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Add tests for all taiko judgements
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96
osu.Game.Rulesets.Taiko.Tests/Judgements/JudgementTest.cs
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96
osu.Game.Rulesets.Taiko.Tests/Judgements/JudgementTest.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.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public class JudgementTest : RateAdjustedBeatmapTestScene
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{
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private ScoreAccessibleReplayPlayer currentPlayer = null!;
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protected List<JudgementResult> JudgementResults { get; private set; } = null!;
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protected void AssertJudgementCount(int count)
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{
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AddAssert($"{count} judgement{(count > 0 ? "s" : "")}", () => JudgementResults, () => Has.Count.EqualTo(count));
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}
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protected void AssertResult<T>(int index, HitResult expectedResult)
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{
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AddAssert($"{typeof(T).ReadableName()} ({index}) judged as {expectedResult}",
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() => JudgementResults.Where(j => j.HitObject is T).OrderBy(j => j.HitObject.StartTime).ElementAt(index).Type,
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() => Is.EqualTo(expectedResult));
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}
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protected void PerformTest(List<ReplayFrame> frames, Beatmap<TaikoHitObject>? beatmap = null)
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{
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AddStep("load player", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(beatmap);
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
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p.OnLoadComplete += _ =>
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{
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p.ScoreProcessor.NewJudgement += result =>
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{
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if (currentPlayer == p) JudgementResults.Add(result);
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};
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};
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LoadScreen(currentPlayer = p);
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JudgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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protected Beatmap<TaikoHitObject> CreateBeatmap(params TaikoHitObject[] hitObjects)
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{
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var beatmap = new Beatmap<TaikoHitObject>
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{
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HitObjects = hitObjects.ToList(),
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BeatmapInfo =
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{
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Difficulty = new BeatmapDifficulty { SliderTickRate = 4 },
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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};
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beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
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return beatmap;
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score, new PlayerConfiguration
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{
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AllowPause = false,
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ShowResults = false,
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})
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{
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}
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}
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}
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}
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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.
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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{
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public class TestSceneDrumRollJudgements : JudgementTest
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{
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[Test]
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public void TestHitAllDrumRoll()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1001),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000
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}));
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AssertJudgementCount(3);
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AssertResult<DrumRollTick>(0, HitResult.SmallBonus);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitSomeDrumRoll()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000
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}));
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AssertJudgementCount(3);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitNoneDrumRoll()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000
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}));
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AssertJudgementCount(3);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.IgnoreMiss);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitAllStrongDrumRollWithOneKey()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(1001),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(0, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitSomeStrongDrumRollWithOneKey()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitAllStrongDrumRollWithBothKeys()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(1000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(1001),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(0, HitResult.LargeBonus);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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}
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[Test]
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public void TestHitSomeStrongDrumRollWithBothKeys()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(2000, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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new TaikoReplayFrame(2001),
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}, CreateBeatmap(new DrumRoll
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{
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StartTime = hit_time,
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Duration = 1000,
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IsStrong = true
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}));
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AssertJudgementCount(6);
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AssertResult<DrumRollTick>(0, HitResult.IgnoreMiss);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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AssertResult<DrumRollTick>(1, HitResult.SmallBonus);
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AssertResult<StrongNestedHitObject>(1, HitResult.LargeBonus);
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AssertResult<DrumRoll>(0, HitResult.IgnoreHit);
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AssertResult<StrongNestedHitObject>(2, HitResult.IgnoreHit);
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}
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}
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}
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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.
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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{
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public class TestSceneHitJudgements : JudgementTest
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{
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[Test]
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public void TestHitCentreHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time
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}));
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Great);
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}
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[Test]
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public void TestHitRimHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftRim),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Rim,
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StartTime = hit_time
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}));
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Great);
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}
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[Test]
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public void TestMissHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0)
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time
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}));
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AssertJudgementCount(1);
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AssertResult<Hit>(0, HitResult.Miss);
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}
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[Test]
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public void TestHitStrongHitWithOneKey()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Great);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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}
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[Test]
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public void TestHitStrongHitWithBothKeys()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.LeftCentre, TaikoAction.RightCentre),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Great);
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AssertResult<StrongNestedHitObject>(0, HitResult.LargeBonus);
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}
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[Test]
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public void TestMissStrongHit()
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{
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const double hit_time = 1000;
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PerformTest(new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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}, CreateBeatmap(new Hit
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{
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Type = HitType.Centre,
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StartTime = hit_time,
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IsStrong = true
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}));
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AssertJudgementCount(2);
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AssertResult<Hit>(0, HitResult.Miss);
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AssertResult<StrongNestedHitObject>(0, HitResult.IgnoreMiss);
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}
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}
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}
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@ -0,0 +1,118 @@
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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.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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{
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public class TestSceneSwellJudgements : JudgementTest
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{
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[Test]
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public void TestHitAllSwell()
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{
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const double hit_time = 1000;
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Swell swell = new Swell
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{
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StartTime = hit_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(0),
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new TaikoReplayFrame(2001),
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};
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for (int i = 0; i < swell.RequiredHits; i++)
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{
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double frameTime = 1000 + i * 50;
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frames.Add(new TaikoReplayFrame(frameTime, i % 2 == 0 ? TaikoAction.LeftCentre : TaikoAction.LeftRim));
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frames.Add(new TaikoReplayFrame(frameTime + 10));
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}
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PerformTest(frames, CreateBeatmap(swell));
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AssertJudgementCount(11);
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for (int i = 0; i < swell.RequiredHits; i++)
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AssertResult<SwellTick>(i, HitResult.IgnoreHit);
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AssertResult<Swell>(0, HitResult.LargeBonus);
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}
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[Test]
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public void TestHitSomeSwell()
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{
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const double hit_time = 1000;
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Swell swell = new Swell
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{
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StartTime = hit_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(0),
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new TaikoReplayFrame(2001),
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};
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for (int i = 0; i < swell.RequiredHits / 2; i++)
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{
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double frameTime = 1000 + i * 50;
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frames.Add(new TaikoReplayFrame(frameTime, i % 2 == 0 ? TaikoAction.LeftCentre : TaikoAction.LeftRim));
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frames.Add(new TaikoReplayFrame(frameTime + 10));
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}
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PerformTest(frames, CreateBeatmap(swell));
|
||||
|
||||
AssertJudgementCount(11);
|
||||
|
||||
for (int i = 0; i < swell.RequiredHits / 2; i++)
|
||||
AssertResult<SwellTick>(i, HitResult.IgnoreHit);
|
||||
for (int i = swell.RequiredHits / 2; i < swell.RequiredHits; i++)
|
||||
AssertResult<SwellTick>(i, HitResult.IgnoreMiss);
|
||||
|
||||
AssertResult<Swell>(0, HitResult.IgnoreMiss);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestHitNoneSwell()
|
||||
{
|
||||
const double hit_time = 1000;
|
||||
|
||||
Swell swell = new Swell
|
||||
{
|
||||
StartTime = hit_time,
|
||||
Duration = 1000,
|
||||
RequiredHits = 10
|
||||
};
|
||||
|
||||
List<ReplayFrame> frames = new List<ReplayFrame>
|
||||
{
|
||||
new TaikoReplayFrame(0),
|
||||
new TaikoReplayFrame(2001),
|
||||
};
|
||||
|
||||
PerformTest(frames, CreateBeatmap(swell));
|
||||
|
||||
AssertJudgementCount(11);
|
||||
|
||||
for (int i = 0; i < swell.RequiredHits; i++)
|
||||
AssertResult<SwellTick>(i, HitResult.IgnoreMiss);
|
||||
|
||||
AssertResult<Swell>(0, HitResult.IgnoreMiss);
|
||||
|
||||
AddAssert("all tick offsets are 0", () => JudgementResults.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
|
||||
}
|
||||
}
|
||||
}
|
@ -1,42 +0,0 @@
|
||||
// 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.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
public class TestSceneSwellJudgements : TestSceneTaikoPlayer
|
||||
{
|
||||
[Test]
|
||||
public void TestZeroTickTimeOffsets()
|
||||
{
|
||||
AddUntilStep("gameplay finished", () => Player.ScoreProcessor.HasCompleted.Value);
|
||||
AddAssert("all tick offsets are 0", () => Player.Results.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
|
||||
}
|
||||
|
||||
protected override bool Autoplay => true;
|
||||
|
||||
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
||||
{
|
||||
var beatmap = new Beatmap<TaikoHitObject>
|
||||
{
|
||||
BeatmapInfo = { Ruleset = new TaikoRuleset().RulesetInfo },
|
||||
HitObjects =
|
||||
{
|
||||
new Swell
|
||||
{
|
||||
StartTime = 1000,
|
||||
Duration = 1000,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
return beatmap;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user