// 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 NUnit.Framework; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Judgements; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects.Drawables; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Tests.Visual; using osuTK; namespace osu.Game.Rulesets.Taiko.Tests { [TestFixture] public class TestSceneHits : OsuTestScene { private const double default_duration = 3000; private const float scroll_time = 1000; protected override double TimePerAction => default_duration * 2; private readonly Random rng = new Random(1337); private DrawableTaikoRuleset drawableRuleset; private Container playfieldContainer; [BackgroundDependencyLoader] private void load() { AddStep("Hit", () => addHitJudgement(false)); AddStep("Strong hit", () => addStrongHitJudgement(false)); AddStep("Kiai hit", () => addHitJudgement(true)); AddStep("Strong kiai hit", () => addStrongHitJudgement(true)); AddStep("Miss :(", addMissJudgement); AddStep("DrumRoll", () => addDrumRoll(false)); AddStep("Strong DrumRoll", () => addDrumRoll(true)); AddStep("Kiai DrumRoll", () => addDrumRoll(true, kiai: true)); AddStep("Swell", () => addSwell()); AddStep("Centre", () => addCentreHit(false)); AddStep("Strong Centre", () => addCentreHit(true)); AddStep("Rim", () => addRimHit(false)); AddStep("Strong Rim", () => addRimHit(true)); AddStep("Add bar line", () => addBarLine(false)); AddStep("Add major bar line", () => addBarLine(true)); AddStep("Add centre w/ bar line", () => { addCentreHit(false); addBarLine(true); }); AddStep("Height test 1", () => changePlayfieldSize(1)); AddStep("Height test 2", () => changePlayfieldSize(2)); AddStep("Height test 3", () => changePlayfieldSize(3)); AddStep("Height test 4", () => changePlayfieldSize(4)); AddStep("Height test 5", () => changePlayfieldSize(5)); AddStep("Reset height", () => changePlayfieldSize(6)); var controlPointInfo = new ControlPointInfo(); controlPointInfo.Add(0, new TimingControlPoint()); WorkingBeatmap beatmap = CreateWorkingBeatmap(new Beatmap { HitObjects = new List { new Hit { Type = HitType.Centre } }, BeatmapInfo = new BeatmapInfo { BaseDifficulty = new BeatmapDifficulty(), Metadata = new BeatmapMetadata { Artist = @"Unknown", Title = @"Sample Beatmap", AuthorString = @"peppy", }, Ruleset = new TaikoRuleset().RulesetInfo }, ControlPointInfo = controlPointInfo }); Add(playfieldContainer = new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.X, Height = 768, Children = new[] { drawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap.GetPlayableBeatmap(new TaikoRuleset().RulesetInfo)) } }); } private void changePlayfieldSize(int step) { double delay = 0; // Add new hits switch (step) { case 1: addCentreHit(false); break; case 2: addCentreHit(true); break; case 3: addDrumRoll(false); break; case 4: addDrumRoll(true); break; case 5: addSwell(); delay = scroll_time - 100; break; } // Tween playfield height switch (step) { default: playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500); break; case 6: playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_HEIGHT), 500); break; } } private void addHitJudgement(bool kiai) { HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great; var cpi = new ControlPointInfo(); cpi.Add(0, new EffectControlPoint { KiaiMode = kiai }); Hit hit = new Hit(); hit.ApplyDefaults(cpi, new BeatmapDifficulty()); var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) }; Add(h); ((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult }); } private void addStrongHitJudgement(bool kiai) { HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great; var cpi = new ControlPointInfo(); cpi.Add(0, new EffectControlPoint { KiaiMode = kiai }); Hit hit = new Hit(); hit.ApplyDefaults(cpi, new BeatmapDifficulty()); var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) }; Add(h); ((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult }); ((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great }); } private void addMissJudgement() { ((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(new DrawableTestHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = HitResult.Miss }); } private void addBarLine(bool major, double delay = scroll_time) { BarLine bl = new BarLine { StartTime = drawableRuleset.Playfield.Time.Current + delay }; drawableRuleset.Playfield.Add(major ? new DrawableBarLineMajor(bl) : new DrawableBarLine(bl)); } private void addSwell(double duration = default_duration) { var swell = new Swell { StartTime = drawableRuleset.Playfield.Time.Current + scroll_time, Duration = duration, }; swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); drawableRuleset.Playfield.Add(new DrawableSwell(swell)); } private void addDrumRoll(bool strong, double duration = default_duration, bool kiai = false) { addBarLine(true); addBarLine(true, scroll_time + duration); var d = new DrumRoll { StartTime = drawableRuleset.Playfield.Time.Current + scroll_time, IsStrong = strong, Duration = duration, TickRate = 8, }; var cpi = new ControlPointInfo(); cpi.Add(-10000, new EffectControlPoint { KiaiMode = kiai }); d.ApplyDefaults(cpi, new BeatmapDifficulty()); drawableRuleset.Playfield.Add(new DrawableDrumRoll(d)); } private void addCentreHit(bool strong) { Hit h = new Hit { StartTime = drawableRuleset.Playfield.Time.Current + scroll_time, IsStrong = strong }; h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); drawableRuleset.Playfield.Add(new DrawableHit(h)); } private void addRimHit(bool strong) { Hit h = new Hit { StartTime = drawableRuleset.Playfield.Time.Current + scroll_time, IsStrong = strong }; h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); drawableRuleset.Playfield.Add(new DrawableHit(h)); } private class TestStrongNestedHit : DrawableStrongNestedHit { public TestStrongNestedHit(DrawableHitObject mainObject) : base(new StrongHitObject { StartTime = mainObject.HitObject.StartTime }, mainObject) { } public override bool OnPressed(TaikoAction action) => false; } } }