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Use stacked positions
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parent
740eb9ff53
commit
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@ -2,9 +2,12 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Utils;
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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.Osu.Objects;
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@ -114,6 +117,22 @@ namespace osu.Game.Rulesets.Osu.Tests
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assertGroups();
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}
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[Test]
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public void TestStackedObjects()
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{
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addObjectsStep(() => new OsuHitObject[]
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{
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new HitCircle { Position = new Vector2(300, 100) },
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new HitCircle
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{
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Position = new Vector2(300, 300),
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StackHeight = 20
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},
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});
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assertDirections();
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}
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private void addMultipleObjectsStep() => addObjectsStep(() => new OsuHitObject[]
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{
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new HitCircle { Position = new Vector2(100, 100) },
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@ -207,6 +226,33 @@ namespace osu.Game.Rulesets.Osu.Tests
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});
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}
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private void assertDirections()
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{
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AddAssert("group directions are correct", () =>
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{
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for (int i = 0; i < hitObjectContainer.Count; i++)
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{
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DrawableOsuHitObject expectedStart = getObject(i);
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DrawableOsuHitObject expectedEnd = i < hitObjectContainer.Count - 1 ? getObject(i + 1) : null;
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if (expectedEnd == null)
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continue;
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var points = getGroup(i).ChildrenOfType<FollowPoint>().ToArray();
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if (points.Length == 0)
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continue;
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float expectedDirection = MathF.Atan2(expectedStart.Position.Y - expectedEnd.Position.Y, expectedStart.Position.X - expectedEnd.Position.X);
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float realDirection = MathF.Atan2(expectedStart.Position.Y - points[^1].Position.Y, expectedStart.Position.X - points[^1].Position.X);
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if (!Precision.AlmostEquals(expectedDirection, realDirection))
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throw new AssertionException($"Expected group {i} in direction {expectedDirection}, but was {realDirection}.");
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}
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return true;
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});
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}
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private DrawableOsuHitObject getObject(int index) => hitObjectContainer[index];
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private FollowPointConnection getGroup(int index) => followPointRenderer.Connections[index];
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@ -104,8 +104,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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return;
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}
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Vector2 startPosition = osuStart.EndPosition;
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Vector2 endPosition = osuEnd.Position;
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Vector2 startPosition = osuStart.StackedEndPosition;
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Vector2 endPosition = osuEnd.StackedPosition;
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double endTime = osuEnd.StartTime;
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Vector2 distanceVector = endPosition - startPosition;
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