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Merge pull request #19817 from peppy/various-test-fixes

Refactor some tests
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Dan Balasescu 2022-08-18 14:39:43 +09:00 committed by GitHub
commit 7878231a73
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3 changed files with 22 additions and 36 deletions

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@ -1,8 +1,6 @@
// 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.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using Humanizer;
@ -36,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
TimeRange = { Value = 5000 },
};
private TaikoScoreProcessor scoreProcessor;
private TaikoScoreProcessor scoreProcessor = null!;
private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
@ -65,6 +63,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestInitialState()
{
AddStep("set beatmap", () => setBeatmap());
AddStep("create mascot", () => SetContents(_ => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both }));
AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
@ -89,9 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestIdleState()
{
AddStep("set beatmap", () => setBeatmap());
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(false);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
assertStateAfterResult(new JudgementResult(new Hit.StrongNestedHit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Idle);
@ -100,9 +98,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestKiaiState()
{
AddStep("set beatmap", () => setBeatmap(true));
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(true);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai);
@ -112,9 +108,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[Test]
public void TestMissState()
{
AddStep("set beatmap", () => setBeatmap());
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(false);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
@ -126,9 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[TestCase(false)]
public void TestClearStateOnComboMilestone(bool kiai)
{
AddStep("set beatmap", () => setBeatmap(kiai));
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(kiai);
AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
@ -139,9 +131,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
[TestCase(false, TaikoMascotAnimationState.Idle)]
public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear)
{
AddStep("set beatmap", () => setBeatmap(kiai));
createDrawableRuleset();
prepareDrawableRulesetAndBeatmap(kiai);
assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLowerInvariant()}", () => allMascotsIn(expectedStateAfterClear));
@ -175,25 +165,27 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
}
private void createDrawableRuleset()
private void prepareDrawableRulesetAndBeatmap(bool kiai)
{
AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
AddStep("set beatmap", () => setBeatmap(kiai));
AddStep("create drawable ruleset", () =>
{
Beatmap.Value.Track.Start();
SetContents(_ =>
{
var ruleset = new TaikoRuleset();
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
});
});
AddUntilStep("wait for track to be loaded", () => MusicController.TrackLoaded);
AddStep("start track", () => MusicController.CurrentTrack.Restart());
AddUntilStep("wait for track started", () => MusicController.IsPlaying);
}
private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState)
{
TaikoMascotAnimationState[] mascotStates = null;
TaikoMascotAnimationState[] mascotStates = null!;
AddStep($"{judgementResult.Type.ToString().ToLowerInvariant()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}",
() =>
@ -204,7 +196,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
Schedule(() => mascotStates = animatedMascots.Select(mascot => mascot.State.Value).ToArray());
});
AddAssert($"state is {expectedState.ToString().ToLowerInvariant()}", () => mascotStates.All(state => state == expectedState));
AddAssert($"state is {expectedState.ToString().ToLowerInvariant()}", () => mascotStates.Distinct(), () => Is.EquivalentTo(new[] { expectedState }));
}
private void applyNewResult(JudgementResult judgementResult)

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@ -173,6 +173,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(49)", () => Clock.Seek(49));
checkTime(49);
AddStep("SeekForward, Snap", () => Clock.SeekForward(true));
checkTime(50);
AddStep("Seek(49.999)", () => Clock.Seek(49.999));
@ -207,6 +208,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(450)", () => Clock.Seek(450));
checkTime(450);
AddStep("SeekBackward", () => Clock.SeekBackward());
checkTime(400);
AddStep("SeekBackward", () => Clock.SeekBackward());
@ -228,6 +230,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(450)", () => Clock.Seek(450));
checkTime(450);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
checkTime(400);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
@ -252,6 +255,7 @@ namespace osu.Game.Tests.Visual.Editing
reset();
AddStep("Seek(451)", () => Clock.Seek(451));
checkTime(451);
AddStep("SeekBackward, Snap", () => Clock.SeekBackward(true));
checkTime(450);
AddStep("Seek(450.999)", () => Clock.Seek(450.999));
@ -276,6 +280,7 @@ namespace osu.Game.Tests.Visual.Editing
double lastTime = 0;
AddStep("Seek(0)", () => Clock.Seek(0));
checkTime(0);
for (int i = 0; i < 9; i++)
{

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@ -1,13 +1,9 @@
// 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.
#nullable disable
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Components;
using osuTK;
@ -19,19 +15,12 @@ namespace osu.Game.Tests.Visual.Editing
[BackgroundDependencyLoader]
private void load()
{
var clock = new EditorClock { IsCoupled = false };
Dependencies.CacheAs(clock);
var playback = new PlaybackControl
Child = new PlaybackControl
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(200, 100)
};
Beatmap.Value = CreateWorkingBeatmap(new Beatmap());
Child = playback;
}
}
}