mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 07:07:45 +08:00
Expand test coverage of state transitions
This commit is contained in:
parent
b0e97793b6
commit
99677ac171
@ -4,6 +4,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Humanizer;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
@ -16,6 +17,7 @@ using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Tests.Visual;
|
||||
@ -38,9 +40,17 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
TimeRange = { Value = 5000 },
|
||||
};
|
||||
|
||||
private TaikoScoreProcessor scoreProcessor;
|
||||
|
||||
private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>();
|
||||
private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>();
|
||||
|
||||
[SetUp]
|
||||
public void SetUp()
|
||||
{
|
||||
scoreProcessor = new TaikoScoreProcessor();
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestStateAnimations()
|
||||
{
|
||||
@ -78,51 +88,63 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestPlayfield()
|
||||
public void TestIdleState()
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap());
|
||||
|
||||
AddStep("create drawable ruleset", () =>
|
||||
{
|
||||
SetContents(() =>
|
||||
{
|
||||
var ruleset = new TaikoRuleset();
|
||||
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
|
||||
});
|
||||
});
|
||||
createDrawableRuleset();
|
||||
|
||||
AddStep("miss result for normal hit", () => addJudgement(HitResult.Miss, new TaikoJudgement()));
|
||||
AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
|
||||
|
||||
AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
|
||||
AddUntilStep("state is idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
|
||||
|
||||
AddStep("miss result for strong hit", () => addJudgement(HitResult.Miss, new TaikoStrongJudgement()));
|
||||
AddAssert("state remains idle", () => allMascotsIn(TaikoMascotAnimationState.Idle));
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
|
||||
assertStateAfterResult(new JudgementResult(new StrongHitObject(), new TaikoStrongJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Idle);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestKiai()
|
||||
public void TestKiaiState()
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap(true));
|
||||
|
||||
AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
|
||||
createDrawableRuleset();
|
||||
|
||||
AddStep("create drawable ruleset", () =>
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Kiai);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Kiai);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestMissState()
|
||||
{
|
||||
Beatmap.Value.Track.Start();
|
||||
AddStep("set beatmap", () => setBeatmap());
|
||||
|
||||
SetContents(() =>
|
||||
createDrawableRuleset();
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail);
|
||||
assertStateAfterResult(new JudgementResult(new DrumRoll(), new TaikoDrumRollJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Fail);
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Idle);
|
||||
}
|
||||
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
public void TestClearStateOnComboMilestone(bool kiai)
|
||||
{
|
||||
var ruleset = new TaikoRuleset();
|
||||
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
|
||||
});
|
||||
});
|
||||
AddStep("set beatmap", () => setBeatmap(kiai));
|
||||
|
||||
AddUntilStep("state is fail", () => allMascotsIn(TaikoMascotAnimationState.Fail));
|
||||
createDrawableRuleset();
|
||||
|
||||
AddStep("great result for normal hit", () => addJudgement(HitResult.Great, new TaikoJudgement()));
|
||||
AddUntilStep("state is kiai", () => allMascotsIn(TaikoMascotAnimationState.Kiai));
|
||||
AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49);
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Good }, TaikoMascotAnimationState.Clear);
|
||||
}
|
||||
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
public void TestClearStateOnClearedSwell(bool kiai)
|
||||
{
|
||||
AddStep("set beatmap", () => setBeatmap(kiai));
|
||||
|
||||
createDrawableRuleset();
|
||||
|
||||
assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear);
|
||||
}
|
||||
|
||||
private void setBeatmap(bool kiai = false)
|
||||
@ -141,24 +163,51 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
BaseDifficulty = new BeatmapDifficulty(),
|
||||
Metadata = new BeatmapMetadata
|
||||
{
|
||||
Artist = @"Unknown",
|
||||
Title = @"Sample Beatmap",
|
||||
AuthorString = @"Craftplacer",
|
||||
Artist = "Unknown",
|
||||
Title = "Sample Beatmap",
|
||||
AuthorString = "Craftplacer",
|
||||
},
|
||||
Ruleset = new TaikoRuleset().RulesetInfo
|
||||
},
|
||||
ControlPointInfo = controlPointInfo
|
||||
});
|
||||
|
||||
scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap);
|
||||
}
|
||||
|
||||
private void addJudgement(HitResult result, Judgement judgement)
|
||||
private void createDrawableRuleset()
|
||||
{
|
||||
AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded);
|
||||
|
||||
AddStep("create drawable ruleset", () =>
|
||||
{
|
||||
Beatmap.Value.Track.Start();
|
||||
|
||||
SetContents(() =>
|
||||
{
|
||||
var ruleset = new TaikoRuleset();
|
||||
return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo));
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState)
|
||||
{
|
||||
AddStep($"{judgementResult.Type.ToString().ToLower()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}",
|
||||
() => applyNewResult(judgementResult));
|
||||
|
||||
AddAssert($"state is {expectedState.ToString().ToLower()}", () => allMascotsIn(expectedState));
|
||||
}
|
||||
|
||||
private void applyNewResult(JudgementResult judgementResult)
|
||||
{
|
||||
foreach (var playfield in playfields)
|
||||
{
|
||||
var hit = new DrawableTestHit(new Hit(), result);
|
||||
var hit = new DrawableTestHit(new Hit(), judgementResult.Type);
|
||||
Add(hit);
|
||||
|
||||
playfield.OnNewResult(hit, new JudgementResult(hit.HitObject, judgement) { Type = result });
|
||||
playfield.OnNewResult(hit, judgementResult);
|
||||
scoreProcessor.ApplyResult(judgementResult);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user