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Add too short spinners check and tests

This commit is contained in:
Naxess 2021-07-13 10:51:40 +02:00
parent fec9448301
commit 53c0298b5e
2 changed files with 177 additions and 0 deletions

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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.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Edit.Checks;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Rulesets.Osu.Tests.Editor.Checks
{
[TestFixture]
public class CheckTooShortSpinnersTest
{
private CheckTooShortSpinners check;
private BeatmapDifficulty difficulty;
[SetUp]
public void Setup()
{
check = new CheckTooShortSpinners();
difficulty = new BeatmapDifficulty();
}
[Test]
public void TestLongSpinner()
{
Spinner spinner = new Spinner { StartTime = 0, Duration = 4000 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertOk(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestShortSpinner()
{
Spinner spinner = new Spinner { StartTime = 0, Duration = 750 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertOk(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestVeryShortSpinner()
{
// Spinners at a certain duration only get 1000 points if approached by auto at a certain angle, making it difficult to determine.
Spinner spinner = new Spinner { StartTime = 0, Duration = 475 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertVeryShort(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestTooShortSpinner()
{
Spinner spinner = new Spinner { StartTime = 0, Duration = 400 };
spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
assertTooShort(new List<HitObject> { spinner }, difficulty);
}
[Test]
public void TestTooShortSpinnerVaryingOd()
{
const double duration = 450;
var difficultyLowOd = new BeatmapDifficulty { OverallDifficulty = 1 };
Spinner spinnerLowOd = new Spinner { StartTime = 0, Duration = duration };
spinnerLowOd.ApplyDefaults(new ControlPointInfo(), difficultyLowOd);
var difficultyHighOd = new BeatmapDifficulty { OverallDifficulty = 10 };
Spinner spinnerHighOd = new Spinner { StartTime = 0, Duration = duration };
spinnerHighOd.ApplyDefaults(new ControlPointInfo(), difficultyHighOd);
assertOk(new List<HitObject> { spinnerLowOd }, difficultyLowOd);
assertTooShort(new List<HitObject> { spinnerHighOd }, difficultyHighOd);
}
private void assertOk(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
Assert.That(check.Run(getContext(hitObjects, beatmapDifficulty)), Is.Empty);
}
private void assertVeryShort(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
var issues = check.Run(getContext(hitObjects, beatmapDifficulty)).ToList();
Assert.That(issues, Has.Count.EqualTo(1));
Assert.That(issues.First().Template is CheckTooShortSpinners.IssueTemplateVeryShort);
}
private void assertTooShort(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
var issues = check.Run(getContext(hitObjects, beatmapDifficulty)).ToList();
Assert.That(issues, Has.Count.EqualTo(1));
Assert.That(issues.First().Template is CheckTooShortSpinners.IssueTemplateTooShort);
}
private BeatmapVerifierContext getContext(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
{
var beatmap = new Beatmap<HitObject>
{
HitObjects = hitObjects,
BeatmapInfo = new BeatmapInfo { BaseDifficulty = beatmapDifficulty }
};
return new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
}
}
}

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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.Collections.Generic;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Edit.Checks.Components;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Edit.Checks
{
public class CheckTooShortSpinners : ICheck
{
public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Spread, "Too short spinners");
public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
{
new IssueTemplateTooShort(this)
};
public IEnumerable<Issue> Run(BeatmapVerifierContext context)
{
double od = context.Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty;
// These are meant to reflect the duration necessary for auto to score at least 1000 points on the spinner.
// It's difficult to eliminate warnings here, as auto achieving 1000 points depends on the approach angle on some spinners.
double warningThreshold = 500 + (od < 5 ? (5 - od) * -21.8 : (od - 5) * 20); // Anything above this is always ok.
double problemThreshold = 450 + (od < 5 ? (5 - od) * -17 : (od - 5) * 17); // Anything below this is never ok.
foreach (var hitObject in context.Beatmap.HitObjects)
{
if (!(hitObject is Spinner spinner))
continue;
if (spinner.Duration < problemThreshold)
yield return new IssueTemplateTooShort(this).Create(spinner);
else if (spinner.Duration < warningThreshold)
yield return new IssueTemplateVeryShort(this).Create(spinner);
}
}
public class IssueTemplateTooShort : IssueTemplate
{
public IssueTemplateTooShort(ICheck check)
: base(check, IssueType.Problem, "This spinner is too short. Auto cannot achieve 1000 points on this.")
{
}
public Issue Create(Spinner spinner) => new Issue(spinner, this);
}
public class IssueTemplateVeryShort : IssueTemplate
{
public IssueTemplateVeryShort(ICheck check)
: base(check, IssueType.Warning, "This spinner may be too short. Ensure auto can achieve 1000 points on this.")
{
}
public Issue Create(Spinner spinner) => new Issue(spinner, this);
}
}
}