// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.ComponentModel; using System.Linq; using osu.Framework.Testing; using osu.Game.Beatmaps.Timing; using osu.Game.Rulesets; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Screens.Play; using osu.Game.Screens.Play.Break; using osu.Game.Screens.Ranking; using osuTK.Input; namespace osu.Game.Tests.Visual.Gameplay { [Description("Player instantiated with an autoplay mod.")] public class TestSceneAutoplay : TestSceneAllRulesetPlayers { protected new TestPlayer Player => (TestPlayer)base.Player; protected override Player CreatePlayer(Ruleset ruleset) { SelectedMods.Value = new[] { ruleset.GetAutoplayMod() }; return new TestPlayer(false); } protected override void AddCheckSteps() { AddUntilStep("score above zero", () => Player.ScoreProcessor.TotalScore.Value > 0); AddUntilStep("key counter counted keys", () => Player.HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 2)); seekToBreak(0); AddAssert("keys not counting", () => !Player.HUDOverlay.KeyCounter.IsCounting); AddAssert("overlay displays 100% accuracy", () => Player.BreakOverlay.ChildrenOfType().Single().AccuracyDisplay.Current.Value == 1); AddStep("rewind", () => Player.GameplayClockContainer.Seek(-80000)); AddUntilStep("key counter reset", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0)); double? time = null; AddStep("store time", () => time = Player.GameplayClockContainer.GameplayClock.CurrentTime); // test seek via keyboard AddStep("seek with right arrow key", () => InputManager.Key(Key.Right)); AddAssert("time seeked forward", () => Player.GameplayClockContainer.GameplayClock.CurrentTime > time + 2000); AddStep("store time", () => time = Player.GameplayClockContainer.GameplayClock.CurrentTime); AddStep("seek with left arrow key", () => InputManager.Key(Key.Left)); AddAssert("time seeked backward", () => Player.GameplayClockContainer.GameplayClock.CurrentTime < time); seekToBreak(0); seekToBreak(1); AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime())); AddUntilStep("results displayed", () => getResultsScreen() != null); AddAssert("score has combo", () => getResultsScreen().Score.Combo > 100); AddAssert("score has no misses", () => getResultsScreen().Score.Statistics[HitResult.Miss] == 0); ResultsScreen getResultsScreen() => Stack.CurrentScreen as ResultsScreen; } private void seekToBreak(int breakIndex) { AddStep($"seek to break {breakIndex}", () => Player.GameplayClockContainer.Seek(destBreak().StartTime)); AddUntilStep("wait for seek to complete", () => Player.HUDOverlay.Progress.ReferenceClock.CurrentTime >= destBreak().StartTime); BreakPeriod destBreak() => Beatmap.Value.Beatmap.Breaks.ElementAt(breakIndex); } } }