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osu-lazer/osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModNoScope.cs
Dean Herbert 17f0d7897b Increase lenience of alpha check in TestSceneOsuModNoScope
I believe the [test
failures](https://github.com/ppy/osu/runs/4977283066?check_suite_focus=true)
we're seeing here are due to the implementation of interpolation of the
alpha being frame dependent (in a way that doesn't interact well with
tests). The reason for never hitting the expected value is that the
beatmap ends, causing the cursor to become fully visible again.

It's probably already good-enough for most cases, so let's attempt to
silence these test failures by not checking so precisely for the alpha
value.

We're checking for either 1 or 0 so it's not too important how close it
is to either.
2022-01-28 18:36:00 +09:00

151 lines
5.4 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.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Utils;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Timing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests.Mods
{
public class TestSceneOsuModNoScope : OsuModTestScene
{
[Test]
public void TestVisibleDuringBreak()
{
CreateModTest(new ModTestData
{
Mod = new OsuModNoScope
{
HiddenComboCount = { Value = 0 },
},
Autoplay = true,
PassCondition = () => true,
Beatmap = new Beatmap
{
HitObjects = new List<HitObject>
{
new HitCircle
{
Position = new Vector2(300, 192),
StartTime = 1000,
},
new HitCircle
{
Position = new Vector2(300, 192),
StartTime = 5000,
}
},
Breaks = new List<BreakPeriod>
{
new BreakPeriod(2000, 4000),
}
}
});
AddUntilStep("wait for cursor to hide", () => cursorAlphaAlmostEquals(0));
AddUntilStep("wait for start of break", isBreak);
AddUntilStep("wait for cursor to show", () => cursorAlphaAlmostEquals(1));
AddUntilStep("wait for end of break", () => !isBreak());
AddUntilStep("wait for cursor to hide", () => cursorAlphaAlmostEquals(0));
}
[Test]
public void TestVisibleDuringSpinner()
{
CreateModTest(new ModTestData
{
Mod = new OsuModNoScope
{
HiddenComboCount = { Value = 0 },
},
Autoplay = true,
PassCondition = () => true,
Beatmap = new Beatmap
{
HitObjects = new List<HitObject>
{
new HitCircle
{
Position = new Vector2(300, 192),
StartTime = 1000,
},
new Spinner
{
Position = new Vector2(256, 192),
StartTime = 2000,
Duration = 2000,
},
new HitCircle
{
Position = new Vector2(300, 192),
StartTime = 5000,
}
}
}
});
AddUntilStep("wait for cursor to hide", () => cursorAlphaAlmostEquals(0));
AddUntilStep("wait for start of spinner", isSpinning);
AddUntilStep("wait for cursor to show", () => cursorAlphaAlmostEquals(1));
AddUntilStep("wait for end of spinner", () => !isSpinning());
AddUntilStep("wait for cursor to hide", () => cursorAlphaAlmostEquals(0));
}
[Test]
public void TestVisibleAfterComboBreak()
{
CreateModTest(new ModTestData
{
Mod = new OsuModNoScope
{
HiddenComboCount = { Value = 2 },
},
Autoplay = true,
PassCondition = () => true,
Beatmap = new Beatmap
{
HitObjects = new List<HitObject>
{
new HitCircle
{
Position = new Vector2(100, 192),
StartTime = 1000,
},
new HitCircle
{
Position = new Vector2(150, 192),
StartTime = 3000,
},
new HitCircle
{
Position = new Vector2(200, 192),
StartTime = 5000,
},
}
}
});
AddAssert("cursor must start visible", () => cursorAlphaAlmostEquals(1));
AddUntilStep("wait for combo", () => Player.ScoreProcessor.Combo.Value >= 2);
AddAssert("cursor must dim after combo", () => !cursorAlphaAlmostEquals(1));
AddStep("break combo", () => Player.ScoreProcessor.Combo.Value = 0);
AddUntilStep("wait for cursor to show", () => cursorAlphaAlmostEquals(1));
}
private bool isSpinning() => Player.ChildrenOfType<DrawableSpinner>().SingleOrDefault()?.Progress > 0;
private bool isBreak() => Player.IsBreakTime.Value;
private bool cursorAlphaAlmostEquals(float alpha) => Precision.AlmostEquals(Player.DrawableRuleset.Cursor.Alpha, alpha, 0.1f);
}
}