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Add failing test case for overlapping objects blocking each other when not intended
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@ -555,6 +555,54 @@ namespace osu.Game.Rulesets.Osu.Tests
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addClickActionAssert(0, ClickAction.Hit);
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}
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[Test]
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public void TestOverlappingObjectsDontBlockEachOtherWhenFullyFadedOut()
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{
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const double time_first_circle = 1000;
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const double time_second_circle = 1200;
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const double time_third_circle = 1400;
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Vector2 positionFirstCircle = new Vector2(100);
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Vector2 positionSecondCircle = new Vector2(200);
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var hitObjects = new List<OsuHitObject>
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{
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new HitCircle
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{
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StartTime = time_first_circle,
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Position = positionFirstCircle,
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},
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new HitCircle
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{
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StartTime = time_second_circle,
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Position = positionSecondCircle,
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},
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new HitCircle
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{
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StartTime = time_third_circle,
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Position = positionFirstCircle,
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},
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};
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performTest(hitObjects, new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle + 50, Position = positionFirstCircle },
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new OsuReplayFrame { Time = time_second_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_second_circle + 50, Position = positionSecondCircle },
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new OsuReplayFrame { Time = time_third_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_third_circle + 50, Position = positionFirstCircle },
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});
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addJudgementAssert(hitObjects[0], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[0], 0);
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addJudgementAssert(hitObjects[1], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[1], 0);
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addJudgementAssert(hitObjects[2], HitResult.Great);
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addJudgementOffsetAssert(hitObjects[2], 0);
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}
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private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
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{
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AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
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