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Add failing test case
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@ -3,13 +3,18 @@
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#nullable disable
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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 NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.Play;
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@ -19,14 +24,37 @@ namespace osu.Game.Tests.Visual.Multiplayer
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{
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private MultiplayerPlayer player;
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[SetUpSteps]
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public override void SetUpSteps()
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[Test]
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public void TestGameplay()
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{
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base.SetUpSteps();
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setup();
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AddUntilStep("wait for gameplay start", () => player.LocalUserPlaying.Value);
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}
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[Test]
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public void TestFail()
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{
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setup(() => new[] { new OsuModAutopilot() });
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AddUntilStep("wait for gameplay start", () => player.LocalUserPlaying.Value);
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AddStep("set health zero", () => player.ChildrenOfType<HealthProcessor>().Single().Health.Value = 0);
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AddUntilStep("wait for fail", () => player.ChildrenOfType<HealthProcessor>().Single().HasFailed);
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AddAssert("fail animation not shown", () => !player.GameplayState.HasFailed);
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// ensure that even after reaching a failed state, score processor keeps accounting for new hit results.
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// the testing method used here (autopilot + hold key) is sort-of dodgy, but works enough.
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AddAssert("score is zero", () => player.GameplayState.ScoreProcessor.TotalScore.Value == 0);
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AddStep("hold key", () => player.ChildrenOfType<OsuInputManager.RulesetKeyBindingContainer>().First().TriggerPressed(OsuAction.LeftButton));
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AddUntilStep("score changed", () => player.GameplayState.ScoreProcessor.TotalScore.Value > 0);
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}
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private void setup(Func<IReadOnlyList<Mod>> mods = null)
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{
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AddStep("set beatmap", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(new OsuRuleset().RulesetInfo);
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SelectedMods.Value = mods?.Invoke() ?? Array.Empty<Mod>();
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});
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AddStep("Start track playing", () =>
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@ -52,11 +80,5 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("gameplay clock is not paused", () => !player.ChildrenOfType<GameplayClockContainer>().Single().IsPaused.Value);
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AddAssert("gameplay clock is running", () => player.ChildrenOfType<GameplayClockContainer>().Single().IsRunning);
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}
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[Test]
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public void TestGameplay()
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{
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AddUntilStep("wait for gameplay start", () => player.LocalUserPlaying.Value);
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}
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}
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}
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