddUntilStep ( "Wait for main menu" , ( ) = > Game . ScreenStack . CurrentScreen is MainMenu ) ;
PushAndConfirm ( ( ) = > new PlaySongSelect ( ) ) ;
AddUntilStep ( "Wait for beatmap selected" , ( ) = > ! Game . Beatmap . IsDefault ) ;
AddStep ( "Open options" , ( ) = > InputManager . Key ( Key . F3 ) ) ;
AddStep ( "Enter editor" , ( ) = > InputManager . Key ( Key . Number5 ) ) ;
AddUntilStep ( "Wait for editor load" , ( ) = > editor ! = null ) ;
checkMutations ( ) ;
}
private void checkMutations ( )
{
AddAssert ( "Beatmap has correct slider multiplier" , ( ) = >
{
// we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use.
// therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct.
var taikoDifficulty = new TaikoBeatmapConverter . TaikoMultiplierAppliedDifficulty ( ) ;
taikoDifficulty . CopyFrom ( editorBeatmap . Difficulty ) ;
return Precision . AlmostEquals ( taikoDifficulty . SliderMultiplier , 2 ) ;
} ) ;
AddAssert ( "Beatmap has correct metadata" , ( ) = > editorBeatmap . BeatmapInfo . Metadata . Artist = = "artist" & & editorBeatmap . BeatmapInfo . Metadata . Title = = "title" ) ;
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AddAssert ( "Beatmap has correct difficulty name" , ( ) = > editorBeatmap . BeatmapInfo . DifficultyName = = "difficulty" ) ;
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}
}
}