// 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.Collections.Generic; using System.Linq; using NUnit.Framework; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Rulesets.Catch.Objects; using osu.Game.Rulesets.Catch.UI; using osu.Game.Rulesets.Objects; using osu.Game.Tests.Visual; using osuTK; namespace osu.Game.Rulesets.Catch.Tests { [TestFixture] public class TestSceneHyperDash : PlayerTestScene { public override IReadOnlyList RequiredTypes => new[] { typeof(CatcherArea), }; public TestSceneHyperDash() : base(new CatchRuleset()) { } protected override bool Autoplay => true; [Test] public void TestHyperDash() { AddAssert("First note is hyperdash", () => Beatmap.Value.Beatmap.HitObjects[0] is Fruit f && f.HyperDash); AddUntilStep("wait for right movement", () => getCatcher().Scale.X > 0); // don't check hyperdashing as it happens too fast. AddUntilStep("wait for left movement", () => getCatcher().Scale.X < 0); for (int i = 0; i < 3; i++) { AddUntilStep("wait for right hyperdash", () => getCatcher().Scale.X > 0 && getCatcher().HyperDashing); AddUntilStep("wait for left hyperdash", () => getCatcher().Scale.X < 0 && getCatcher().HyperDashing); } } private Catcher getCatcher() => Player.ChildrenOfType().First().MovableCatcher; protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) { var beatmap = new Beatmap { BeatmapInfo = { Ruleset = ruleset, BaseDifficulty = new BeatmapDifficulty { CircleSize = 3.6f } } }; // Should produce a hyper-dash (edge case test) beatmap.HitObjects.Add(new Fruit { StartTime = 1816, X = 56 / 512f, NewCombo = true }); beatmap.HitObjects.Add(new Fruit { StartTime = 2008, X = 308 / 512f, NewCombo = true }); double startTime = 3000; const float left_x = 0.02f; const float right_x = 0.98f; createObjects(() => new Fruit { X = left_x }); createObjects(() => new TestJuiceStream(right_x), 1); createObjects(() => new TestJuiceStream(left_x), 1); createObjects(() => new Fruit { X = right_x }); createObjects(() => new Fruit { X = left_x }); createObjects(() => new Fruit { X = right_x }); createObjects(() => new TestJuiceStream(left_x), 1); return beatmap; void createObjects(Func createObject, int count = 3) { const float spacing = 140; for (int i = 0; i < count; i++) { var hitObject = createObject(); hitObject.StartTime = startTime + i * spacing; beatmap.HitObjects.Add(hitObject); } startTime += 700; } } private class TestJuiceStream : JuiceStream { public TestJuiceStream(float x) { X = x; Path = new SliderPath(new[] { new PathControlPoint(Vector2.Zero), new PathControlPoint(new Vector2(30, 0)), }); } } } }