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osu-lazer/osu.Game.Rulesets.Osu.Tests/TestSceneSpinnerRotation.cs
2020-08-10 23:02:06 +02:00

273 lines
12 KiB
C#

// 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.Allocation;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Replays;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Storyboards;
using osu.Game.Tests.Visual;
using osuTK;
using static osu.Game.Tests.Visual.OsuTestScene.ClockBackedTestWorkingBeatmap;
namespace osu.Game.Rulesets.Osu.Tests
{
public class TestSceneSpinnerRotation : TestSceneOsuPlayer
{
[Resolved]
private AudioManager audioManager { get; set; }
private TrackVirtualManual track;
protected override bool Autoplay => true;
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new ScoreExposedPlayer();
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
{
var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
track = (TrackVirtualManual)working.Track;
return working;
}
private DrawableSpinner drawableSpinner;
private SpriteIcon spinnerSymbol => drawableSpinner.ChildrenOfType<SpriteIcon>().Single();
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddUntilStep("wait for track to start running", () => track.IsRunning);
AddStep("retrieve spinner", () => drawableSpinner = (DrawableSpinner)Player.DrawableRuleset.Playfield.AllHitObjects.First());
}
[Test]
public void TestSpinnerRewindingRotation()
{
double trackerRotationTolerance = 0;
addSeekStep(5000);
AddStep("calculate rotation tolerance", () =>
{
trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
});
AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100));
AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
addSeekStep(0);
AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance));
AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, 0, 100));
}
[Test]
public void TestSpinnerMiddleRewindingRotation()
{
double finalCumulativeTrackerRotation = 0;
double finalTrackerRotation = 0, trackerRotationTolerance = 0;
double finalSpinnerSymbolRotation = 0, spinnerSymbolRotationTolerance = 0;
addSeekStep(5000);
AddStep("retrieve disc rotation", () =>
{
finalTrackerRotation = drawableSpinner.RotationTracker.Rotation;
trackerRotationTolerance = Math.Abs(finalTrackerRotation * 0.05f);
});
AddStep("retrieve spinner symbol rotation", () =>
{
finalSpinnerSymbolRotation = spinnerSymbol.Rotation;
spinnerSymbolRotationTolerance = Math.Abs(finalSpinnerSymbolRotation * 0.05f);
});
AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.RotationTracker.RateAdjustedRotation);
addSeekStep(2500);
AddAssert("disc rotation rewound",
// we want to make sure that the rotation at time 2500 is in the same direction as at time 5000, but about half-way in.
// due to the exponential damping applied we're allowing a larger margin of error of about 10%
// (5% relative to the final rotation value, but we're half-way through the spin).
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation / 2, trackerRotationTolerance));
AddAssert("symbol rotation rewound",
() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance));
AddAssert("is cumulative rotation rewound",
// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100));
addSeekStep(5000);
AddAssert("is disc rotation almost same",
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation, trackerRotationTolerance));
AddAssert("is symbol rotation almost same",
() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance));
AddAssert("is cumulative rotation almost same",
() => Precision.AlmostEquals(drawableSpinner.RotationTracker.RateAdjustedRotation, finalCumulativeTrackerRotation, 100));
}
[Test]
public void TestRotationDirection([Values(true, false)] bool clockwise)
{
if (clockwise)
transformReplay(flip);
addSeekStep(5000);
AddAssert("disc spin direction correct", () => clockwise ? drawableSpinner.RotationTracker.Rotation > 0 : drawableSpinner.RotationTracker.Rotation < 0);
AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0);
}
private Replay flip(Replay scoreReplay) => new Replay
{
Frames = scoreReplay
.Frames
.Cast<OsuReplayFrame>()
.Select(replayFrame =>
{
var flippedPosition = new Vector2(OsuPlayfield.BASE_SIZE.X - replayFrame.Position.X, replayFrame.Position.Y);
return new OsuReplayFrame(replayFrame.Time, flippedPosition, replayFrame.Actions.ToArray());
})
.Cast<ReplayFrame>()
.ToList()
};
[Test]
public void TestSpinnerNormalBonusRewinding()
{
addSeekStep(1000);
AddAssert("player score matching expected bonus score", () =>
{
// multipled by 2 to nullify the score multiplier. (autoplay mod selected)
var totalScore = ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value * 2;
return totalScore == (int)(drawableSpinner.RotationTracker.RateAdjustedRotation / 360) * SpinnerTick.SCORE_PER_TICK;
});
addSeekStep(0);
AddAssert("player score is 0", () => ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value == 0);
}
[Test]
public void TestSpinnerCompleteBonusRewinding()
{
addSeekStep(2500);
addSeekStep(0);
AddAssert("player score is 0", () => ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value == 0);
}
[Test]
public void TestSpinPerMinuteOnRewind()
{
double estimatedSpm = 0;
addSeekStep(1000);
AddStep("retrieve spm", () => estimatedSpm = drawableSpinner.SpmCounter.SpinsPerMinute);
addSeekStep(2000);
AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpmCounter.SpinsPerMinute, estimatedSpm, 1.0));
addSeekStep(1000);
AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpmCounter.SpinsPerMinute, estimatedSpm, 1.0));
}
[TestCase(0.5)]
[TestCase(2.0)]
public void TestSpinUnaffectedByClockRate(double rate)
{
double expectedProgress = 0;
double expectedSpm = 0;
addSeekStep(1000);
AddStep("retrieve spinner state", () =>
{
expectedProgress = drawableSpinner.Progress;
expectedSpm = drawableSpinner.SpmCounter.SpinsPerMinute;
});
addSeekStep(0);
AddStep("adjust track rate", () => track.AddAdjustment(AdjustableProperty.Tempo, new BindableDouble(rate)));
// autoplay replay frames use track time;
// if a spin takes 1000ms in track time and we're playing with a 2x rate adjustment, the spin will take 500ms of *real* time.
// therefore we need to apply the rate adjustment to the replay itself to change from track time to real time,
// as real time is what we care about for spinners
// (so we're making the spin take 1000ms in real time *always*, regardless of the track clock's rate).
transformReplay(replay => applyRateAdjustment(replay, rate));
addSeekStep(1000);
AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpmCounter.SpinsPerMinute, 2.0));
}
private Replay applyRateAdjustment(Replay scoreReplay, double rate) => new Replay
{
Frames = scoreReplay
.Frames
.Cast<OsuReplayFrame>()
.Select(replayFrame =>
{
var adjustedTime = replayFrame.Time * rate;
return new OsuReplayFrame(adjustedTime, replayFrame.Position, replayFrame.Actions.ToArray());
})
.Cast<ReplayFrame>()
.ToList()
};
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => track.Seek(time));
AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
}
private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
{
var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
var score = drawableRuleset.ReplayScore;
var transformedScore = new Score
{
ScoreInfo = score.ScoreInfo,
Replay = replayTransformation.Invoke(score.Replay)
};
drawableRuleset.SetReplayScore(transformedScore);
});
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
{
HitObjects = new List<HitObject>
{
new Spinner
{
Position = new Vector2(256, 192),
EndTime = 6000,
},
}
};
private class ScoreExposedPlayer : TestPlayer
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public ScoreExposedPlayer()
: base(false, false)
{
}
}
}
}