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Add test coverage for difficulty copy flow
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@ -9,13 +9,17 @@ using osu.Framework.Allocation;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Resources;
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using osuTK;
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using SharpCompress.Archives;
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using SharpCompress.Archives.Zip;
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@ -99,6 +103,21 @@ namespace osu.Game.Tests.Visual.Editing
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string secondDifficultyName = Guid.NewGuid().ToString();
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = firstDifficultyName);
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AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
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AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
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{
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new HitCircle
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{
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Position = new Vector2(0),
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StartTime = 0
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE,
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StartTime = 1000
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}
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}));
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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@ -126,6 +145,80 @@ namespace osu.Game.Tests.Visual.Editing
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return difficultyName != null && difficultyName != firstDifficultyName;
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});
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AddAssert("created difficulty has timing point", () =>
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{
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPoints.Single();
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return timingPoint.Time == 0 && timingPoint.BeatLength == 1000;
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});
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AddAssert("created difficulty has no objects", () => EditorBeatmap.HitObjects.Count == 0);
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = secondDifficultyName);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == secondDifficultyName);
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID);
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return beatmap != null
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&& beatmap.DifficultyName == secondDifficultyName
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&& set != null
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&& set.PerformRead(s => s.Beatmaps.Count == 2 && s.Beatmaps.Any(b => b.DifficultyName == secondDifficultyName));
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});
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}
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[Test]
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public void TestCopyDifficulty()
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{
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string firstDifficultyName = Guid.NewGuid().ToString();
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string secondDifficultyName = Guid.NewGuid().ToString();
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = firstDifficultyName);
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AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
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AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
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{
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new HitCircle
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{
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Position = new Vector2(0),
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StartTime = 0
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},
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new HitCircle
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{
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Position = OsuPlayfield.BASE_SIZE,
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StartTime = 1000
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}
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}));
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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{
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var beatmap = beatmapManager.QueryBeatmap(b => b.DifficultyName == firstDifficultyName);
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == EditorBeatmap.BeatmapInfo.BeatmapSet.ID);
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return beatmap != null
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&& beatmap.DifficultyName == firstDifficultyName
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&& set != null
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&& set.PerformRead(s => s.Beatmaps.Single().ID == beatmap.ID);
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});
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AddAssert("can save again", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
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AddStep("confirm creation as a copy", () => DialogOverlay.CurrentDialog.Buttons.ElementAt(1).TriggerClick());
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AddUntilStep("wait for created", () =>
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{
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string difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName != firstDifficultyName;
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});
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AddAssert("created difficulty has timing point", () =>
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{
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var timingPoint = EditorBeatmap.ControlPointInfo.TimingPoints.Single();
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return timingPoint.Time == 0 && timingPoint.BeatLength == 1000;
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});
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AddAssert("created difficulty has objects", () => EditorBeatmap.HitObjects.Count == 2);
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AddStep("set unique difficulty name", () => EditorBeatmap.BeatmapInfo.DifficultyName = secondDifficultyName);
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AddStep("save beatmap", () => Editor.Save());
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AddAssert("new beatmap persisted", () =>
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