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Add test for final sample output
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osu.Game.Rulesets.Taiko.Tests/TestSceneSampleOutput.cs
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47
osu.Game.Rulesets.Taiko.Tests/TestSceneSampleOutput.cs
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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.Linq;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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/// <summary>
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/// Taiko has some interesting rules for legacy mappings.
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/// </summary>
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public class TestSceneSampleOutput : PlayerTestScene
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{
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public TestSceneSampleOutput()
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: base(new TaikoRuleset())
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{
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}
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddAssert("has correct samples", () =>
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{
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var names = Player.DrawableRuleset.Playfield.AllHitObjects.OfType<DrawableHit>().Select(h => string.Join(',', h.GetSamples().Select(s => s.Name)));
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var expected = new[]
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{
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string.Empty,
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string.Empty,
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string.Empty,
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string.Empty,
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HitSampleInfo.HIT_FINISH,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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HitSampleInfo.HIT_WHISTLE,
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};
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return names.SequenceEqual(expected);
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});
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new TaikoBeatmapConversionTest().GetBeatmap("sample-to-type-conversions");
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}
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}
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@ -49,7 +49,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit)
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: new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
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protected override IEnumerable<HitSampleInfo> GetSamples()
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public override IEnumerable<HitSampleInfo> GetSamples()
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{
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// normal and claps are always handled by the drum (see DrumSampleMapping).
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// in addition, whistles are excluded as they are an alternative rim marker.
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@ -166,7 +166,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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// Most osu!taiko hitsounds are managed by the drum (see DrumSampleMapping).
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protected override IEnumerable<HitSampleInfo> GetSamples() => Enumerable.Empty<HitSampleInfo>();
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public override IEnumerable<HitSampleInfo> GetSamples() => Enumerable.Empty<HitSampleInfo>();
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protected abstract SkinnableDrawable CreateMainPiece();
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@ -36,7 +36,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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protected SkinnableSound Samples { get; private set; }
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protected virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
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public virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
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private readonly Lazy<List<DrawableHitObject>> nestedHitObjects = new Lazy<List<DrawableHitObject>>();
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public IReadOnlyList<DrawableHitObject> NestedHitObjects => nestedHitObjects.IsValueCreated ? nestedHitObjects.Value : (IReadOnlyList<DrawableHitObject>)Array.Empty<DrawableHitObject>();
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@ -99,7 +99,7 @@ namespace osu.Game.Tests.Beatmaps
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private ConvertResult convert(string name, Mod[] mods)
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{
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var beatmap = getBeatmap(name);
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var beatmap = GetBeatmap(name);
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var rulesetInstance = CreateRuleset();
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beatmap.BeatmapInfo.Ruleset = beatmap.BeatmapInfo.RulesetID == rulesetInstance.RulesetInfo.ID ? rulesetInstance.RulesetInfo : new RulesetInfo();
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@ -143,14 +143,19 @@ namespace osu.Game.Tests.Beatmaps
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}
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}
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private IBeatmap getBeatmap(string name)
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public IBeatmap GetBeatmap(string name)
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{
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using (var resStream = openResource($"{resource_namespace}.{name}.osu"))
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using (var stream = new LineBufferedReader(resStream))
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{
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var decoder = Decoder.GetDecoder<Beatmap>(stream);
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((LegacyBeatmapDecoder)decoder).ApplyOffsets = false;
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return decoder.Decode(stream);
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var beatmap = decoder.Decode(stream);
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// not sure but seems to be required.
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beatmap.BeatmapInfo.Ruleset = CreateRuleset().RulesetInfo;
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return beatmap;
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}
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}
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