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Add failing test cases for strong object sample playback

This commit is contained in:
Bartłomiej Dach 2023-05-21 17:14:24 +02:00
parent 6d325651dc
commit 812df9d652
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@ -109,6 +109,35 @@ namespace osu.Game.Rulesets.Taiko.Tests
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
}
[Test]
public void TestDrumStrongHit()
{
AddStep("add strong hit with drum samples", () =>
{
var hit = new Hit
{
StartTime = 100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "drum"),
new HitSampleInfo(HitSampleInfo.HIT_FINISH, "drum") // implies strong
}
};
hit.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableHit = new DrawableHit(hit);
hitObjectContainer.Add(drawableHit);
});
AddAssert("most valid object is strong nested hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit.StrongNestedHit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek past hit", () => manualClock.CurrentTime = 200);
AddAssert("most valid object is hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<Hit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
}
[Test]
public void TestNormalDrumRoll()
{
@ -177,6 +206,41 @@ namespace osu.Game.Rulesets.Taiko.Tests
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "soft");
}
[Test]
public void TestDrumStrongDrumRoll()
{
AddStep("add strong drum roll with drum samples", () =>
{
var drumRoll = new DrumRoll
{
StartTime = 100,
EndTime = 1100,
Samples = new List<HitSampleInfo>
{
new HitSampleInfo(HitSampleInfo.HIT_NORMAL, "drum"),
new HitSampleInfo(HitSampleInfo.HIT_FINISH, "drum") // implies strong
}
};
drumRoll.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
var drawableDrumRoll = new DrawableDrumRoll(drumRoll);
hitObjectContainer.Add(drawableDrumRoll);
});
AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek to middle of drum roll", () => manualClock.CurrentTime = 600);
AddAssert("most valid object is drum roll tick's nested strong hit", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRollTick.StrongNestedHit>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
AddStep("seek past drum roll", () => manualClock.CurrentTime = 1200);
AddAssert("most valid object is drum roll", () => triggerSource.GetMostValidObject(), Is.InstanceOf<DrumRoll>);
checkSound(HitType.Centre, HitSampleInfo.HIT_NORMAL, "drum");
checkSound(HitType.Rim, HitSampleInfo.HIT_CLAP, "drum");
}
[Test]
public void TestNormalSwell()
{
@ -216,7 +280,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
{
AddStep("add swell with drum samples", () =>
{
var swell = new Swell()
var swell = new Swell
{
StartTime = 100,
EndTime = 1100,