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osu-lazer/osu.Game/Tests/Visual/ModFailConditionTestScene.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Tests.Visual
{
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public abstract partial class ModFailConditionTestScene : ModTestScene
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{
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private readonly ModFailCondition mod;
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protected ModFailConditionTestScene(ModFailCondition mod)
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{
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this.mod = mod;
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}
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protected void CreateHitObjectTest(HitObjectTestData testData, bool shouldMiss) => CreateModTest(new ModTestData
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{
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Mod = mod,
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Beatmap = new Beatmap
{
BeatmapInfo = { Ruleset = CreatePlayerRuleset().RulesetInfo },
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HitObjects = { testData.HitObject }
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},
Autoplay = !shouldMiss,
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PassCondition = () => ((ModFailConditionTestPlayer)Player).CheckFailed(shouldMiss && testData.FailOnMiss)
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});
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protected override TestPlayer CreateModPlayer(Ruleset ruleset) => new ModFailConditionTestPlayer(CurrentTestData, AllowFail);
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protected partial class ModFailConditionTestPlayer : ModTestPlayer
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{
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public ModFailConditionTestPlayer(ModTestData data, bool allowFail)
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: base(data, allowFail)
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{
}
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protected override bool CheckModsAllowFailure() => true;
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public bool CheckFailed(bool failed)
{
if (!failed)
return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
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return HealthProcessor.HasFailed;
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}
}
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protected class HitObjectTestData
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{
public readonly HitObject HitObject;
public readonly bool FailOnMiss;
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public HitObjectTestData(HitObject hitObject, bool failOnMiss = true)
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{
HitObject = hitObject;
FailOnMiss = failOnMiss;
}
}
}
}