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Add too short spinners check and tests
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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.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Edit.Checks;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Osu.Tests.Editor.Checks
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{
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[TestFixture]
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public class CheckTooShortSpinnersTest
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{
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private CheckTooShortSpinners check;
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private BeatmapDifficulty difficulty;
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[SetUp]
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public void Setup()
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{
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check = new CheckTooShortSpinners();
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difficulty = new BeatmapDifficulty();
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}
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[Test]
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public void TestLongSpinner()
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{
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Spinner spinner = new Spinner { StartTime = 0, Duration = 4000 };
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spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
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assertOk(new List<HitObject> { spinner }, difficulty);
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}
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[Test]
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public void TestShortSpinner()
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{
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Spinner spinner = new Spinner { StartTime = 0, Duration = 750 };
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spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
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assertOk(new List<HitObject> { spinner }, difficulty);
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}
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[Test]
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public void TestVeryShortSpinner()
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{
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// Spinners at a certain duration only get 1000 points if approached by auto at a certain angle, making it difficult to determine.
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Spinner spinner = new Spinner { StartTime = 0, Duration = 475 };
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spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
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assertVeryShort(new List<HitObject> { spinner }, difficulty);
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}
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[Test]
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public void TestTooShortSpinner()
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{
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Spinner spinner = new Spinner { StartTime = 0, Duration = 400 };
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spinner.ApplyDefaults(new ControlPointInfo(), difficulty);
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assertTooShort(new List<HitObject> { spinner }, difficulty);
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}
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[Test]
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public void TestTooShortSpinnerVaryingOd()
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{
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const double duration = 450;
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var difficultyLowOd = new BeatmapDifficulty { OverallDifficulty = 1 };
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Spinner spinnerLowOd = new Spinner { StartTime = 0, Duration = duration };
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spinnerLowOd.ApplyDefaults(new ControlPointInfo(), difficultyLowOd);
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var difficultyHighOd = new BeatmapDifficulty { OverallDifficulty = 10 };
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Spinner spinnerHighOd = new Spinner { StartTime = 0, Duration = duration };
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spinnerHighOd.ApplyDefaults(new ControlPointInfo(), difficultyHighOd);
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assertOk(new List<HitObject> { spinnerLowOd }, difficultyLowOd);
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assertTooShort(new List<HitObject> { spinnerHighOd }, difficultyHighOd);
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}
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private void assertOk(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
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{
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Assert.That(check.Run(getContext(hitObjects, beatmapDifficulty)), Is.Empty);
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}
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private void assertVeryShort(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
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{
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var issues = check.Run(getContext(hitObjects, beatmapDifficulty)).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.First().Template is CheckTooShortSpinners.IssueTemplateVeryShort);
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}
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private void assertTooShort(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
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{
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var issues = check.Run(getContext(hitObjects, beatmapDifficulty)).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.First().Template is CheckTooShortSpinners.IssueTemplateTooShort);
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}
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private BeatmapVerifierContext getContext(List<HitObject> hitObjects, BeatmapDifficulty beatmapDifficulty)
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{
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var beatmap = new Beatmap<HitObject>
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{
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HitObjects = hitObjects,
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BeatmapInfo = new BeatmapInfo { BaseDifficulty = beatmapDifficulty }
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};
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return new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
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}
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}
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}
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61
osu.Game.Rulesets.Osu/Edit/Checks/CheckTooShortSpinners.cs
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61
osu.Game.Rulesets.Osu/Edit/Checks/CheckTooShortSpinners.cs
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@ -0,0 +1,61 @@
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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 osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Checks.Components;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Edit.Checks
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{
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public class CheckTooShortSpinners : ICheck
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{
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public CheckMetadata Metadata { get; } = new CheckMetadata(CheckCategory.Spread, "Too short spinners");
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public IEnumerable<IssueTemplate> PossibleTemplates => new IssueTemplate[]
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{
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new IssueTemplateTooShort(this)
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};
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public IEnumerable<Issue> Run(BeatmapVerifierContext context)
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{
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double od = context.Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty;
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// These are meant to reflect the duration necessary for auto to score at least 1000 points on the spinner.
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// It's difficult to eliminate warnings here, as auto achieving 1000 points depends on the approach angle on some spinners.
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double warningThreshold = 500 + (od < 5 ? (5 - od) * -21.8 : (od - 5) * 20); // Anything above this is always ok.
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double problemThreshold = 450 + (od < 5 ? (5 - od) * -17 : (od - 5) * 17); // Anything below this is never ok.
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foreach (var hitObject in context.Beatmap.HitObjects)
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{
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if (!(hitObject is Spinner spinner))
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continue;
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if (spinner.Duration < problemThreshold)
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yield return new IssueTemplateTooShort(this).Create(spinner);
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else if (spinner.Duration < warningThreshold)
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yield return new IssueTemplateVeryShort(this).Create(spinner);
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}
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}
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public class IssueTemplateTooShort : IssueTemplate
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{
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public IssueTemplateTooShort(ICheck check)
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: base(check, IssueType.Problem, "This spinner is too short. Auto cannot achieve 1000 points on this.")
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{
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}
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public Issue Create(Spinner spinner) => new Issue(spinner, this);
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}
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public class IssueTemplateVeryShort : IssueTemplate
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{
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public IssueTemplateVeryShort(ICheck check)
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: base(check, IssueType.Warning, "This spinner may be too short. Ensure auto can achieve 1000 points on this.")
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{
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}
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public Issue Create(Spinner spinner) => new Issue(spinner, this);
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}
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}
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}
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