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osu-lazer/osu.Game.Rulesets.Taiko.Tests/TestSceneHits.cs
2022-06-17 16:37:17 +09:00

237 lines
8.4 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.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Graphics;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Tests
{
[TestFixture]
public class TestSceneHits : DrawableTaikoRulesetTestScene
{
private const double default_duration = 3000;
private const float scroll_time = 1000;
protected override double TimePerAction => default_duration * 2;
private readonly Random rng = new Random(1337);
[Test]
public void TestVariousHits()
{
AddStep("Hit", () => addHitJudgement(false));
AddStep("Strong hit", () => addStrongHitJudgement(false));
AddStep("Kiai hit", () => addHitJudgement(true));
AddStep("Strong kiai hit", () => addStrongHitJudgement(true));
AddStep("Miss :(", addMissJudgement);
AddStep("DrumRoll", () => addDrumRoll(false));
AddStep("Strong DrumRoll", () => addDrumRoll(true));
AddStep("Kiai DrumRoll", () => addDrumRoll(true, kiai: true));
AddStep("Swell", () => addSwell());
AddStep("Centre", () => addCentreHit(false));
AddStep("Strong Centre", () => addCentreHit(true));
AddStep("Rim", () => addRimHit(false));
AddStep("Strong Rim", () => addRimHit(true));
AddStep("Add bar line", () => addBarLine(false));
AddStep("Add major bar line", () => addBarLine(true));
AddStep("Add centre w/ bar line", () =>
{
addCentreHit(false);
addBarLine(true);
});
AddStep("Height test 1", () => changePlayfieldSize(1));
AddStep("Height test 2", () => changePlayfieldSize(2));
AddStep("Height test 3", () => changePlayfieldSize(3));
AddStep("Height test 4", () => changePlayfieldSize(4));
AddStep("Height test 5", () => changePlayfieldSize(5));
AddStep("Reset height", () => changePlayfieldSize(6));
}
private void changePlayfieldSize(int step)
{
double delay = 0;
// Add new hits
switch (step)
{
case 1:
addCentreHit(false);
break;
case 2:
addCentreHit(true);
break;
case 3:
addDrumRoll(false);
break;
case 4:
addDrumRoll(true);
break;
case 5:
addSwell();
delay = scroll_time - 100;
break;
}
// Tween playfield height
switch (step)
{
default:
PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
break;
case 6:
PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, DEFAULT_PLAYFIELD_CONTAINER_HEIGHT), 500);
break;
}
}
private void addHitJudgement(bool kiai)
{
HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
Hit hit = new Hit { StartTime = DrawableRuleset.Playfield.Time.Current };
var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
DrawableRuleset.Playfield.Add(h);
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult });
}
private void addStrongHitJudgement(bool kiai)
{
HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
Hit hit = new Hit
{
StartTime = DrawableRuleset.Playfield.Time.Current,
IsStrong = true,
Samples = createSamples(strong: true)
};
var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
DrawableRuleset.Playfield.Add(h);
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult });
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(hit.NestedHitObjects.Single(), new TaikoStrongJudgement()) { Type = HitResult.Great });
}
private void addMissJudgement()
{
DrawableTestHit h;
DrawableRuleset.Playfield.Add(h = new DrawableTestHit(new Hit { StartTime = DrawableRuleset.Playfield.Time.Current }, HitResult.Miss)
{
Alpha = 0
});
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(h.HitObject, new TaikoJudgement()) { Type = HitResult.Miss });
}
private void addBarLine(bool major, double delay = scroll_time)
{
BarLine bl = new BarLine
{
StartTime = DrawableRuleset.Playfield.Time.Current + delay,
Major = major
};
DrawableRuleset.Playfield.Add(bl);
}
private void addSwell(double duration = default_duration)
{
var swell = new Swell
{
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
Duration = duration,
};
swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
DrawableRuleset.Playfield.Add(new DrawableSwell(swell));
}
private void addDrumRoll(bool strong, double duration = default_duration, bool kiai = false)
{
addBarLine(true);
addBarLine(true, scroll_time + duration);
var d = new DrumRoll
{
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
IsStrong = strong,
Samples = createSamples(strong: strong),
Duration = duration,
TickRate = 8,
};
var cpi = new ControlPointInfo();
cpi.Add(-10000, new EffectControlPoint { KiaiMode = kiai });
d.ApplyDefaults(cpi, new BeatmapDifficulty());
DrawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
}
private void addCentreHit(bool strong)
{
Hit h = new Hit
{
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
IsStrong = strong,
Samples = createSamples(HitType.Centre, strong)
};
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
DrawableRuleset.Playfield.Add(new DrawableHit(h));
}
private void addRimHit(bool strong)
{
Hit h = new Hit
{
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
IsStrong = strong,
Samples = createSamples(HitType.Rim, strong)
};
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
DrawableRuleset.Playfield.Add(new DrawableHit(h));
}
// TODO: can be removed if a better way of handling colour/strong type and samples is developed
private IList<HitSampleInfo> createSamples(HitType? hitType = null, bool strong = false)
{
var samples = new List<HitSampleInfo>();
if (hitType == HitType.Rim)
samples.Add(new HitSampleInfo(HitSampleInfo.HIT_CLAP));
if (strong)
samples.Add(new HitSampleInfo(HitSampleInfo.HIT_FINISH));
return samples;
}
}
}