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dc9c474033
This allows tests to successfully retrieve rulesets, as they are referenced.
220 lines
8.6 KiB
C#
220 lines
8.6 KiB
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI;
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using osu.Game.Tests.Beatmaps;
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using OpenTK;
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namespace osu.Game.Tests.Visual
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{
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/// <summary>
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/// The most minimal implementation of a playfield with scrolling hit objects.
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/// </summary>
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[TestFixture]
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public class TestCaseScrollingPlayfield : OsuTestCase
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{
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public TestCaseScrollingPlayfield()
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{
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Clock = new FramedClock();
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var objects = new List<HitObject>();
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int time = 1500;
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for (int i = 0; i < 50; i++)
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{
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objects.Add(new TestHitObject { StartTime = time });
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time += 500;
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}
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Beatmap b = new Beatmap
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{
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HitObjects = objects,
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BeatmapInfo = new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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Metadata = new BeatmapMetadata()
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}
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};
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WorkingBeatmap beatmap = new TestWorkingBeatmap(b);
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TestRulesetContainer horizontalRulesetContainer;
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Add(horizontalRulesetContainer = new TestRulesetContainer(Axes.X, beatmap, true));
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TestRulesetContainer verticalRulesetContainer;
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Add(verticalRulesetContainer = new TestRulesetContainer(Axes.Y, beatmap, true));
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AddStep("Reverse direction", () =>
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{
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horizontalRulesetContainer.Playfield.Reverse();
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verticalRulesetContainer.Playfield.Reverse();
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});
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}
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[Test]
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public void TestSpeedAdjustmentOrdering()
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{
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var hitObjectContainer = new ScrollingPlayfield.ScrollingHitObjectContainer(Axes.X);
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var speedAdjustments = new[]
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{
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new SpeedAdjustmentContainer(new MultiplierControlPoint()),
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new SpeedAdjustmentContainer(new MultiplierControlPoint(1000)
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{
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TimingPoint = new TimingControlPoint { BeatLength = 500 }
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}),
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new SpeedAdjustmentContainer(new MultiplierControlPoint(2000)
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{
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TimingPoint = new TimingControlPoint { BeatLength = 1000 },
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DifficultyPoint = new DifficultyControlPoint { SpeedMultiplier = 2}
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}),
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new SpeedAdjustmentContainer(new MultiplierControlPoint(3000)
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{
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TimingPoint = new TimingControlPoint { BeatLength = 1000 },
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DifficultyPoint = new DifficultyControlPoint { SpeedMultiplier = 1}
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}),
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};
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var hitObjects = new[]
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{
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new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = -1000 }),
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new DrawableTestHitObject(Axes.X, new TestHitObject()),
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new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 1000 }),
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new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 2000 }),
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new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 3000 }),
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new DrawableTestHitObject(Axes.X, new TestHitObject { StartTime = 4000 }),
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};
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hitObjects.ForEach(h => hitObjectContainer.Add(h));
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speedAdjustments.ForEach(hitObjectContainer.AddSpeedAdjustment);
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// The 0th index in hitObjectContainer.SpeedAdjustments is the "default" control point
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// Check multiplier of the default speed adjustment
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Assert.AreEqual(1, hitObjectContainer.SpeedAdjustments[0].ControlPoint.Multiplier);
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Assert.AreEqual(1, speedAdjustments[0].ControlPoint.Multiplier);
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Assert.AreEqual(2, speedAdjustments[1].ControlPoint.Multiplier);
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Assert.AreEqual(2, speedAdjustments[2].ControlPoint.Multiplier);
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Assert.AreEqual(1, speedAdjustments[3].ControlPoint.Multiplier);
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// Check insertion of hit objects
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Assert.IsTrue(hitObjectContainer.SpeedAdjustments[4].Contains(hitObjects[0]));
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Assert.IsTrue(hitObjectContainer.SpeedAdjustments[3].Contains(hitObjects[1]));
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Assert.IsTrue(hitObjectContainer.SpeedAdjustments[2].Contains(hitObjects[2]));
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Assert.IsTrue(hitObjectContainer.SpeedAdjustments[1].Contains(hitObjects[3]));
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Assert.IsTrue(hitObjectContainer.SpeedAdjustments[0].Contains(hitObjects[4]));
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Assert.IsTrue(hitObjectContainer.SpeedAdjustments[0].Contains(hitObjects[5]));
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hitObjectContainer.RemoveSpeedAdjustment(hitObjectContainer.SpeedAdjustments[3]);
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// The hit object contained in this speed adjustment should be resorted into the one occuring before it
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Assert.IsTrue(hitObjectContainer.SpeedAdjustments[3].Contains(hitObjects[1]));
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}
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private class TestRulesetContainer : ScrollingRulesetContainer<TestPlayfield, TestHitObject>
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{
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private readonly Axes scrollingAxes;
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public TestRulesetContainer(Axes scrollingAxes, WorkingBeatmap beatmap, bool isForCurrentRuleset)
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: base(null, beatmap, isForCurrentRuleset)
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{
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this.scrollingAxes = scrollingAxes;
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}
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public new TestPlayfield Playfield => base.Playfield;
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public override ScoreProcessor CreateScoreProcessor() => new TestScoreProcessor();
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public override PassThroughInputManager CreateInputManager() => new PassThroughInputManager();
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protected override BeatmapConverter<TestHitObject> CreateBeatmapConverter() => new TestBeatmapConverter();
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protected override Playfield CreatePlayfield() => new TestPlayfield(scrollingAxes);
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protected override DrawableHitObject<TestHitObject> GetVisualRepresentation(TestHitObject h) => new DrawableTestHitObject(scrollingAxes, h);
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}
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private class TestScoreProcessor : ScoreProcessor<TestHitObject>
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{
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protected override void OnNewJudgement(Judgement judgement)
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{
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}
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}
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private class TestBeatmapConverter : BeatmapConverter<TestHitObject>
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{
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protected override IEnumerable<Type> ValidConversionTypes => new[] { typeof(HitObject) };
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protected override IEnumerable<TestHitObject> ConvertHitObject(HitObject original, Beatmap beatmap)
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{
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yield return original as TestHitObject;
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}
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}
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private class DrawableTestHitObject : DrawableScrollingHitObject<TestHitObject>
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{
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public DrawableTestHitObject(Axes scrollingAxes, TestHitObject hitObject)
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: base(hitObject)
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{
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Anchor = scrollingAxes == Axes.Y ? Anchor.TopCentre : Anchor.CentreLeft;
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Origin = Anchor.Centre;
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AutoSizeAxes = Axes.Both;
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Add(new Circle
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{
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Size = new Vector2(50)
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});
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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private class TestPlayfield : ScrollingPlayfield
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{
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protected override Container<Drawable> Content => content;
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private readonly Container<Drawable> content;
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public TestPlayfield(Axes scrollingAxes)
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: base(scrollingAxes)
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{
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InternalChildren = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.2f
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},
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content = new Container { RelativeSizeAxes = Axes.Both }
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};
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}
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public void Reverse() => Reversed.Toggle();
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}
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private class TestHitObject : HitObject
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{
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}
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}
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}
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