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