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Add mania sample conversion test
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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;
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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.Utils;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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[TestFixture]
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public class ManiaBeatmapSampleConversionTest : BeatmapConversionTest<ConvertMapping<SampleConvertValue>, SampleConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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public void Test(string name) => base.Test(name);
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protected override IEnumerable<SampleConvertValue> CreateConvertValue(HitObject hitObject)
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{
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yield return new SampleConvertValue
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{
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StartTime = hitObject.StartTime,
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EndTime = hitObject.GetEndTime(),
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Column = ((ManiaHitObject)hitObject).Column,
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NodeSamples = getSampleNames((hitObject as HoldNote)?.NodeSamples)
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};
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}
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private IList<IList<string>> getSampleNames(List<IList<HitSampleInfo>> hitSampleInfo)
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=> hitSampleInfo?.Select(samples =>
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(IList<string>)samples.Select(sample => sample.LookupNames.First()).ToList())
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.ToList();
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protected override Ruleset CreateRuleset() => new ManiaRuleset();
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}
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public struct SampleConvertValue : IEquatable<SampleConvertValue>
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{
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/// <summary>
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/// A sane value to account for osu!stable using ints everywhere.
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/// </summary>
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private const float conversion_lenience = 2;
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public double StartTime;
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public double EndTime;
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public int Column;
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public IList<IList<string>> NodeSamples;
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public bool Equals(SampleConvertValue other)
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=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
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&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
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&& samplesEqual(NodeSamples, other.NodeSamples);
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private static bool samplesEqual(ICollection<IList<string>> first, ICollection<IList<string>> second)
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{
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if (first == null && second == null)
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return true;
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// both items can't be null now, so if any single one is, then they're not equal
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if (first == null || second == null)
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return false;
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return first.Count == second.Count
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&& first.Zip(second).All(samples => samples.First.SequenceEqual(samples.Second));
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}
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}
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}
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