mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 02:17:46 +08:00
251 lines
11 KiB
C#
251 lines
11 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using System.Threading.Tasks;
|
|
using NUnit.Framework;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Screens;
|
|
using osu.Framework.Testing;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Judgements;
|
|
using osu.Game.Rulesets.Osu;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Screens.Ranking;
|
|
using osu.Game.Storyboards;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Tests.Visual.Gameplay
|
|
{
|
|
public partial class TestSceneStoryboardWithOutro : PlayerTestScene
|
|
{
|
|
protected override bool HasCustomSteps => true;
|
|
|
|
protected new OutroPlayer Player => (OutroPlayer)base.Player;
|
|
|
|
private double currentBeatmapDuration;
|
|
private double currentStoryboardDuration;
|
|
|
|
private bool showResults = true;
|
|
|
|
private event Func<HealthProcessor, JudgementResult, bool> currentFailConditions;
|
|
|
|
[SetUpSteps]
|
|
public override void SetUpSteps()
|
|
{
|
|
base.SetUpSteps();
|
|
AddStep("enable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, true));
|
|
AddStep("set dim level to 0", () => LocalConfig.SetValue<double>(OsuSetting.DimLevel, 0));
|
|
AddStep("reset fail conditions", () => currentFailConditions = (_, _) => false);
|
|
AddStep("set beatmap duration to 0s", () => currentBeatmapDuration = 0);
|
|
AddStep("set storyboard duration to 8s", () => currentStoryboardDuration = 8000);
|
|
AddStep("set ShowResults = true", () => showResults = true);
|
|
}
|
|
|
|
[Test]
|
|
public void TestStoryboardSkipOutro()
|
|
{
|
|
AddStep("set storyboard duration to long", () => currentStoryboardDuration = 200000);
|
|
CreateTest();
|
|
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
|
AddStep("skip outro", () => InputManager.Key(osuTK.Input.Key.Space));
|
|
AddUntilStep("player is no longer current screen", () => !Player.IsCurrentScreen());
|
|
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
|
}
|
|
|
|
[Test]
|
|
public void TestStoryboardNoSkipOutro()
|
|
{
|
|
CreateTest();
|
|
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
|
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
|
}
|
|
|
|
[Test]
|
|
public void TestStoryboardExitDuringOutroProgressesToResults()
|
|
{
|
|
CreateTest();
|
|
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
|
AddStep("exit via pause", () => Player.ExitViaPause());
|
|
AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen);
|
|
}
|
|
|
|
[TestCase(false)]
|
|
[TestCase(true)]
|
|
public void TestStoryboardToggle(bool enabledAtBeginning)
|
|
{
|
|
CreateTest();
|
|
AddStep($"{(enabledAtBeginning ? "enable" : "disable")} storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, enabledAtBeginning));
|
|
AddStep("toggle storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, !enabledAtBeginning));
|
|
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
|
}
|
|
|
|
[Test]
|
|
public void TestOutroEndsDuringFailAnimation()
|
|
{
|
|
CreateTest(() =>
|
|
{
|
|
AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true);
|
|
|
|
// Fail occurs at 164ms with the provided beatmap.
|
|
// Fail animation runs for 2.5s realtime but the gameplay time change is *variable* due to the frequency transform being applied, so we need a bit of lenience.
|
|
AddStep("set storyboard duration to 0.6s", () => currentStoryboardDuration = 600);
|
|
});
|
|
|
|
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
|
|
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
|
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
|
|
}
|
|
|
|
[Test]
|
|
public void TestSaveFailedReplayWithStoryboardEndedDoesNotProgress()
|
|
{
|
|
CreateTest(() =>
|
|
{
|
|
AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true);
|
|
AddStep("set storyboard duration to 0s", () => currentStoryboardDuration = 0);
|
|
});
|
|
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
|
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
|
|
|
|
AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
|
|
AddUntilStep("wait for button clickable", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().Enabled.Value);
|
|
AddStep("click save button", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().TriggerClick());
|
|
|
|
// Test a regression where importing the fail replay would cause progression to results screen in a failed state.
|
|
AddWaitStep("wait some", 10);
|
|
AddAssert("player is still current screen", () => Player.IsCurrentScreen());
|
|
}
|
|
|
|
[Test]
|
|
public void TestShowResultsFalse()
|
|
{
|
|
CreateTest(() =>
|
|
{
|
|
AddStep("set ShowResults = false", () => showResults = false);
|
|
});
|
|
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
|
AddWaitStep("wait", 10);
|
|
AddAssert("no score shown", () => !Player.IsScoreShown);
|
|
}
|
|
|
|
[Test]
|
|
public void TestStoryboardEndsBeforeCompletion()
|
|
{
|
|
CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
|
|
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
|
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
|
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
|
}
|
|
|
|
[Test]
|
|
public void TestStoryboardRewind()
|
|
{
|
|
SkipOverlay.FadeContainer fadeContainer() => Player.ChildrenOfType<SkipOverlay.FadeContainer>().First();
|
|
|
|
CreateTest();
|
|
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
|
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
|
|
|
|
AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000));
|
|
AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
|
|
|
|
AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
|
|
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPerformExitNoOutro()
|
|
{
|
|
CreateTest();
|
|
AddStep("disable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, false));
|
|
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
|
AddStep("exit via pause", () => Player.ExitViaPause());
|
|
AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen);
|
|
}
|
|
|
|
[Test]
|
|
public void TestPerformExitAfterOutro()
|
|
{
|
|
CreateTest(() =>
|
|
{
|
|
AddStep("set beatmap duration to 4s", () => currentBeatmapDuration = 4000);
|
|
AddStep("set storyboard duration to 1s", () => currentStoryboardDuration = 1000);
|
|
});
|
|
|
|
AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
|
|
AddStep("exit via pause", () => Player.ExitViaPause());
|
|
AddAssert("player paused", () => !Player.IsResuming);
|
|
|
|
AddStep("resume player", () => Player.Resume());
|
|
AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
|
|
AddUntilStep("wait for score shown", () => Player.IsScoreShown);
|
|
}
|
|
|
|
protected override bool AllowFail => true;
|
|
|
|
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
|
|
|
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OutroPlayer(currentFailConditions, showResults);
|
|
|
|
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
|
{
|
|
var beatmap = new Beatmap();
|
|
beatmap.HitObjects.Add(new HitCircle { StartTime = currentBeatmapDuration });
|
|
return beatmap;
|
|
}
|
|
|
|
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
|
|
{
|
|
return base.CreateWorkingBeatmap(beatmap, createStoryboard(currentStoryboardDuration));
|
|
}
|
|
|
|
private Storyboard createStoryboard(double duration)
|
|
{
|
|
var storyboard = new Storyboard();
|
|
var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
|
|
sprite.TimelineGroup.Alpha.Add(Easing.None, 0, duration, 1, 0);
|
|
storyboard.GetLayer("Background").Add(sprite);
|
|
return storyboard;
|
|
}
|
|
|
|
protected partial class OutroPlayer : TestPlayer
|
|
{
|
|
public void ExitViaPause() => PerformExit(true);
|
|
|
|
public new FailOverlay FailOverlay => base.FailOverlay;
|
|
|
|
public bool IsScoreShown => !this.IsCurrentScreen() && this.GetChildScreen() is ResultsScreen;
|
|
|
|
private event Func<HealthProcessor, JudgementResult, bool> failConditions;
|
|
|
|
public OutroPlayer(Func<HealthProcessor, JudgementResult, bool> failConditions, bool showResults = true)
|
|
: base(showResults: showResults)
|
|
{
|
|
this.failConditions = failConditions;
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
HealthProcessor.FailConditions += failConditions;
|
|
}
|
|
|
|
protected override Task ImportScore(Score score)
|
|
{
|
|
return Task.CompletedTask;
|
|
}
|
|
}
|
|
}
|
|
}
|