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Add difficulty adjustment mod tests

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smoogipoo 2021-07-07 21:38:38 +09:00
parent 9a5b322a2b
commit ddca132ab5

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// 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.Collections.Generic;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Online.API;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Difficulty;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
namespace osu.Game.Tests.Mods
{
[TestFixture]
[Ignore("Currently broken, pending fixes/reworking of ModDifficultyAdjust.")]
public class ModDifficultyAdjustTest
{
// Todo: This shouldn't exist, but is currently required for the mod to accept a new BeatmapDifficulty object...
private int currentId;
private TestModDifficultyAdjust testMod;
[SetUp]
public void Setup()
{
currentId = 0;
testMod = new TestModDifficultyAdjust();
// Todo: This shouldn't be a thing, but is currently required because this causes the mod to keep track of the bindables internally...
applyDifficulty(new BeatmapDifficulty
{
DrainRate = -1,
OverallDifficulty = -1
});
}
[Test]
public void TestUnchangedSettingsFollowAppliedDifficulty()
{
var result = applyDifficulty(new BeatmapDifficulty
{
DrainRate = 10,
OverallDifficulty = 10
});
Assert.That(result.DrainRate, Is.EqualTo(10));
Assert.That(result.OverallDifficulty, Is.EqualTo(10));
result = applyDifficulty(new BeatmapDifficulty
{
DrainRate = 1,
OverallDifficulty = 1
});
Assert.That(result.DrainRate, Is.EqualTo(1));
Assert.That(result.OverallDifficulty, Is.EqualTo(1));
}
[Test]
public void TestChangedSettingsOverrideAppliedDifficulty()
{
testMod.OverallDifficulty.Value = 4;
var result = applyDifficulty(new BeatmapDifficulty
{
DrainRate = 10,
OverallDifficulty = 10
});
Assert.That(result.DrainRate, Is.EqualTo(10));
Assert.That(result.OverallDifficulty, Is.EqualTo(4));
result = applyDifficulty(new BeatmapDifficulty
{
DrainRate = 1,
OverallDifficulty = 1
});
Assert.That(result.DrainRate, Is.EqualTo(1));
Assert.That(result.OverallDifficulty, Is.EqualTo(4));
}
[Test]
public void TestChangedSettingsRetainedWhenSameValueIsApplied()
{
testMod.OverallDifficulty.Value = 4;
// Apply and de-apply the same value as the mod.
applyDifficulty(new BeatmapDifficulty { OverallDifficulty = 4 });
var result = applyDifficulty(new BeatmapDifficulty { OverallDifficulty = 10 });
Assert.That(result.OverallDifficulty, Is.EqualTo(4));
}
[Test]
public void TestChangedSettingSerialisedWhenSameValueIsApplied()
{
applyDifficulty(new BeatmapDifficulty { OverallDifficulty = 4 });
testMod.OverallDifficulty.Value = 4;
var result = (TestModDifficultyAdjust)new APIMod(testMod).ToMod(new TestRuleset());
Assert.That(result.OverallDifficulty.Value, Is.EqualTo(4));
}
[Test]
public void TestChangedSettingsRevertedToDefault()
{
applyDifficulty(new BeatmapDifficulty
{
DrainRate = 10,
OverallDifficulty = 10
});
testMod.OverallDifficulty.Value = 4;
testMod.ResetSettingsToDefaults();
Assert.That(testMod.DrainRate.Value, Is.EqualTo(10));
Assert.That(testMod.OverallDifficulty.Value, Is.EqualTo(10));
}
/// <summary>
/// Applies a <see cref="BeatmapDifficulty"/> to the mod and returns a new <see cref="BeatmapDifficulty"/>
/// representing the result if the mod were applied to a fresh <see cref="BeatmapDifficulty"/> instance.
/// </summary>
private BeatmapDifficulty applyDifficulty(BeatmapDifficulty difficulty)
{
difficulty.ID = ++currentId;
testMod.ReadFromDifficulty(difficulty);
var newDifficulty = new BeatmapDifficulty();
testMod.ApplyToDifficulty(newDifficulty);
return newDifficulty;
}
private class TestModDifficultyAdjust : ModDifficultyAdjust
{
}
private class TestRuleset : Ruleset
{
public override IEnumerable<Mod> GetModsFor(ModType type)
{
if (type == ModType.DifficultyIncrease)
yield return new TestModDifficultyAdjust();
}
public override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
{
throw new System.NotImplementedException();
}
public override IBeatmapConverter CreateBeatmapConverter(IBeatmap beatmap)
{
throw new System.NotImplementedException();
}
public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap)
{
throw new System.NotImplementedException();
}
public override string Description => string.Empty;
public override string ShortName => string.Empty;
}
}
}