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osu-lazer/osu.Game.Rulesets.Taiko.Tests/Mods/TestSceneTaikoModHidden.cs
T
Krystian Ptach-Żurakowski f9e89afe03 Add increase visibility setting for taiko hidden (#34879)
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
2025-09-02 10:10:58 +09:00

178 lines
6.6 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.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Rulesets.Taiko.Mods;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Tests.Mods
{
public partial class TestSceneTaikoModHidden : TaikoModTestScene
{
private Func<bool> checkAllMaxResultJudgements(int count) => ()
=> Player.ScoreProcessor.JudgedHits >= count
&& Player.Results.All(result => result.Type == result.Judgement.MaxResult);
[Test]
public void TestDefaultBeatmapTest() => CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = checkAllMaxResultJudgements(4),
});
[Test]
public void TestHitTwoNotesWithinShortPeriod()
{
const double hit_time = 1;
CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = checkAllMaxResultJudgements(2),
CreateBeatmap = () =>
{
var beatmap = new Beatmap<TaikoHitObject>
{
HitObjects = new List<TaikoHitObject>
{
new Hit
{
Type = HitType.Rim,
StartTime = hit_time,
},
new Hit
{
Type = HitType.Centre,
StartTime = hit_time * 2,
},
},
BeatmapInfo =
{
Difficulty = new BeatmapDifficulty
{
SliderTickRate = 4,
OverallDifficulty = 0,
},
Ruleset = new TaikoRuleset().RulesetInfo
},
};
beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
return beatmap;
},
});
}
[Test]
public void TestIncreasedVisibilityOnFirstObject()
{
bool firstHitNeverFadedOut = true;
AddStep("enable increased visibility", () => LocalConfig.SetValue(OsuSetting.IncreaseFirstObjectVisibility, true));
CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = () =>
{
var firstHit = this.ChildrenOfType<DrawableHit>().FirstOrDefault(h => h.HitObject.StartTime == 100);
if (firstHit?.Alpha < 1 && !firstHit.IsHit)
firstHitNeverFadedOut = false;
return firstHitNeverFadedOut && checkAllMaxResultJudgements(2).Invoke();
},
CreateBeatmap = () =>
{
var beatmap = new Beatmap<TaikoHitObject>
{
HitObjects = new List<TaikoHitObject>
{
new Hit
{
Type = HitType.Rim,
StartTime = 100,
},
new Hit
{
Type = HitType.Centre,
StartTime = 200,
},
},
BeatmapInfo =
{
Difficulty = new BeatmapDifficulty
{
SliderTickRate = 4,
OverallDifficulty = 0,
},
Ruleset = new TaikoRuleset().RulesetInfo
},
};
beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
return beatmap;
},
});
}
[Test]
public void TestNoIncreasedVisibilityOnFirstObject()
{
bool firstHitFadedOut = true;
AddStep("enable increased visibility", () => LocalConfig.SetValue(OsuSetting.IncreaseFirstObjectVisibility, false));
CreateModTest(new ModTestData
{
Mod = new TaikoModHidden(),
Autoplay = true,
PassCondition = () =>
{
var firstHit = this.ChildrenOfType<DrawableHit>().FirstOrDefault(h => h.HitObject.StartTime == 100);
firstHitFadedOut |= firstHit?.IsHit == false && firstHit.Alpha < 1;
return firstHitFadedOut && checkAllMaxResultJudgements(2).Invoke();
},
CreateBeatmap = () =>
{
var beatmap = new Beatmap<TaikoHitObject>
{
HitObjects = new List<TaikoHitObject>
{
new Hit
{
Type = HitType.Rim,
StartTime = 100,
},
new Hit
{
Type = HitType.Centre,
StartTime = 200,
},
},
BeatmapInfo =
{
Difficulty = new BeatmapDifficulty
{
SliderTickRate = 4,
OverallDifficulty = 0,
},
Ruleset = new TaikoRuleset().RulesetInfo
},
};
beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
return beatmap;
},
});
}
}
}