// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using System.Threading.Tasks; using NUnit.Framework; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Screens; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics.Containers; using osu.Game.Rulesets; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Screens.Play; using osu.Game.Screens.Ranking; using osu.Game.Storyboards; using osuTK; namespace osu.Game.Tests.Visual.Gameplay { public partial class TestSceneStoryboardWithOutro : PlayerTestScene { protected override bool HasCustomSteps => true; protected override bool AllowBackwardsSeeks => true; protected new OutroPlayer Player => (OutroPlayer)base.Player; private double currentBeatmapDuration; private double currentStoryboardDuration; private bool showResults = true; private event Func currentFailConditions; [SetUpSteps] public override void SetUpSteps() { base.SetUpSteps(); AddStep("enable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, true)); AddStep("set dim level to 0", () => LocalConfig.SetValue(OsuSetting.DimLevel, 0)); AddStep("reset fail conditions", () => currentFailConditions = (_, _) => false); AddStep("set beatmap duration to 0s", () => currentBeatmapDuration = 0); AddStep("set storyboard duration to 8s", () => currentStoryboardDuration = 8000); AddStep("set ShowResults = true", () => showResults = true); } [Test] public void TestStoryboardSkipOutro() { AddStep("set storyboard duration to long", () => currentStoryboardDuration = 200000); CreateTest(); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddStep("skip outro", () => InputManager.Key(osuTK.Input.Key.Space)); AddUntilStep("player is no longer current screen", () => !Player.IsCurrentScreen()); AddUntilStep("wait for score shown", () => Player.IsScoreShown); } [Test] public void TestStoryboardNoSkipOutro() { CreateTest(); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration); AddUntilStep("wait for score shown", () => Player.IsScoreShown); } [Test] public void TestStoryboardExitDuringOutroProgressesToResults() { CreateTest(); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddStep("exit via pause", () => Player.ExitViaPause()); AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen); } [TestCase(false)] [TestCase(true)] public void TestStoryboardToggle(bool enabledAtBeginning) { CreateTest(); AddStep($"{(enabledAtBeginning ? "enable" : "disable")} storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, enabledAtBeginning)); AddStep("toggle storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, !enabledAtBeginning)); AddUntilStep("wait for score shown", () => Player.IsScoreShown); } [Test] public void TestOutroEndsDuringFailAnimation() { CreateTest(() => { AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true); // Fail occurs at 164ms with the provided beatmap. // Fail animation runs for 2.5s realtime but the gameplay time change is *variable* due to the frequency transform being applied, so we need a bit of lenience. AddStep("set storyboard duration to 0.6s", () => currentStoryboardDuration = 600); }); AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration); AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible); } [Test] public void TestSaveFailedReplayWithStoryboardEndedDoesNotProgress() { CreateTest(() => { AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true); AddStep("set storyboard duration to 0s", () => currentStoryboardDuration = 0); }); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration); AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed); AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible); AddUntilStep("wait for button clickable", () => Player.ChildrenOfType().First().ChildrenOfType().First().Enabled.Value); AddStep("click save button", () => Player.ChildrenOfType().First().ChildrenOfType().First().TriggerClick()); // Test a regression where importing the fail replay would cause progression to results screen in a failed state. AddWaitStep("wait some", 10); AddAssert("player is still current screen", () => Player.IsCurrentScreen()); } [Test] public void TestShowResultsFalse() { CreateTest(() => { AddStep("set ShowResults = false", () => showResults = false); }); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration); AddWaitStep("wait", 10); AddAssert("no score shown", () => !Player.IsScoreShown); } [Test] public void TestStoryboardEndsBeforeCompletion() { CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100)); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddUntilStep("wait for score shown", () => Player.IsScoreShown); } [Test] public void TestStoryboardRewind() { SkipOverlay.FadeContainer fadeContainer() => Player.ChildrenOfType().First(); CreateTest(); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible); AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000)); AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden); AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration); } [Test] public void TestPerformExitNoOutro() { CreateTest(); AddStep("disable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, false)); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddStep("exit via pause", () => Player.ExitViaPause()); AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen); } [Test] public void TestPerformExitAfterOutro() { CreateTest(() => { AddStep("set beatmap duration to 4s", () => currentBeatmapDuration = 4000); AddStep("set storyboard duration to 1s", () => currentStoryboardDuration = 1000); }); AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration); AddStep("exit via pause", () => Player.ExitViaPause()); AddAssert("player paused", () => !Player.IsResuming); AddStep("resume player", () => Player.Resume()); AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value); AddUntilStep("wait for score shown", () => Player.IsScoreShown); } protected override bool AllowFail => true; protected override Ruleset CreatePlayerRuleset() => new OsuRuleset(); protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OutroPlayer(currentFailConditions, showResults); protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) { var beatmap = new Beatmap(); beatmap.HitObjects.Add(new HitCircle { StartTime = currentBeatmapDuration }); return beatmap; } protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) { return base.CreateWorkingBeatmap(beatmap, createStoryboard(currentStoryboardDuration)); } private Storyboard createStoryboard(double duration) { var storyboard = new Storyboard(); var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero); sprite.TimelineGroup.Alpha.Add(Easing.None, 0, duration, 1, 0); storyboard.GetLayer("Background").Add(sprite); return storyboard; } protected partial class OutroPlayer : TestPlayer { public void ExitViaPause() => PerformExit(true); public new FailOverlay FailOverlay => base.FailOverlay; public bool IsScoreShown => !this.IsCurrentScreen() && this.GetChildScreen() is ResultsScreen; private event Func failConditions; public OutroPlayer(Func failConditions, bool showResults = true) : base(showResults: showResults) { this.failConditions = failConditions; } protected override void LoadComplete() { base.LoadComplete(); HealthProcessor.FailConditions += failConditions; } protected override Task ImportScore(Score score) { return Task.CompletedTask; } } } }