// 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.Linq; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Scoring; using osu.Game.Screens.Play; namespace osu.Game.Tests.Visual.Gameplay { public class TestSceneFailJudgement : AllPlayersTestScene { protected override Player CreatePlayer(Ruleset ruleset) { Mods.Value = Array.Empty(); var beatmap = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Array.Empty()); return new FailPlayer(ruleset.GetAutoplayMod().CreateReplayScore(beatmap)); } protected override void AddCheckSteps() { AddUntilStep("wait for fail", () => Player.HasFailed); AddUntilStep("wait for multiple judged objects", () => ((FailPlayer)Player).DrawableRuleset.Playfield.AllHitObjects.Count(h => h.AllJudged) > 1); AddAssert("total judgements == 1", () => ((FailPlayer)Player).ScoreProcessor.JudgedHits == 1); } private class FailPlayer : ReplayPlayer { public new DrawableRuleset DrawableRuleset => base.DrawableRuleset; public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; protected override bool PauseOnFocusLost => false; public FailPlayer(Score score) : base(score, false, false) { } protected override void LoadComplete() { base.LoadComplete(); ScoreProcessor.FailConditions += (_, __) => true; } } } }