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Rewrite tests to be less aggressively DRY
Four of six helper methods defined in the test were used exactly once; the remaining two were used two times. Splitting helpers there is just too much.
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@ -26,35 +26,25 @@ namespace osu.Game.Tests.Editing.Checks
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[Test]
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public void TestDrainTimeShort()
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{
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assertShortDrainTime(getShortDrainTimeBeatmap());
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}
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[Test]
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public void TestDrainTimeBreak()
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{
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assertShortDrainTime(getLongBreakBeatmap());
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}
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[Test]
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public void TestDrainTimeCorrect()
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{
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assertOk(getCorrectDrainTimeBeatmap());
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}
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private IBeatmap getShortDrainTimeBeatmap()
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{
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return new Beatmap<HitObject>
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var beatmap = new Beatmap<HitObject>
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{
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HitObjects =
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{
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new HitCircle { StartTime = 0 }
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}
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};
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var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
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var issues = check.Run(context).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.Single().Template is CheckDrainTime.IssueTemplateTooShort);
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}
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private IBeatmap getLongBreakBeatmap()
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[Test]
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public void TestDrainTimeBreak()
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{
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return new Beatmap<HitObject>
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var beatmap = new Beatmap<HitObject>
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{
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HitObjects =
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{
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@ -62,41 +52,28 @@ namespace osu.Game.Tests.Editing.Checks
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new HitCircle { StartTime = 30 }
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}
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};
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}
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var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
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private IBeatmap getCorrectDrainTimeBeatmap()
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{
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var hitObjects = new List<HitObject>();
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for (int i = 0; i <= 30; ++i)
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{
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hitObjects.Add(new HitCircle { StartTime = 1000 * i });
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}
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return new Beatmap<HitObject>
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{
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HitObjects = hitObjects
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};
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}
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private void assertShortDrainTime(IBeatmap beatmap)
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{
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var issues = check.Run(getContext(beatmap)).ToList();
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var issues = check.Run(context).ToList();
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Assert.That(issues, Has.Count.EqualTo(1));
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Assert.That(issues.Single().Template is CheckDrainTime.IssueTemplateTooShort);
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}
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private void assertOk(IBeatmap beatmap)
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[Test]
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public void TestDrainTimeCorrect()
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{
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var issues = check.Run(getContext(beatmap)).ToList();
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var hitObjects = new List<HitObject>();
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for (int i = 0; i <= 30; ++i)
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hitObjects.Add(new HitCircle { StartTime = 1000 * i });
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var beatmap = new Beatmap<HitObject> { HitObjects = hitObjects };
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var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
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var issues = check.Run(context).ToList();
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Assert.That(issues, Is.Empty);
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}
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private BeatmapVerifierContext getContext(IBeatmap beatmap)
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{
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return new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap));
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}
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}
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}
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