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osu-lazer/osu.Game/Tests/Visual/ModTestScene.cs
2020-03-05 10:18:37 +09:00

112 lines
3.3 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 JetBrains.Annotations;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
namespace osu.Game.Tests.Visual
{
public abstract class ModTestScene : PlayerTestScene
{
protected sealed override bool HasCustomSteps => true;
public override IReadOnlyList<Type> RequiredTypes => new[]
{
typeof(ModTestScene)
};
protected ModTestScene(Ruleset ruleset)
: base(ruleset)
{
}
private ModTestCaseData currentTest;
protected void CreateModTest(ModTestCaseData testCaseData) => CreateTest(() =>
{
AddStep("set test data", () => currentTest = testCaseData);
});
public override void TearDownSteps()
{
AddUntilStep("test passed", () =>
{
if (currentTest == null)
return true;
return currentTest.PassCondition?.Invoke() ?? false;
});
base.TearDownSteps();
}
protected sealed override IBeatmap CreateBeatmap(RulesetInfo ruleset) => currentTest?.Beatmap ?? base.CreateBeatmap(ruleset);
protected sealed override Player CreatePlayer(Ruleset ruleset)
{
SelectedMods.Value = SelectedMods.Value.Append(currentTest.Mod).ToArray();
var score = currentTest.Autoplay
? ruleset.GetAutoplayMod().CreateReplayScore(Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, SelectedMods.Value))
: null;
return CreateReplayPlayer(score, AllowFail);
}
/// <summary>
/// Creates the <see cref="TestPlayer"/> for a test case.
/// </summary>
/// <param name="score">The <see cref="Score"/>.</param>
/// <param name="allowFail">Whether the player can fail.</param>
protected virtual TestPlayer CreateReplayPlayer(Score score, bool allowFail) => new TestPlayer(score, allowFail);
protected class TestPlayer : TestReplayPlayer
{
protected override bool AllowFail { get; }
public TestPlayer(Score score, bool allowFail)
: base(score, false, false)
{
AllowFail = allowFail;
}
}
protected class ModTestCaseData
{
/// <summary>
/// Whether to use a replay to simulate an auto-play. True by default.
/// </summary>
public bool Autoplay = true;
/// <summary>
/// The beatmap for this test case.
/// </summary>
[CanBeNull]
public IBeatmap Beatmap;
/// <summary>
/// The conditions that cause this test case to pass.
/// </summary>
[CanBeNull]
public Func<bool> PassCondition;
/// <summary>
/// The <see cref="Mod"/> this test case tests.
/// </summary>
public readonly Mod Mod;
public ModTestCaseData(Mod mod)
{
Mod = mod;
}
}
}
}