1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-28 06:42:54 +08:00

Add test for accuracy heatmap to TestCaseStatisticsPanel

This commit is contained in:
kamp 2020-11-11 20:20:29 +01:00
parent ef5e3d5ab8
commit 85017a0094

View File

@ -1,19 +1,24 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu;
using osu.Game.Scoring; using osu.Game.Scoring;
using osu.Game.Screens.Ranking.Statistics; using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Tests.Visual.Ranking namespace osu.Game.Tests.Visual.Ranking
{ {
public class TestSceneStatisticsPanel : OsuTestScene public class TestSceneStatisticsPanel : OsuTestScene
{ {
[Test] [Test]
public void TestScoreWithStatistics() public void TestScoreWithTimeStatistics()
{ {
var score = new TestScoreInfo(new OsuRuleset().RulesetInfo) var score = new TestScoreInfo(new OsuRuleset().RulesetInfo)
{ {
@ -23,6 +28,17 @@ namespace osu.Game.Tests.Visual.Ranking
loadPanel(score); loadPanel(score);
} }
[Test]
public void TestScoreWithPositionStatistics()
{
var score = new TestScoreInfo(new OsuRuleset().RulesetInfo)
{
HitEvents = CreatePositionDistributedHitEvents()
};
loadPanel(score);
}
[Test] [Test]
public void TestScoreWithoutStatistics() public void TestScoreWithoutStatistics()
{ {
@ -44,5 +60,24 @@ namespace osu.Game.Tests.Visual.Ranking
Score = { Value = score } Score = { Value = score }
}; };
}); });
public static List<HitEvent> CreatePositionDistributedHitEvents()
{
var hitEvents = new List<HitEvent>();
// Use constant seed for reproducibility
var random = new Random(0);
for (int i = 0; i < 500; i++)
{
float angle = (float) random.NextDouble() * 2 * (float) Math.PI;
float radius = (float) random.NextDouble() * 0.5f * HitCircle.OBJECT_RADIUS;
Vector2 position = new Vector2(radius * (float) Math.Cos(angle), radius * (float) Math.Sin(angle));
hitEvents.Add(new HitEvent(0, HitResult.Perfect, new HitCircle(), new HitCircle(), position));
}
return hitEvents;
}
} }
} }