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Fix hyperdash not initiating correctly when juice streams are present
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@ -1,9 +1,13 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Catch.Tests
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@ -22,7 +26,16 @@ namespace osu.Game.Rulesets.Catch.Tests
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public void TestHyperDash()
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{
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AddAssert("First note is hyperdash", () => Beatmap.Value.Beatmap.HitObjects[0] is Fruit f && f.HyperDash);
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AddUntilStep("wait for left hyperdash", () => getCatcher().Scale.X < 0 && getCatcher().HyperDashing);
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for (int i = 0; i < 2; i++)
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{
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AddUntilStep("wait for right hyperdash", () => getCatcher().Scale.X > 0 && getCatcher().HyperDashing);
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AddUntilStep("wait for left hyperdash", () => getCatcher().Scale.X < 0 && getCatcher().HyperDashing);
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}
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}
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private CatcherArea.Catcher getCatcher() => Player.ChildrenOfType<CatcherArea>().First().MovableCatcher;
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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@ -35,17 +48,40 @@ namespace osu.Game.Rulesets.Catch.Tests
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}
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};
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// Should produce a hyper-dash
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beatmap.HitObjects.Add(new Fruit { StartTime = 816, X = 308 / 512f, NewCombo = true });
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beatmap.HitObjects.Add(new Fruit { StartTime = 1008, X = 56 / 512f, });
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// Should produce a hyper-dash (edge case test)
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beatmap.HitObjects.Add(new Fruit { StartTime = 1816, X = 308 / 512f, NewCombo = true });
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beatmap.HitObjects.Add(new JuiceStream { StartTime = 2008, X = 56 / 512f, });
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for (int i = 0; i < 512; i++)
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{
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if (i % 5 < 3)
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beatmap.HitObjects.Add(new Fruit { X = i % 10 < 5 ? 0.02f : 0.98f, StartTime = 2000 + i * 100, NewCombo = i % 8 == 0 });
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}
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double startTime = 3000;
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const float left_x = 0.02f;
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const float right_x = 0.98f;
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createObjects(() => new Fruit(), left_x);
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createObjects(() => new JuiceStream(), right_x);
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createObjects(() => new JuiceStream(), left_x);
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createObjects(() => new Fruit(), right_x);
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createObjects(() => new Fruit(), left_x);
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createObjects(() => new Fruit(), right_x);
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createObjects(() => new JuiceStream(), left_x);
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return beatmap;
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void createObjects(Func<CatchHitObject> createObject, float x)
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{
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const float spacing = 140;
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for (int i = 0; i < 3; i++)
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{
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var hitObject = createObject();
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hitObject.X = x;
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hitObject.StartTime = startTime + i * spacing;
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beatmap.HitObjects.Add(hitObject);
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}
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startTime += 700;
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}
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}
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}
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}
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@ -270,6 +270,10 @@ namespace osu.Game.Rulesets.Catch.UI
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catchObjectPosition >= catcherPosition - halfCatchWidth &&
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catchObjectPosition <= catcherPosition + halfCatchWidth;
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// only update hyperdash state if we are catching a fruit.
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// exceptions are Droplets and JuiceStreams.
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if (!(fruit is Fruit)) return validCatch;
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if (validCatch && fruit.HyperDash)
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{
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var target = fruit.HyperDashTarget;
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