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Add test
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osu.Game.Rulesets.Osu.Tests/TestSceneNoteLock.cs
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osu.Game.Rulesets.Osu.Tests/TestSceneNoteLock.cs
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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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestSceneNoteLock : RateAdjustedBeatmapTestScene
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{
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private const double time_first_circle = 1500;
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private const double time_second_circle = 1600;
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private static readonly Vector2 position_first_circle = Vector2.Zero;
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private static readonly Vector2 position_second_circle = new Vector2(80);
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/// <summary>
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/// Tests clicking the second circle before the first hitobject's start time, while the first hitobject HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleBeforeFirstCircleTime()
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{
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performTest(new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 100, Position = position_second_circle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(HitResult.Miss, HitResult.Miss);
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}
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/// <summary>
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/// Tests clicking the second circle at the first hitobject's start time, while the first hitobject HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAtFirstCircleTime()
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{
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performTest(new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle, Position = position_second_circle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(HitResult.Miss, HitResult.Miss);
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}
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/// <summary>
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/// Tests clicking the second circle after the first hitobject's start time, while the first hitobject HAS NOT been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleAfterFirstCircleTime()
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{
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performTest(new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle + 100, Position = position_second_circle, Actions = { OsuAction.LeftButton } }
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});
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addJudgementAssert(HitResult.Miss, HitResult.Great);
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}
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/// <summary>
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/// Tests clicking the second circle before the first hitobject's start time, while the first hitobject HAS been judged.
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/// </summary>
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[Test]
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public void TestClickSecondCircleBeforeFirstCircleTimeWithFirstCircleJudged()
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{
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performTest(new List<ReplayFrame>
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{
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new OsuReplayFrame { Time = time_first_circle - 200, Position = position_first_circle, Actions = { OsuAction.LeftButton } },
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new OsuReplayFrame { Time = time_first_circle - 100, Position = position_second_circle, Actions = { OsuAction.RightButton } }
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});
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addJudgementAssert(HitResult.Great, HitResult.Great);
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}
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private void addJudgementAssert(HitResult firstCircle, HitResult secondCircle)
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{
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AddAssert($"first circle judgement is {firstCircle}", () => judgementResults.Single(r => r.HitObject.StartTime == time_first_circle).Type == firstCircle);
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AddAssert($"second circle judgement is {secondCircle}", () => judgementResults.Single(r => r.HitObject.StartTime == time_second_circle).Type == secondCircle);
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}
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private ScoreAccessibleReplayPlayer currentPlayer;
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private List<JudgementResult> judgementResults;
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private bool allJudgedFired;
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private void performTest(List<ReplayFrame> frames)
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{
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AddStep("load player", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(new Beatmap<OsuHitObject>
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{
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HitObjects =
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{
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new TestHitCircle
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{
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StartTime = time_first_circle,
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Position = position_first_circle
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},
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new TestHitCircle
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{
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StartTime = time_second_circle,
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Position = position_second_circle
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}
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},
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BeatmapInfo =
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{
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BaseDifficulty = new BeatmapDifficulty { SliderTickRate = 3 },
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Ruleset = new OsuRuleset().RulesetInfo
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},
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});
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Beatmap.Value.Beatmap.ControlPointInfo.Add(0, new DifficultyControlPoint { SpeedMultiplier = 0.1f });
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
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p.OnLoadComplete += _ =>
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{
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p.ScoreProcessor.NewJudgement += result =>
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{
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if (currentPlayer == p) judgementResults.Add(result);
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};
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p.ScoreProcessor.AllJudged += () =>
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{
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if (currentPlayer == p) allJudgedFired = true;
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};
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};
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LoadScreen(currentPlayer = p);
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allJudgedFired = false;
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judgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for all judged", () => allJudgedFired);
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}
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private class TestHitCircle : HitCircle
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{
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protected override HitWindows CreateHitWindows() => new TestHitWindows();
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}
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private class TestHitWindows : HitWindows
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{
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private static readonly DifficultyRange[] ranges =
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{
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new DifficultyRange(HitResult.Great, 500, 500, 500),
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new DifficultyRange(HitResult.Miss, 1000, 1000, 1000),
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};
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public override bool IsHitResultAllowed(HitResult result) => result == HitResult.Great || result == HitResult.Miss;
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protected override DifficultyRange[] GetRanges() => ranges;
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}
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private class ScoreAccessibleReplayPlayer : ReplayPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score, false, false)
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{
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}
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}
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}
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}
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