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117 lines
4.0 KiB
C#
117 lines
4.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneGameplayRewinding : PlayerTestScene
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{
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private RulesetExposingPlayer player => (RulesetExposingPlayer)Player;
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[Resolved]
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private AudioManager audioManager { get; set; }
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public TestSceneGameplayRewinding()
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: base(new OsuRuleset())
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{
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}
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private Track track;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap)
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{
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var working = new ClockBackedTestWorkingBeatmap(beatmap, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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track = working.Track;
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return working;
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}
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[Test]
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public void TestNoJudgementsOnRewind()
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{
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AddUntilStep("wait for track to start running", () => track.IsRunning);
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addSeekStep(3000);
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AddAssert("all judged", () => player.DrawableRuleset.Playfield.AllHitObjects.All(h => h.Judged));
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AddUntilStep("key counter counted keys", () => player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses >= 7));
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AddStep("clear results", () => player.AppliedResults.Clear());
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addSeekStep(0);
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AddAssert("none judged", () => player.DrawableRuleset.Playfield.AllHitObjects.All(h => !h.Judged));
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AddUntilStep("key counters reset", () => player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
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AddAssert("no results triggered", () => player.AppliedResults.Count == 0);
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}
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private void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => track.Seek(time));
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// Allow a few frames of lenience
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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Mods.Value = Mods.Value.Concat(new[] { ruleset.GetAutoplayMod() }).ToArray();
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return new RulesetExposingPlayer();
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = new Beatmap
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{
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BeatmapInfo = { BaseDifficulty = { ApproachRate = 9 } },
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};
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for (int i = 0; i < 15; i++)
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{
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beatmap.HitObjects.Add(new HitCircle
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{
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Position = new Vector2(256, 192),
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StartTime = 1000 + 30 * i
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});
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}
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return beatmap;
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}
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private class RulesetExposingPlayer : Player
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{
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public readonly List<JudgementResult> AppliedResults = new List<JudgementResult>();
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public new DrawableRuleset DrawableRuleset => base.DrawableRuleset;
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public RulesetExposingPlayer()
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: base(false, false)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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ScoreProcessor.NewJudgement += r => AppliedResults.Add(r);
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}
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}
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}
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}
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