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67ca7e4135
Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (bb57924c15/osu
!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (bb57924c15/osu
!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (bb57924c15/osu
!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (bb57924c15/osu
!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
36 lines
1.4 KiB
C#
36 lines
1.4 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 osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Gameplay
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{
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/// <summary>
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/// Static class providing a <see cref="Create"/> convenience method to retrieve a correctly-initialised <see cref="GameplayState"/> instance in testing scenarios.
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/// </summary>
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public static class TestGameplayState
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{
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/// <summary>
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/// Creates a correctly-initialised <see cref="GameplayState"/> instance for use in testing.
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/// </summary>
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public static GameplayState Create(Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null)
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{
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var beatmap = new TestBeatmap(ruleset.RulesetInfo);
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var workingBeatmap = new TestWorkingBeatmap(beatmap);
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var playableBeatmap = workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
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var scoreProcessor = ruleset.CreateScoreProcessor();
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scoreProcessor.ApplyBeatmap(playableBeatmap);
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var healthProcessor = ruleset.CreateHealthProcessor(beatmap.HitObjects[0].StartTime);
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return new GameplayState(playableBeatmap, ruleset, mods, score, scoreProcessor, healthProcessor);
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}
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}
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}
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