mirror of
https://github.com/ppy/osu.git
synced 2024-12-13 08:32:57 +08:00
Major DRYing of code
This commit is contained in:
parent
ce2fa23baf
commit
c3f0ef1bd4
@ -1,8 +1,10 @@
|
||||
// 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.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Humanizer;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Audio;
|
||||
@ -38,6 +40,9 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
private readonly Bindable<bool> snakingIn = new Bindable<bool>();
|
||||
private readonly Bindable<bool> snakingOut = new Bindable<bool>();
|
||||
|
||||
private const double duration_of_span = 3605;
|
||||
private const double fade_in_modifier = -1200;
|
||||
|
||||
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
|
||||
{
|
||||
var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
|
||||
@ -55,7 +60,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
|
||||
private DrawableSlider slider;
|
||||
private DrawableSliderRepeat repeat;
|
||||
private Vector2 vector;
|
||||
private Vector2 savedVector;
|
||||
|
||||
[SetUpSteps]
|
||||
public override void SetUpSteps() { }
|
||||
@ -67,25 +72,18 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
base.SetUpSteps();
|
||||
AddUntilStep("wait for track to start running", () => track.IsRunning);
|
||||
|
||||
AddStep("retrieve 1st slider", () => slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.First());
|
||||
testLinear(true);
|
||||
testLinear(false);
|
||||
AddStep("retrieve 2nd slider", () => slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.Skip(1).First());
|
||||
testRepeating(true);
|
||||
testRepeating(false);
|
||||
AddStep("retrieve 3rd slider", () => slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.Skip(2).First());
|
||||
testDoubleRepeating(true);
|
||||
testDoubleRepeating(false);
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
testSlider(i, true);
|
||||
testSlider(i, false);
|
||||
}
|
||||
}
|
||||
|
||||
[TestCase(true)]
|
||||
[TestCase(false)]
|
||||
public void TestArrowStays(bool isHit)
|
||||
{
|
||||
var isSame = isHit ? "is same" : "decreased";
|
||||
var enable = isHit ? "enable" : "disable";
|
||||
|
||||
AddStep($"{enable} autoplay", () => autoplay = isHit);
|
||||
AddStep($"{(isHit ? "enable" : "disable")} autoplay", () => autoplay = isHit);
|
||||
setSnaking(true);
|
||||
base.SetUpSteps();
|
||||
|
||||
@ -95,154 +93,67 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.Skip(1).First();
|
||||
repeat = drawable.ChildrenOfType<Container<DrawableSliderRepeat>>().First().Children.First();
|
||||
});
|
||||
AddStep("Save repeat vector", () => vector = repeat.Position);
|
||||
AddStep("Save repeat vector", () => savedVector = repeat.Position);
|
||||
addSeekStep(13700);
|
||||
AddAssert($"Repeat vector {isSame}", () => isHit ? Precision.AlmostEquals(vector.X, repeat.X, 1) && Precision.AlmostEquals(vector.Y, repeat.Y, 1) : repeat.X < vector.X && repeat.Y < vector.Y);
|
||||
// Precision.AlmostEquals is used because repeat might have a chance to update its position depending on where in the frame its hit
|
||||
AddAssert($"Repeat vector {(isHit ? "is same" : "decreased")}", () => isHit ? Precision.AlmostEquals(savedVector.X, repeat.X, 1) && Precision.AlmostEquals(savedVector.Y, repeat.Y, 1) : repeat.X < savedVector.X && repeat.Y < savedVector.Y);
|
||||
}
|
||||
|
||||
private void testLinear(bool snaking)
|
||||
private void testSlider(int index, bool snaking)
|
||||
{
|
||||
var increased = snaking ? "increased" : "is same";
|
||||
|
||||
double startTime = index * 10000 + 3000;
|
||||
int repeats = index;
|
||||
AddStep($"retrieve {(index + 1).ToOrdinalWords()} slider", () =>
|
||||
{
|
||||
slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.Skip(index).First();
|
||||
});
|
||||
setSnaking(snaking);
|
||||
addSeekStep(1800);
|
||||
AddStep("Save end vector", () =>
|
||||
testSnakingIn(startTime + fade_in_modifier, snaking);
|
||||
for (int i = 0; i < repeats + 1; i++)
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.Last();
|
||||
});
|
||||
addSeekStep(1900);
|
||||
AddAssert($"End vector {increased}", () =>
|
||||
testSnakingOut(startTime + 100 + duration_of_span * i, snaking && i == repeats, i%2 == 1);
|
||||
}
|
||||
}
|
||||
|
||||
private void testSnakingIn(double startTime, bool isSnakingExpected)
|
||||
{
|
||||
addSeekStep(startTime);
|
||||
AddStep("Save end vector", () => savedVector = getCurrentSliderVector(true));
|
||||
addSeekStep(startTime + 100);
|
||||
AddAssert($"End vector increased", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var last = body.CurrentCurve.Last();
|
||||
return snaking ? last.X > vector.X && last.Y > vector.Y : last == vector;
|
||||
});
|
||||
addSeekStep(3100);
|
||||
AddStep("Save start vector", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.First();
|
||||
});
|
||||
addSeekStep(3200);
|
||||
AddAssert($"Start vector {increased}", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var first = body.CurrentCurve.First();
|
||||
return snaking ? first.X > vector.X && first.Y > vector.Y : first == vector;
|
||||
var currentVector = getCurrentSliderVector(true);
|
||||
return isSnakingExpected ? currentVector.X > savedVector.X && currentVector.Y > savedVector.Y : currentVector == savedVector;
|
||||
});
|
||||
}
|
||||
|
||||
private void testRepeating(bool snaking)
|
||||
private void testSnakingOut(double startTime, bool isSnakingExpected, bool testSliderEnd)
|
||||
{
|
||||
var increased = snaking ? "increased" : "is same";
|
||||
var decreased = snaking ? "decreased" : "is same";
|
||||
|
||||
setSnaking(snaking);
|
||||
addSeekStep(8800);
|
||||
AddStep("Save end vector", () =>
|
||||
addSeekStep(startTime);
|
||||
AddStep($"Save {(testSliderEnd ? "end" : "start")} vector", () => savedVector = getCurrentSliderVector(testSliderEnd));
|
||||
addSeekStep(startTime + 100);
|
||||
AddAssert($"{(testSliderEnd ? "End" : "Start")} vector {(isSnakingExpected ? (testSliderEnd ? "decreased" : "increased") : "is same")}", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.Last();
|
||||
});
|
||||
addSeekStep(8900);
|
||||
AddAssert($"End vector {increased}", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var last = body.CurrentCurve.Last();
|
||||
return snaking ? last.X > vector.X && last.Y > vector.Y : last == vector;
|
||||
});
|
||||
addSeekStep(10100);
|
||||
AddStep("Save start vector", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.First();
|
||||
});
|
||||
addSeekStep(10200);
|
||||
AddAssert("Start vector is same", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var first = body.CurrentCurve.First();
|
||||
return first == vector;
|
||||
});
|
||||
addSeekStep(13700);
|
||||
AddStep("Save end vector", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.Last();
|
||||
});
|
||||
addSeekStep(13800);
|
||||
AddAssert($"End vector {decreased}", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var last = body.CurrentCurve.Last();
|
||||
return snaking ? last.X < vector.X && last.Y < vector.Y : last == vector;
|
||||
var currentVector = getCurrentSliderVector(testSliderEnd);
|
||||
bool check(Vector2 a, Vector2 b)
|
||||
{
|
||||
if (testSliderEnd)
|
||||
return a.X < b.X && a.Y < b.Y;
|
||||
return a.X > b.X && a.Y > b.Y;
|
||||
}
|
||||
return isSnakingExpected ? check(currentVector, savedVector) : currentVector == savedVector;
|
||||
});
|
||||
}
|
||||
|
||||
private void testDoubleRepeating(bool snaking)
|
||||
private Vector2 getCurrentSliderVector(bool getEndOne)
|
||||
{
|
||||
var increased = snaking ? "increased" : "is same";
|
||||
|
||||
setSnaking(snaking);
|
||||
addSeekStep(18800);
|
||||
AddStep("Save end vector", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.Last();
|
||||
});
|
||||
addSeekStep(18900);
|
||||
AddAssert($"End vector {increased}", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var last = body.CurrentCurve.Last();
|
||||
return snaking ? last.X > vector.X && last.Y > vector.Y : last == vector;
|
||||
});
|
||||
addSeekStep(20100);
|
||||
AddStep("Save start vector", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.First();
|
||||
});
|
||||
addSeekStep(20200);
|
||||
AddAssert("Start vector is same", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var first = body.CurrentCurve.First();
|
||||
return first == vector;
|
||||
});
|
||||
addSeekStep(23700);
|
||||
AddStep("Save end vector", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.Last();
|
||||
});
|
||||
addSeekStep(23800);
|
||||
AddAssert("End vector is same", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var last = body.CurrentCurve.Last();
|
||||
return last == vector;
|
||||
});
|
||||
addSeekStep(27300);
|
||||
AddStep("Save start vector", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
vector = body.CurrentCurve.First();
|
||||
});
|
||||
addSeekStep(27400);
|
||||
AddAssert($"Start vector {increased}", () =>
|
||||
{
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
var first = body.CurrentCurve.First();
|
||||
return snaking ? first.X > vector.X && first.Y > vector.Y : first == vector;
|
||||
});
|
||||
var body = (PlaySliderBody)slider.Body.Drawable;
|
||||
return getEndOne ? body.CurrentCurve.Last() : body.CurrentCurve.First();
|
||||
}
|
||||
|
||||
private void setSnaking(bool value)
|
||||
{
|
||||
var text = value ? "Enable" : "Disable";
|
||||
AddStep($"{text} snaking", () =>
|
||||
AddStep($"{(value ? "Enable" : "Disable")} snaking", () =>
|
||||
{
|
||||
snakingIn.Value = value;
|
||||
snakingOut.Value = value;
|
||||
@ -272,7 +183,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
},
|
||||
new Slider
|
||||
{
|
||||
StartTime = 10000,
|
||||
StartTime = 13000,
|
||||
Position = new Vector2(100, 100),
|
||||
Path = new SliderPath(PathType.PerfectCurve, new[]
|
||||
{
|
||||
@ -284,7 +195,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
|
||||
new Slider
|
||||
{
|
||||
StartTime = 20000,
|
||||
StartTime = 23000,
|
||||
Position = new Vector2(100, 100),
|
||||
Path = new SliderPath(PathType.PerfectCurve, new[]
|
||||
{
|
||||
@ -296,7 +207,7 @@ namespace osu.Game.Rulesets.Osu.Tests
|
||||
|
||||
new HitCircle
|
||||
{
|
||||
StartTime = 99999,
|
||||
StartTime = 199999,
|
||||
}
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user