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Add failing test covering counting multiple swell hits per frame

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Bartłomiej Dach 2023-10-04 18:55:20 +02:00
parent 66824ce8ca
commit 2ae1a24355
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@ -115,6 +115,48 @@ namespace osu.Game.Rulesets.Taiko.Tests.Judgements
AddAssert("all tick offsets are 0", () => JudgementResults.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
}
[Test]
public void TestAtMostOneSwellTickJudgedPerFrame()
{
const double swell_time = 1000;
Swell swell = new Swell
{
StartTime = swell_time,
Duration = 1000,
RequiredHits = 10
};
List<ReplayFrame> frames = new List<ReplayFrame>
{
new TaikoReplayFrame(1000),
new TaikoReplayFrame(1250, TaikoAction.LeftCentre, TaikoAction.LeftRim),
new TaikoReplayFrame(1251),
new TaikoReplayFrame(1500, TaikoAction.LeftCentre, TaikoAction.LeftRim, TaikoAction.RightCentre, TaikoAction.RightRim),
new TaikoReplayFrame(1501),
new TaikoReplayFrame(2000),
};
PerformTest(frames, CreateBeatmap(swell));
AssertJudgementCount(11);
// this is a charitable interpretation of the inputs.
//
// for the frame at time 1250, we only count either one of the input actions - simple.
//
// for the frame at time 1500, we give the user the benefit of the doubt,
// and we ignore actions that wouldn't otherwise cause a hit due to not alternating,
// but we still count one (just one) of the actions that _would_ normally cause a hit.
// this is done as a courtesy to avoid stuff like key chattering after press blocking legitimate inputs.
for (int i = 0; i < 2; i++)
AssertResult<SwellTick>(i, HitResult.IgnoreHit);
for (int i = 2; i < swell.RequiredHits; i++)
AssertResult<SwellTick>(i, HitResult.IgnoreMiss);
AssertResult<Swell>(0, HitResult.IgnoreMiss);
}
/// <summary>
/// Ensure input is correctly sent to subsequent hits if a swell is fully completed.
/// </summary>