mirror of
https://github.com/ppy/osu.git
synced 2026-05-18 21:10:46 +08:00
89 lines
3.0 KiB
C#
89 lines
3.0 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.Linq;
|
|
using NUnit.Framework;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Osu.Mods;
|
|
using osu.Game.Tests.Beatmaps;
|
|
using osu.Game.Tests.Visual;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Tests.Mods
|
|
{
|
|
public partial class TestSceneOsuModEasy : OsuModTestScene
|
|
{
|
|
protected override bool AllowFail => true;
|
|
|
|
[Test]
|
|
public void TestMultipleApplication()
|
|
{
|
|
bool reapplied = false;
|
|
CreateModTest(new ModTestData
|
|
{
|
|
Mods = [new OsuModEasy { Retries = { Value = 1 } }],
|
|
Autoplay = false,
|
|
CreateBeatmap = () =>
|
|
{
|
|
// do stuff to speed up fails
|
|
var b = new TestBeatmap(new OsuRuleset().RulesetInfo)
|
|
{
|
|
Difficulty = { DrainRate = 10 }
|
|
};
|
|
|
|
foreach (var ho in b.HitObjects)
|
|
ho.StartTime /= 4;
|
|
|
|
return b;
|
|
},
|
|
PassCondition = () =>
|
|
{
|
|
if (((ModEasyTestPlayer)Player).FailuresSuppressed > 0 && !reapplied)
|
|
{
|
|
try
|
|
{
|
|
foreach (var mod in Player.GameplayState.Mods.OfType<IApplicableToDifficulty>())
|
|
mod.ApplyToDifficulty(new BeatmapDifficulty());
|
|
|
|
foreach (var mod in Player.GameplayState.Mods.OfType<IApplicableToPlayer>())
|
|
mod.ApplyToPlayer(Player);
|
|
}
|
|
catch
|
|
{
|
|
// don't care if this fails. in fact a failure here is probably better than the alternative.
|
|
}
|
|
finally
|
|
{
|
|
reapplied = true;
|
|
}
|
|
}
|
|
|
|
return Player.GameplayState.HasFailed && ((ModEasyTestPlayer)Player).FailuresSuppressed <= 1;
|
|
}
|
|
});
|
|
}
|
|
|
|
protected override TestPlayer CreateModPlayer(Ruleset ruleset) => new ModEasyTestPlayer(CurrentTestData, AllowFail);
|
|
|
|
private partial class ModEasyTestPlayer : ModTestPlayer
|
|
{
|
|
public int FailuresSuppressed { get; private set; }
|
|
|
|
public ModEasyTestPlayer(ModTestData data, bool allowFail)
|
|
: base(data, allowFail)
|
|
{
|
|
}
|
|
|
|
protected override bool CheckModsAllowFailure()
|
|
{
|
|
bool failureAllowed = GameplayState.Mods.OfType<IApplicableFailOverride>().All(m => m.PerformFail());
|
|
|
|
if (!failureAllowed)
|
|
FailuresSuppressed++;
|
|
|
|
return failureAllowed;
|
|
}
|
|
}
|
|
}
|
|
}
|