1
0
mirror of https://github.com/ppy/osu.git synced 2026-05-13 19:54:15 +08:00
Files
osu-lazer/osu.Game.Tests/Visual/RankedPlay/TestSceneRankedPlayCard.cs
T
Kao Li Chin (Gao Li Jin) 53f945b7ac Added "LN Ratio" display in Mania in the place of useless "key count" (#37581)
The "Key Count" metric in mania is very useless since you are already
expected to play maps with a specific Key Count when you are queueing.
This PR inserts the proportion of LNs (Long Notes) in the place of that
metric since it is one of the ways players can gudge their skillsets
(This idea comes from reddit)
Also improved the test suite for other skillsets by making the
architecture more minor ruleset friendly

Addresses https://github.com/ppy/osu/discussions/37568.

---------

Co-authored-by: Dan Balasescu <smoogipoo@smgi.me>
Co-authored-by: Dean Herbert <pe@ppy.sh>
2026-05-08 18:04:29 +09:00

230 lines
8.5 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.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps;
using osu.Game.Graphics.Cursor;
using osu.Game.Online.API;
using osu.Game.Online.API.Requests.Responses;
using osu.Game.Overlays;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch;
using osu.Game.Rulesets.Mania;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Taiko;
using osu.Game.Screens.OnlinePlay.Matchmaking.RankedPlay.Card;
using osu.Game.Screens.OnlinePlay.Matchmaking.RankedPlay.Hand;
using osuTK;
namespace osu.Game.Tests.Visual.RankedPlay
{
public partial class TestSceneRankedPlayCard : RankedPlayTestScene
{
protected override Container<Drawable> Content { get; }
[Cached]
private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Purple);
[Cached]
private readonly CardDetailsOverlayContainer overlayContainer;
[Cached]
private readonly SongPreviewParticleContainer particleContainer;
public TestSceneRankedPlayCard()
{
base.Content.AddRange(new Drawable[]
{
new OsuContextMenuContainer
{
RelativeSizeAxes = Axes.Both,
Child = Content = new Container
{
RelativeSizeAxes = Axes.Both,
}
},
overlayContainer = new CardDetailsOverlayContainer(),
particleContainer = new SongPreviewParticleContainer(),
});
}
[Test]
public void TestCards()
{
AddStep("add cards", () =>
{
FillFlowContainer flow;
Child = flow = new FillFlowContainer
{
RelativeSizeAxes = Axes.Y,
Width = 800f,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Spacing = new Vector2(10),
};
for (int i = 0; i < 10; i++)
{
var beatmap = CreateAPIBeatmap();
beatmap.BeatmapSet!.Ratings = Enumerable.Range(0, 11).ToArray();
beatmap.BeatmapSet!.RelatedTags =
[
new APITag
{
Id = 2,
Name = "song representation/simple",
Description = "Accessible and straightforward map design."
},
new APITag
{
Id = 4,
Name = "style/clean",
Description = "Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects."
},
new APITag
{
Id = 23,
Name = "aim/aim control",
Description = "Patterns with velocity or direction changes which strongly go against a player's natural movement pattern."
}
];
beatmap.TopTags =
[
new APIBeatmapTag { TagId = 4, VoteCount = 1 },
new APIBeatmapTag { TagId = 2, VoteCount = 1 },
new APIBeatmapTag { TagId = 23, VoteCount = 5 },
];
beatmap.FailTimes = new APIFailTimes
{
Fails = Enumerable.Range(1, 100).Select(x => x % 12 - 6).ToArray(),
Retries = Enumerable.Range(-2, 100).Select(x => x % 12 - 6).ToArray(),
};
beatmap.StarRating = i + 1;
flow.Add(new RankedPlayCardContent(beatmap)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(1.2f),
});
}
});
}
[Test]
public void TestCardHand()
{
BeatmapRequestHandler requestHandler = null!;
AddStep("setup ruleset", () => requestHandler = new BeatmapRequestHandler(new OsuRuleset().RulesetInfo));
AddStep("setup request handler", () => ((DummyAPIAccess)API).HandleRequest = requestHandler.HandleRequest);
AddStep("add cards", () =>
{
PlayerHandOfCards handOfCards;
Child = handOfCards = new PlayerHandOfCards
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.5f),
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
SelectionMode = HandSelectionMode.Single
};
foreach (var beatmap in requestHandler.Beatmaps)
{
handOfCards.AddCard(new RevealedRankedPlayCardWithPlaylistItem(beatmap));
}
});
}
[Test]
public void TestRulesets()
{
RulesetInfo[] rulesets =
[
new OsuRuleset().RulesetInfo,
new TaikoRuleset().RulesetInfo,
new CatchRuleset().RulesetInfo,
new ManiaRuleset().RulesetInfo
];
foreach (var ruleset in rulesets)
{
AddStep(ruleset.ShortName, () =>
{
FillFlowContainer flow;
Child = flow = new FillFlowContainer
{
RelativeSizeAxes = Axes.Y,
Width = 800f,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Spacing = new Vector2(10),
};
for (int i = 0; i < 10; i++)
{
var beatmap = CreateAPIBeatmap(ruleset);
beatmap.BeatmapSet!.Ratings = Enumerable.Range(0, 11).ToArray();
beatmap.BeatmapSet!.RelatedTags =
[
new APITag
{
Id = 2,
Name = "song representation/simple",
Description = "Accessible and straightforward map design."
},
new APITag
{
Id = 4,
Name = "style/clean",
Description = "Visually uncluttered and organised patterns, often involving few overlaps and equal visual spacing between objects."
},
new APITag
{
Id = 23,
Name = "aim/aim control",
Description = "Patterns with velocity or direction changes which strongly go against a player's natural movement pattern."
}
];
beatmap.TopTags =
[
new APIBeatmapTag { TagId = 4, VoteCount = 1 },
new APIBeatmapTag { TagId = 2, VoteCount = 1 },
new APIBeatmapTag { TagId = 23, VoteCount = 5 },
];
beatmap.FailTimes = new APIFailTimes
{
Fails = Enumerable.Range(1, 100).Select(x => x % 12 - 6).ToArray(),
Retries = Enumerable.Range(-2, 100).Select(x => x % 12 - 6).ToArray(),
};
beatmap.StarRating = i + 1;
flow.Add(new RankedPlayCardContent(beatmap)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Scale = new Vector2(1.2f),
});
}
});
}
}
}
}