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c803de2b49
Since ModTestScene.CreatePlayer would apply mods in addition to instantiating the player, overriding it could lead to mistakenly also overriding the code that was supposed to set up the test via currentTestData. Make ModTestScene.CreatePlayer sealed, which ensures that mod & autoplay changes are applied, and expose ModTestScene.CreateModPlayer instead which has the expected semantics.
102 lines
2.9 KiB
C#
102 lines
2.9 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;
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using System.Collections.Generic;
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using JetBrains.Annotations;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Tests.Visual
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{
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public abstract class ModTestScene : PlayerTestScene
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{
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protected sealed override bool HasCustomSteps => true;
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(ModTestScene)
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};
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protected ModTestScene(Ruleset ruleset)
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: base(ruleset)
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{
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}
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private ModTestData currentTestData;
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protected void CreateModTest(ModTestData testData) => CreateTest(() =>
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{
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AddStep("set test data", () => currentTestData = testData);
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});
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public override void TearDownSteps()
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{
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AddUntilStep("test passed", () =>
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{
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if (currentTestData == null)
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return true;
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return currentTestData.PassCondition?.Invoke() ?? false;
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});
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base.TearDownSteps();
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}
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protected sealed override IBeatmap CreateBeatmap(RulesetInfo ruleset) => currentTestData?.Beatmap ?? base.CreateBeatmap(ruleset);
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protected sealed override TestPlayer CreatePlayer(Ruleset ruleset)
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{
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var mods = new List<Mod>(SelectedMods.Value);
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if (currentTestData.Mod != null)
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mods.Add(currentTestData.Mod);
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if (currentTestData.Autoplay)
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mods.Add(ruleset.GetAutoplayMod());
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SelectedMods.Value = mods;
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return CreateModPlayer(ruleset);
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}
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protected virtual TestPlayer CreateModPlayer(Ruleset ruleset) => new ModTestPlayer(AllowFail);
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protected class ModTestPlayer : TestPlayer
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{
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protected override bool AllowFail { get; }
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public ModTestPlayer(bool allowFail)
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: base(false, false)
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{
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AllowFail = allowFail;
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}
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}
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protected class ModTestData
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{
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/// <summary>
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/// Whether to use a replay to simulate an auto-play. True by default.
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/// </summary>
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public bool Autoplay = true;
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/// <summary>
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/// The beatmap for this test case.
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/// </summary>
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[CanBeNull]
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public IBeatmap Beatmap;
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/// <summary>
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/// The conditions that cause this test case to pass.
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/// </summary>
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[CanBeNull]
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public Func<bool> PassCondition;
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/// <summary>
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/// The <see cref="Mod"/> this test case tests.
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/// </summary>
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public Mod Mod;
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}
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}
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}
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