// 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.Allocation; using osu.Framework.Audio; using osu.Framework.Graphics.Sprites; using osu.Framework.Testing; using osu.Framework.Timing; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Replays; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Replays; using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.Replays; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Screens.Play; using osu.Game.Storyboards; using osu.Game.Tests.Visual; using osuTK; namespace osu.Game.Rulesets.Osu.Tests { public class TestSceneSpinnerRotation : TestSceneOsuPlayer { private const double spinner_start_time = 100; private const double spinner_duration = 6000; [Resolved] private AudioManager audioManager { get; set; } protected override bool Autoplay => true; protected override TestPlayer CreatePlayer(Ruleset ruleset) => new ScoreExposedPlayer(); protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) => new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager); private DrawableSpinner drawableSpinner; private SpriteIcon spinnerSymbol => drawableSpinner.ChildrenOfType().Single(); [SetUpSteps] public override void SetUpSteps() { base.SetUpSteps(); AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning); AddStep("retrieve spinner", () => drawableSpinner = (DrawableSpinner)Player.DrawableRuleset.Playfield.AllHitObjects.First()); } [Test] public void TestSpinnerRewindingRotation() { double trackerRotationTolerance = 0; addSeekStep(5000); AddStep("calculate rotation tolerance", () => { trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f); }); AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100)); AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100)); addSeekStep(0); AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance)); AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100)); } [Test] public void TestSpinnerMiddleRewindingRotation() { double finalCumulativeTrackerRotation = 0; double finalTrackerRotation = 0, trackerRotationTolerance = 0; double finalSpinnerSymbolRotation = 0, spinnerSymbolRotationTolerance = 0; addSeekStep(spinner_start_time + 5000); AddStep("retrieve disc rotation", () => { finalTrackerRotation = drawableSpinner.RotationTracker.Rotation; trackerRotationTolerance = Math.Abs(finalTrackerRotation * 0.05f); }); AddStep("retrieve spinner symbol rotation", () => { finalSpinnerSymbolRotation = spinnerSymbol.Rotation; spinnerSymbolRotationTolerance = Math.Abs(finalSpinnerSymbolRotation * 0.05f); }); AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.Result.RateAdjustedRotation); addSeekStep(spinner_start_time + 2500); AddAssert("disc rotation rewound", // we want to make sure that the rotation at time 2500 is in the same direction as at time 5000, but about half-way in. // due to the exponential damping applied we're allowing a larger margin of error of about 10% // (5% relative to the final rotation value, but we're half-way through the spin). () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation / 2, trackerRotationTolerance)); AddAssert("symbol rotation rewound", () => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance)); AddAssert("is cumulative rotation rewound", // cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error. () => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100)); addSeekStep(spinner_start_time + 5000); AddAssert("is disc rotation almost same", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation, trackerRotationTolerance)); AddAssert("is symbol rotation almost same", () => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance)); AddAssert("is cumulative rotation almost same", () => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation, 100)); } [Test] public void TestRotationDirection([Values(true, false)] bool clockwise) { if (clockwise) transformReplay(flip); addSeekStep(5000); AddAssert("disc spin direction correct", () => clockwise ? drawableSpinner.RotationTracker.Rotation > 0 : drawableSpinner.RotationTracker.Rotation < 0); AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0); } private Replay flip(Replay scoreReplay) => new Replay { Frames = scoreReplay .Frames .Cast() .Select(replayFrame => { var flippedPosition = new Vector2(OsuPlayfield.BASE_SIZE.X - replayFrame.Position.X, replayFrame.Position.Y); return new OsuReplayFrame(replayFrame.Time, flippedPosition, replayFrame.Actions.ToArray()); }) .Cast() .ToList() }; [Test] public void TestSpinnerNormalBonusRewinding() { addSeekStep(spinner_start_time + 1000); AddAssert("player score matching expected bonus score", () => { // multipled by 2 to nullify the score multiplier. (autoplay mod selected) var totalScore = ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value * 2; return totalScore == (int)(drawableSpinner.Result.RateAdjustedRotation / 360) * new SpinnerTick().CreateJudgement().MaxNumericResult; }); addSeekStep(0); AddAssert("player score is 0", () => ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value == 0); } [Test] public void TestSpinnerCompleteBonusRewinding() { addSeekStep(2500); addSeekStep(0); AddAssert("player score is 0", () => ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value == 0); } [Test] public void TestSpinPerMinuteOnRewind() { double estimatedSpm = 0; addSeekStep(1000); AddStep("retrieve spm", () => estimatedSpm = drawableSpinner.SpinsPerMinute.Value); addSeekStep(2000); AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0)); addSeekStep(1000); AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0)); } [TestCase(0.5)] [TestCase(2.0)] public void TestSpinUnaffectedByClockRate(double rate) { double expectedProgress = 0; double expectedSpm = 0; addSeekStep(1000); AddStep("retrieve spinner state", () => { expectedProgress = drawableSpinner.Progress; expectedSpm = drawableSpinner.SpinsPerMinute.Value; }); addSeekStep(0); AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate); addSeekStep(1000); AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05)); AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpinsPerMinute.Value, 2.0)); } private void addSeekStep(double time) { AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time)); AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100)); } private void transformReplay(Func replayTransformation) => AddStep("set replay", () => { var drawableRuleset = this.ChildrenOfType().Single(); var score = drawableRuleset.ReplayScore; var transformedScore = new Score { ScoreInfo = score.ScoreInfo, Replay = replayTransformation.Invoke(score.Replay) }; drawableRuleset.SetReplayScore(transformedScore); }); protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap { HitObjects = new List { new Spinner { Position = new Vector2(256, 192), StartTime = spinner_start_time, Duration = spinner_duration }, } }; private class ScoreExposedPlayer : TestPlayer { public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; public ScoreExposedPlayer() : base(false, false) { } } } }