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Rewrite snaking tests
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Humanizer;
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@ -67,25 +68,48 @@ namespace osu.Game.Rulesets.Osu.Tests
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[TestCase(0)]
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[TestCase(1)]
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[TestCase(2)]
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public void TestSnakingEnabled(int repeatAmount)
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public void TestSnakingEnabled(int sliderIndex)
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{
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AddStep("have autoplay", () => autoplay = true);
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AddStep("enable autoplay", () => autoplay = true);
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => track.IsRunning);
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testSlider(repeatAmount, true);
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double startTime = hitObjects[sliderIndex].StartTime;
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retrieveSlider(sliderIndex);
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setSnaking(true);
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ensureSnakingIn(startTime + fade_in_modifier);
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for (int i = 0; i < sliderIndex; i++)
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{
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// non-final repeats should not snake out
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ensureNoSnakingOut(startTime, i);
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}
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// final repeat should snake out
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ensureSnakingOut(startTime, sliderIndex);
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}
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[TestCase(0)]
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[TestCase(1)]
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[TestCase(2)]
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public void TestSnakingDisabled(int repeatAmount)
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public void TestSnakingDisabled(int sliderIndex)
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{
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AddStep("have autoplay", () => autoplay = true);
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => track.IsRunning);
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testSlider(repeatAmount, false);
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double startTime = hitObjects[sliderIndex].StartTime;
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retrieveSlider(sliderIndex);
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setSnaking(false);
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ensureNoSnakingIn(startTime + fade_in_modifier);
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for (int i = 0; i <= sliderIndex; i++)
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{
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// no snaking out ever, including final repeat
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ensureNoSnakingOut(startTime, i);
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}
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}
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[TestCase(true)]
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@ -115,62 +139,55 @@ namespace osu.Game.Rulesets.Osu.Tests
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});
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}
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private void testSlider(int index, bool snaking)
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{
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double startTime = hitObjects[index].StartTime;
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int repeats = index;
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AddStep($"retrieve {(index + 1).ToOrdinalWords()} slider", () =>
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private void retrieveSlider(int index) => AddStep($"retrieve {(index + 1).ToOrdinalWords()} slider", () =>
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{
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slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.ElementAt(index);
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});
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setSnaking(snaking);
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testSnakingIn(startTime + fade_in_modifier, snaking);
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for (int i = 0; i < repeats + 1; i++)
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private void ensureSnakingIn(double startTime) => checkPositionChange(startTime, sliderEnd, positionIncreased);
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private void ensureNoSnakingIn(double startTime) => checkPositionChange(startTime, sliderEnd, positionRemainsSame);
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private void ensureSnakingOut(double startTime, int repeatIndex)
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{
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testSnakingOut(startTime + 100 + duration_of_span * i, snaking && i == repeats, i % 2 == 1);
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}
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var repeatTime = timeAtRepeat(startTime, repeatIndex);
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if (repeatIndex % 2 == 0)
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checkPositionChange(repeatTime, sliderStart, positionIncreased);
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else
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checkPositionChange(repeatTime, sliderEnd, positionDecreased);
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}
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private void testSnakingIn(double startTime, bool isSnakingExpected)
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private void ensureNoSnakingOut(double startTime, int repeatIndex) =>
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checkPositionChange(timeAtRepeat(startTime, repeatIndex), positionAtRepeat(repeatIndex), positionRemainsSame);
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private double timeAtRepeat(double startTime, int repeatIndex) => startTime + 100 + duration_of_span * repeatIndex;
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private Func<Vector2> positionAtRepeat(int repeatIndex) => repeatIndex % 2 == 0 ? (Func<Vector2>)sliderStart : sliderEnd;
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private List<Vector2> sliderCurve => ((PlaySliderBody)slider.Body.Drawable).CurrentCurve;
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private Vector2 sliderStart() => sliderCurve.First();
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private Vector2 sliderEnd() => sliderCurve.Last();
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private bool positionRemainsSame(Vector2 previous, Vector2 current) => previous == current;
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private bool positionIncreased(Vector2 previous, Vector2 current) => current.X > previous.X && current.Y > previous.Y;
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private bool positionDecreased(Vector2 previous, Vector2 current) => current.X < previous.X && current.Y < previous.Y;
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private void checkPositionChange(double startTime, Func<Vector2> positionToCheck, Func<Vector2, Vector2, bool> positionAssertion)
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{
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Vector2 previousPosition = Vector2.Zero;
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string positionDescription = positionToCheck.Method.Name.Humanize(LetterCasing.LowerCase);
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string assertionDescription = positionAssertion.Method.Name.Humanize(LetterCasing.LowerCase);
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addSeekStep(startTime);
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AddStep("Save end vector", () => savedVector = getCurrentSliderVector(true));
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AddStep($"save {positionDescription} position", () => previousPosition = positionToCheck.Invoke());
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addSeekStep(startTime + 100);
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AddAssert($"End vector {(isSnakingExpected ? "increased" : "is same")}", () =>
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AddAssert($"{positionDescription} {assertionDescription}", () =>
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{
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var currentVector = getCurrentSliderVector(true);
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return isSnakingExpected ? currentVector.X > savedVector.X && currentVector.Y > savedVector.Y : currentVector == savedVector;
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var currentPosition = positionToCheck.Invoke();
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return positionAssertion.Invoke(previousPosition, currentPosition);
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});
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}
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private void testSnakingOut(double startTime, bool isSnakingExpected, bool testSliderEnd)
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{
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addSeekStep(startTime);
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AddStep($"Save {(testSliderEnd ? "end" : "start")} vector", () => savedVector = getCurrentSliderVector(testSliderEnd));
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addSeekStep(startTime + 100);
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AddAssert($"{(testSliderEnd ? "End" : "Start")} vector {(isSnakingExpected ? (testSliderEnd ? "decreased" : "increased") : "is same")}", () =>
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{
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var currentVector = getCurrentSliderVector(testSliderEnd);
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bool check(Vector2 a, Vector2 b)
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{
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if (testSliderEnd)
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return a.X < b.X && a.Y < b.Y;
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return a.X > b.X && a.Y > b.Y;
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}
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return isSnakingExpected ? check(currentVector, savedVector) : currentVector == savedVector;
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});
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}
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private Vector2 getCurrentSliderVector(bool getEndOne)
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{
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var body = (PlaySliderBody)slider.Body.Drawable;
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return getEndOne ? body.CurrentCurve.Last() : body.CurrentCurve.First();
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}
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private void setSnaking(bool value)
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{
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AddStep($"{(value ? "Enable" : "Disable")} snaking", () =>
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