// 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.Extensions.TypeExtensions; using osu.Framework.Screens; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Replays; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Replays; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Scoring; using osu.Game.Screens.Play; using osu.Game.Tests.Visual; namespace osu.Game.Rulesets.Taiko.Tests.Judgements { public partial class JudgementTest : RateAdjustedBeatmapTestScene { private ScoreAccessibleReplayPlayer currentPlayer = null!; protected List JudgementResults { get; private set; } = null!; protected void AssertJudgementCount(int count) { AddAssert($"{count} judgement{(count > 0 ? "s" : "")}", () => JudgementResults, () => Has.Count.EqualTo(count)); } protected void AssertResult(int index, HitResult expectedResult) { AddAssert($"{typeof(T).ReadableName()} ({index}) judged as {expectedResult}", () => JudgementResults.Where(j => j.HitObject is T).OrderBy(j => j.HitObject.StartTime).ElementAt(index).Type, () => Is.EqualTo(expectedResult)); } protected void PerformTest(List frames, Beatmap? beatmap = null, Mod[]? mods = null) { AddStep("load player", () => { Beatmap.Value = CreateWorkingBeatmap(beatmap); Ruleset.Value = new TaikoRuleset().RulesetInfo; SelectedMods.Value = mods ?? Array.Empty(); var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } }); p.OnLoadComplete += _ => { p.ScoreProcessor.NewJudgement += result => { if (currentPlayer == p) JudgementResults.Add(result); }; }; LoadScreen(currentPlayer = p); JudgementResults = new List(); }); AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0); AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen()); AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value); } protected Beatmap CreateBeatmap(params TaikoHitObject[] hitObjects) { var beatmap = new Beatmap { HitObjects = hitObjects.ToList(), BeatmapInfo = { Difficulty = new BeatmapDifficulty { SliderTickRate = 4 }, Ruleset = new TaikoRuleset().RulesetInfo }, }; beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f }); return beatmap; } private partial class ScoreAccessibleReplayPlayer : ReplayPlayer { public new ScoreProcessor ScoreProcessor => base.ScoreProcessor; protected override bool PauseOnFocusLost => false; public ScoreAccessibleReplayPlayer(Score score) : base(score, new PlayerConfiguration { AllowPause = false, ShowResults = false, }) { } } } }