// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using System.Linq; using Humanizer; using NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Animations; using osu.Framework.Testing; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Judgements; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Scoring; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Tests.Visual; namespace osu.Game.Rulesets.Taiko.Tests.Skinning { [TestFixture] public class TestSceneDrawableTaikoMascot : TaikoSkinnableTestScene { [Cached(typeof(IScrollingInfo))] private ScrollingTestContainer.TestScrollingInfo info = new ScrollingTestContainer.TestScrollingInfo { Direction = { Value = ScrollingDirection.Left }, TimeRange = { Value = 5000 }, }; private TaikoScoreProcessor scoreProcessor; private IEnumerable<DrawableTaikoMascot> mascots => this.ChildrenOfType<DrawableTaikoMascot>(); private IEnumerable<DrawableTaikoMascot> animatedMascots => mascots.Where(mascot => mascot.ChildrenOfType<TextureAnimation>().All(animation => animation.FrameCount > 0)); private IEnumerable<TaikoPlayfield> playfields => this.ChildrenOfType<TaikoPlayfield>(); [SetUp] public void SetUp() { scoreProcessor = new TaikoScoreProcessor(); } [Test] public void TestStateAnimations() { AddStep("set beatmap", () => setBeatmap()); AddStep("clear state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Clear))); AddStep("idle state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Idle))); AddStep("kiai state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Kiai))); AddStep("fail state", () => SetContents(() => new TaikoMascotAnimation(TaikoMascotAnimationState.Fail))); } [Test] public void TestInitialState() { AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both })); AddAssert("mascot initially idle", () => allMascotsIn(TaikoMascotAnimationState.Idle)); } [Test] public void TestClearStateTransition() { AddStep("set beatmap", () => setBeatmap()); AddStep("create mascot", () => SetContents(() => new DrawableTaikoMascot { RelativeSizeAxes = Axes.Both })); AddStep("set clear state", () => mascots.ForEach(mascot => mascot.State.Value = TaikoMascotAnimationState.Clear)); AddStep("miss", () => mascots.ForEach(mascot => mascot.LastResult.Value = new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss })); AddAssert("skins with animations remain in clear state", () => animatedMascotsIn(TaikoMascotAnimationState.Clear)); AddUntilStep("state reverts to fail", () => allMascotsIn(TaikoMascotAnimationState.Fail)); AddStep("set clear state again", () => mascots.ForEach(mascot => mascot.State.Value = TaikoMascotAnimationState.Clear)); AddAssert("skins with animations change to clear", () => animatedMascotsIn(TaikoMascotAnimationState.Clear)); } [Test] public void TestIdleState() { AddStep("set beatmap", () => setBeatmap()); createDrawableRuleset(); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle); assertStateAfterResult(new JudgementResult(new Hit.StrongNestedHit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Idle); } [Test] public void TestKiaiState() { AddStep("set beatmap", () => setBeatmap(true)); createDrawableRuleset(); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Kiai); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoStrongJudgement()) { Type = HitResult.IgnoreMiss }, TaikoMascotAnimationState.Kiai); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail); } [Test] public void TestMissState() { AddStep("set beatmap", () => setBeatmap()); createDrawableRuleset(); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Miss }, TaikoMascotAnimationState.Fail); assertStateAfterResult(new JudgementResult(new DrumRoll(), new TaikoDrumRollJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Idle); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Idle); } [TestCase(true)] [TestCase(false)] public void TestClearStateOnComboMilestone(bool kiai) { AddStep("set beatmap", () => setBeatmap(kiai)); createDrawableRuleset(); AddRepeatStep("reach 49 combo", () => applyNewResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Great }), 49); assertStateAfterResult(new JudgementResult(new Hit(), new TaikoJudgement()) { Type = HitResult.Ok }, TaikoMascotAnimationState.Clear); } [TestCase(true, TaikoMascotAnimationState.Kiai)] [TestCase(false, TaikoMascotAnimationState.Idle)] public void TestClearStateOnClearedSwell(bool kiai, TaikoMascotAnimationState expectedStateAfterClear) { AddStep("set beatmap", () => setBeatmap(kiai)); createDrawableRuleset(); assertStateAfterResult(new JudgementResult(new Swell(), new TaikoSwellJudgement()) { Type = HitResult.Great }, TaikoMascotAnimationState.Clear); AddUntilStep($"state reverts to {expectedStateAfterClear.ToString().ToLower()}", () => allMascotsIn(expectedStateAfterClear)); } private void setBeatmap(bool kiai = false) { var controlPointInfo = new ControlPointInfo(); controlPointInfo.Add(0, new TimingControlPoint { BeatLength = 90 }); if (kiai) controlPointInfo.Add(0, new EffectControlPoint { KiaiMode = true }); Beatmap.Value = CreateWorkingBeatmap(new Beatmap { HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } }, BeatmapInfo = new BeatmapInfo { BaseDifficulty = new BeatmapDifficulty(), Metadata = new BeatmapMetadata { Artist = "Unknown", Title = "Sample Beatmap", AuthorString = "Craftplacer", }, Ruleset = new TaikoRuleset().RulesetInfo }, ControlPointInfo = controlPointInfo }); scoreProcessor.ApplyBeatmap(Beatmap.Value.Beatmap); } private void createDrawableRuleset() { AddUntilStep("wait for beatmap to be loaded", () => Beatmap.Value.Track.IsLoaded); AddStep("create drawable ruleset", () => { Beatmap.Value.Track.Start(); SetContents(() => { var ruleset = new TaikoRuleset(); return new DrawableTaikoRuleset(ruleset, Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo)); }); }); } private void assertStateAfterResult(JudgementResult judgementResult, TaikoMascotAnimationState expectedState) { TaikoMascotAnimationState[] mascotStates = null; AddStep($"{judgementResult.Type.ToString().ToLower()} result for {judgementResult.Judgement.GetType().Name.Humanize(LetterCasing.LowerCase)}", () => { applyNewResult(judgementResult); // store the states as soon as possible, so that the delay between steps doesn't incorrectly fail the test // due to not checking if the state changed quickly enough. Schedule(() => mascotStates = animatedMascots.Select(mascot => mascot.State.Value).ToArray()); }); AddAssert($"state is {expectedState.ToString().ToLower()}", () => mascotStates.All(state => state == expectedState)); } private void applyNewResult(JudgementResult judgementResult) { scoreProcessor.ApplyResult(judgementResult); foreach (var playfield in playfields) { var hit = new DrawableTestHit(new Hit(), judgementResult.Type); playfield.Add(hit); playfield.OnNewResult(hit, judgementResult); } foreach (var mascot in mascots) { mascot.LastResult.Value = judgementResult; } } private bool allMascotsIn(TaikoMascotAnimationState state) => mascots.All(d => d.State.Value == state); private bool animatedMascotsIn(TaikoMascotAnimationState state) => animatedMascots.Any(d => d.State.Value == state); } }