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Add test coverage of hitting objects immediately after a swell
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@ -114,5 +114,75 @@ namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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AddAssert("all tick offsets are 0", () => JudgementResults.Where(r => r.HitObject is SwellTick).All(r => r.TimeOffset == 0));
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}
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/// <summary>
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/// Ensure input is correctly sent to subsequent hits if a swell is fully completed.
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/// </summary>
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[Test]
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public void TestHitSwellThenHitHit()
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{
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const double swell_time = 1000;
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const double hit_time = 1150;
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Swell swell = new Swell
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{
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StartTime = swell_time,
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Duration = 100,
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RequiredHits = 1
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};
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Hit hit = new Hit
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{
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StartTime = hit_time
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(swell_time, TaikoAction.LeftRim),
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new TaikoReplayFrame(hit_time, TaikoAction.RightCentre),
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};
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PerformTest(frames, CreateBeatmap(swell, hit));
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AssertJudgementCount(3);
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AssertResult<SwellTick>(0, HitResult.IgnoreHit);
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AssertResult<Swell>(0, HitResult.LargeBonus);
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AssertResult<Hit>(0, HitResult.Great);
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}
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[Test]
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public void TestMissSwellThenHitHit()
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{
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const double swell_time = 1000;
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const double hit_time = 1150;
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Swell swell = new Swell
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{
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StartTime = swell_time,
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Duration = 100,
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RequiredHits = 1
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};
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Hit hit = new Hit
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{
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StartTime = hit_time
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};
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List<ReplayFrame> frames = new List<ReplayFrame>
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{
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new TaikoReplayFrame(0),
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new TaikoReplayFrame(hit_time, TaikoAction.RightCentre),
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};
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PerformTest(frames, CreateBeatmap(swell, hit));
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AssertJudgementCount(3);
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AssertResult<SwellTick>(0, HitResult.IgnoreMiss);
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AssertResult<Swell>(0, HitResult.IgnoreMiss);
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AssertResult<Hit>(0, HitResult.Great);
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}
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}
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}
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