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Add failing test case
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@ -160,6 +160,43 @@ namespace osu.Game.Tests.Gameplay
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assertHealthNotEqualTo(1);
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}
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[Test]
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public void TestFailConditions()
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{
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var beatmap = createBeatmap(0, 1000);
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createProcessor(beatmap);
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AddStep("setup fail conditions", () => processor.FailConditions += ((_, result) => result.Type == HitResult.Miss));
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AddStep("apply perfect hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
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AddAssert("not failed", () => !processor.HasFailed);
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AddStep("apply miss hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Miss }));
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AddAssert("failed", () => processor.HasFailed);
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}
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[Test]
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public void TestMultipleFailConditions([Values] bool applyFirstCondition)
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{
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var beatmap = createBeatmap(0, 1000);
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createProcessor(beatmap);
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AddStep("setup multiple fail conditions", () =>
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{
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processor.FailConditions += ((_, result) => result.Type == HitResult.Miss);
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processor.FailConditions += ((_, result) => result.Type == HitResult.Meh);
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});
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AddStep("apply perfect hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Perfect }));
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AddAssert("not failed", () => !processor.HasFailed);
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if (applyFirstCondition)
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AddStep("apply miss hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Miss }));
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else
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AddStep("apply meh hit result", () => processor.ApplyResult(new JudgementResult(beatmap.HitObjects[0], new Judgement()) { Type = HitResult.Meh }));
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AddAssert("failed", () => processor.HasFailed);
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}
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[Test]
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public void TestBonusObjectsExcludedFromDrain()
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{
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