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Update tests to NUnit-style assertions

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Bartłomiej Dach 2023-10-30 10:55:26 +01:00
parent 0ed5f274f6
commit e1ff0d12c6
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@ -1,7 +1,6 @@
// 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.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Input;
@ -45,7 +44,7 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
double? velocity = null;
AddStep("enter editor", () => Game.ScreenStack.Push(new EditorLoader()));
AddUntilStep("wait for editor load", () => editor?.ReadyForUse == true);
AddUntilStep("wait for editor load", () => editor?.ReadyForUse, () => Is.True);
AddStep("seek to first control point", () => editorClock.Seek(editorBeatmap.ControlPointInfo.TimingPoints.First().Time));
AddStep("enter slider placement mode", () => InputManager.Key(Key.Number3));
@ -58,11 +57,11 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddStep("exit placement mode", () => InputManager.Key(Key.Number1));
AddAssert("slider placed", () => slider != null);
AddAssert("slider placed", () => slider, () => Is.Not.Null);
AddStep("select slider", () => editorBeatmap.SelectedHitObjects.Add(slider));
AddAssert("ensure one slider placed", () => slider != null);
AddAssert("ensure one slider placed", () => slider, () => Is.Not.Null);
AddStep("store velocity", () => velocity = slider!.Velocity);
@ -71,11 +70,8 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddStep("open velocity adjust panel", () => difficultyPointPiece.TriggerClick());
AddStep("change velocity", () => velocityTextBox.Current.Value = 2);
AddAssert("velocity adjusted", () =>
{
Debug.Assert(velocity != null);
return Precision.AlmostEquals(velocity.Value * 2, slider!.Velocity);
});
AddAssert("velocity adjusted", () => slider!.Velocity,
() => Is.EqualTo(velocity!.Value * 2).Within(Precision.DOUBLE_EPSILON));
AddStep("store velocity", () => velocity = slider!.Velocity);
}
@ -84,10 +80,10 @@ namespace osu.Game.Rulesets.Osu.Tests.Editor
AddStep("exit", () => InputManager.Key(Key.Escape));
AddStep("enter editor (again)", () => Game.ScreenStack.Push(new EditorLoader()));
AddUntilStep("wait for editor load", () => editor?.ReadyForUse == true);
AddUntilStep("wait for editor load", () => editor?.ReadyForUse, () => Is.True);
AddStep("seek to slider", () => editorClock.Seek(slider!.StartTime));
AddAssert("slider has correct velocity", () => slider!.Velocity == velocity);
AddAssert("slider has correct velocity", () => slider!.Velocity, () => Is.EqualTo(velocity));
}
}
}