// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual.Gameplay { public partial class TestSceneFailJudgement : TestSceneAllRulesetPlayers { protected override Player CreatePlayer(Ruleset ruleset) { SelectedMods.Value = Array.Empty(); return new FailPlayer(); } protected override void AddCheckSteps() { AddUntilStep("player is playing", () => Player.LocalUserPlaying.Value); AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddAssert("player is not playing", () => !Player.LocalUserPlaying.Value); AddUntilStep("wait for multiple judgements", () => ((FailPlayer)Player).ScoreProcessor.JudgedHits > 1); AddAssert("total number of results == 1", () => { var score = new ScoreInfo { Ruleset = Ruleset.Value }; ((FailPlayer)Player).ScoreProcessor.PopulateScore(score); return score.Statistics.Values.Sum() == 1; }); } private partial class FailPlayer : TestPlayer { public new HealthProcessor HealthProcessor => base.HealthProcessor; public FailPlayer() : base(false, false) { } protected override void LoadComplete() { base.LoadComplete(); HealthProcessor.FailConditions += (_, _) => true; } } } }