// 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; using System.Collections.Generic; using System.Linq; using NUnit.Framework; using osu.Framework.Graphics; using osu.Framework.Utils; using osu.Game.Audio; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.Judgements; 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 osuTK; namespace osu.Game.Rulesets.Taiko.Tests { [TestFixture] public partial class TestSceneHits : DrawableTaikoRulesetTestScene { 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); [Test] public void TestVariousHits() { 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)); } 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, DEFAULT_PLAYFIELD_CONTAINER_HEIGHT), 500); break; } } private void addHitJudgement(bool kiai) { HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great; Hit hit = new Hit { StartTime = DrawableRuleset.Playfield.Time.Current }; var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) }; DrawableRuleset.Playfield.Add(h); ((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult }); } private void addStrongHitJudgement(bool kiai) { HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great; Hit hit = new Hit { StartTime = DrawableRuleset.Playfield.Time.Current, IsStrong = true, Samples = createSamples(strong: true) }; var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) }; DrawableRuleset.Playfield.Add(h); ((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult }); ((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(hit.NestedHitObjects.Single(), new TaikoStrongJudgement()) { Type = HitResult.Great }); } private void addMissJudgement() { DrawableTestHit h; DrawableRuleset.Playfield.Add(h = new DrawableTestHit(new Hit { StartTime = DrawableRuleset.Playfield.Time.Current }, HitResult.Miss) { Alpha = 0 }); ((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(h.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, Major = major }; DrawableRuleset.Playfield.Add(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, Samples = createSamples(strong: 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, Samples = createSamples(HitType.Centre, 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, Samples = createSamples(HitType.Rim, strong) }; h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty()); DrawableRuleset.Playfield.Add(new DrawableHit(h)); } // TODO: can be removed if a better way of handling colour/strong type and samples is developed private IList<HitSampleInfo> createSamples(HitType? hitType = null, bool strong = false) { var samples = new List<HitSampleInfo>(); if (hitType == HitType.Rim) samples.Add(new HitSampleInfo(HitSampleInfo.HIT_CLAP)); if (strong) samples.Add(new HitSampleInfo(HitSampleInfo.HIT_FINISH)); return samples; } } }