mirror of
https://github.com/ppy/osu.git
synced 2025-01-13 09:23:06 +08:00
Add test coverage for legacy beatmap combo offsets
This commit is contained in:
parent
4cdfdcaddf
commit
71d3b44c78
@ -1,6 +1,8 @@
|
||||
// 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;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
@ -11,6 +13,7 @@ using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Skinning;
|
||||
using osu.Game.Tests.Beatmaps;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Tests
|
||||
{
|
||||
@ -77,23 +80,96 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
AddAssert("is custom user skin colours", () => TestPlayer.UsableComboColours.SequenceEqual(TestSkin.Colours));
|
||||
}
|
||||
|
||||
[TestCase(true, true)]
|
||||
[TestCase(true, false)]
|
||||
[TestCase(false, true)]
|
||||
[TestCase(false, false)]
|
||||
public void TestLegacyOffsetWithBeatmapColours(bool userHasCustomColours, bool useBeatmapSkin)
|
||||
{
|
||||
TestBeatmap = new OsuCustomSkinWorkingBeatmap(audio, true, getHitCirclesWithLegacyOffsets());
|
||||
base.TestBeatmapComboColours(userHasCustomColours, useBeatmapSkin);
|
||||
|
||||
assertCorrectObjectComboColours("is beatmap skin colours with legacy offsets applied",
|
||||
TestBeatmapSkin.Colours,
|
||||
(i, obj) => i + 1 + obj.LegacyBeatmapComboOffset);
|
||||
}
|
||||
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
public void TestLegacyOffsetWithIgnoredBeatmapColours(bool useBeatmapSkin)
|
||||
{
|
||||
TestBeatmap = new OsuCustomSkinWorkingBeatmap(audio, true, getHitCirclesWithLegacyOffsets());
|
||||
base.TestBeatmapComboColoursOverride(useBeatmapSkin);
|
||||
|
||||
assertCorrectObjectComboColours("is user skin colours without legacy offsets applied",
|
||||
TestSkin.Colours,
|
||||
(i, _) => i + 1);
|
||||
}
|
||||
|
||||
private void assertCorrectObjectComboColours(string description, Color4[] expectedColours, Func<int, OsuHitObject, int> nextExpectedComboIndex)
|
||||
{
|
||||
AddUntilStep("wait for objects to become alive", () =>
|
||||
TestPlayer.DrawableRuleset.Playfield.AllHitObjects.Count() == TestPlayer.DrawableRuleset.Objects.Count());
|
||||
|
||||
AddAssert(description, () =>
|
||||
{
|
||||
int index = 0;
|
||||
|
||||
foreach (var drawable in TestPlayer.DrawableRuleset.Playfield.AllHitObjects)
|
||||
{
|
||||
index = nextExpectedComboIndex(index, (OsuHitObject)drawable.HitObject);
|
||||
|
||||
if (drawable.AccentColour.Value != expectedColours[index % expectedColours.Length])
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
});
|
||||
}
|
||||
|
||||
private static IEnumerable<OsuHitObject> getHitCirclesWithLegacyOffsets()
|
||||
{
|
||||
var hitObjects = new List<OsuHitObject>();
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
hitObjects.Add(new HitCircle
|
||||
{
|
||||
StartTime = i,
|
||||
Position = new Vector2(256, 192),
|
||||
NewCombo = true,
|
||||
LegacyBeatmapComboOffset = i,
|
||||
});
|
||||
}
|
||||
|
||||
return hitObjects;
|
||||
}
|
||||
|
||||
private class OsuCustomSkinWorkingBeatmap : CustomSkinWorkingBeatmap
|
||||
{
|
||||
public OsuCustomSkinWorkingBeatmap(AudioManager audio, bool hasColours)
|
||||
: base(createBeatmap(), audio, hasColours)
|
||||
public OsuCustomSkinWorkingBeatmap(AudioManager audio, bool hasColours, IEnumerable<OsuHitObject> hitObjects = null)
|
||||
: base(createBeatmap(hitObjects), audio, hasColours)
|
||||
{
|
||||
}
|
||||
|
||||
private static IBeatmap createBeatmap() =>
|
||||
new Beatmap
|
||||
private static IBeatmap createBeatmap(IEnumerable<OsuHitObject> hitObjects)
|
||||
{
|
||||
var beatmap = new Beatmap
|
||||
{
|
||||
BeatmapInfo =
|
||||
{
|
||||
BeatmapSet = new BeatmapSetInfo(),
|
||||
Ruleset = new OsuRuleset().RulesetInfo,
|
||||
},
|
||||
HitObjects = { new HitCircle { Position = new Vector2(256, 192) } }
|
||||
};
|
||||
|
||||
beatmap.HitObjects.AddRange(hitObjects ?? new[]
|
||||
{
|
||||
new HitCircle { Position = new Vector2(256, 192) }
|
||||
});
|
||||
|
||||
return beatmap;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user