mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 05:57:29 +08:00
e11139eadf
Moq is introduced to mock sliders' end time/position. This is already used similarly in `osu.Game.Tests`.
261 lines
9.2 KiB
C#
261 lines
9.2 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.Collections.Generic;
|
|
using System.Linq;
|
|
using Moq;
|
|
using NUnit.Framework;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Rulesets.Edit;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Osu.Edit.Checks;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osu.Game.Tests.Beatmaps;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Tests.Editor.Checks
|
|
{
|
|
[TestFixture]
|
|
public class CheckLowDiffOverlapsTest
|
|
{
|
|
private CheckLowDiffOverlaps check;
|
|
|
|
[SetUp]
|
|
public void Setup()
|
|
{
|
|
check = new CheckLowDiffOverlaps();
|
|
}
|
|
|
|
[Test]
|
|
public void TestNoOverlapFarApart()
|
|
{
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 500, Position = new Vector2(200, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestNoOverlapClose()
|
|
{
|
|
assertShouldProbablyOverlap(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 167, Position = new Vector2(200, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestNoOverlapTooClose()
|
|
{
|
|
assertShouldOverlap(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 100, Position = new Vector2(200, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestNoOverlapTooCloseExpert()
|
|
{
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 100, Position = new Vector2(200, 0) }
|
|
}
|
|
}, DifficultyRating.Expert);
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlapClose()
|
|
{
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 167, Position = new Vector2(20, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlapFarApart()
|
|
{
|
|
assertShouldNotOverlap(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 500, Position = new Vector2(20, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestAlmostOverlapFarApart()
|
|
{
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
// Default circle diameter is 128 px, but part of that is the fade/border of the circle.
|
|
// We want this to only be a problem when it actually looks like an overlap.
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 500, Position = new Vector2(125, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestAlmostNotOverlapFarApart()
|
|
{
|
|
assertShouldNotOverlap(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 500, Position = new Vector2(110, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlapFarApartExpert()
|
|
{
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 500, Position = new Vector2(20, 0) }
|
|
}
|
|
}, DifficultyRating.Expert);
|
|
}
|
|
|
|
[Test]
|
|
public void TestOverlapTooFarApart()
|
|
{
|
|
// Far apart enough to where the objects are not visible at the same time, and so overlapping is fine.
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
new HitCircle { StartTime = 0, Position = new Vector2(0) },
|
|
new HitCircle { StartTime = 2000, Position = new Vector2(20, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestSliderTailOverlapFarApart()
|
|
{
|
|
assertShouldNotOverlap(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
getSliderMock(startTime: 0, endTime: 500, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
|
|
new HitCircle { StartTime = 1000, Position = new Vector2(120, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestSliderTailOverlapClose()
|
|
{
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
getSliderMock(startTime: 0, endTime: 900, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
|
|
new HitCircle { StartTime = 1000, Position = new Vector2(120, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestSliderTailNoOverlapFarApart()
|
|
{
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
getSliderMock(startTime: 0, endTime: 500, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
|
|
new HitCircle { StartTime = 1000, Position = new Vector2(300, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
[Test]
|
|
public void TestSliderTailNoOverlapClose()
|
|
{
|
|
// If these were circles they would need to overlap, but overlapping with slider tails is not required.
|
|
assertOk(new Beatmap<HitObject>
|
|
{
|
|
HitObjects = new List<HitObject>
|
|
{
|
|
getSliderMock(startTime: 0, endTime: 900, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
|
|
new HitCircle { StartTime = 1000, Position = new Vector2(300, 0) }
|
|
}
|
|
});
|
|
}
|
|
|
|
private Mock<Slider> getSliderMock(double startTime, double endTime, Vector2 startPosition, Vector2 endPosition)
|
|
{
|
|
var mockSlider = new Mock<Slider>();
|
|
mockSlider.SetupGet(s => s.StartTime).Returns(startTime);
|
|
mockSlider.SetupGet(s => s.Position).Returns(startPosition);
|
|
mockSlider.SetupGet(s => s.EndPosition).Returns(endPosition);
|
|
mockSlider.As<IHasDuration>().Setup(d => d.EndTime).Returns(endTime);
|
|
|
|
return mockSlider;
|
|
}
|
|
|
|
private void assertOk(IBeatmap beatmap, DifficultyRating difficultyRating = DifficultyRating.Easy)
|
|
{
|
|
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), difficultyRating);
|
|
Assert.That(check.Run(context), Is.Empty);
|
|
}
|
|
|
|
private void assertShouldProbablyOverlap(IBeatmap beatmap, int count = 1)
|
|
{
|
|
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), DifficultyRating.Easy);
|
|
var issues = check.Run(context).ToList();
|
|
|
|
Assert.That(issues, Has.Count.EqualTo(count));
|
|
Assert.That(issues.All(issue => issue.Template is CheckLowDiffOverlaps.IssueTemplateShouldProbablyOverlap));
|
|
}
|
|
|
|
private void assertShouldOverlap(IBeatmap beatmap, int count = 1)
|
|
{
|
|
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), DifficultyRating.Easy);
|
|
var issues = check.Run(context).ToList();
|
|
|
|
Assert.That(issues, Has.Count.EqualTo(count));
|
|
Assert.That(issues.All(issue => issue.Template is CheckLowDiffOverlaps.IssueTemplateShouldOverlap));
|
|
}
|
|
|
|
private void assertShouldNotOverlap(IBeatmap beatmap, int count = 1)
|
|
{
|
|
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), DifficultyRating.Easy);
|
|
var issues = check.Run(context).ToList();
|
|
|
|
Assert.That(issues, Has.Count.EqualTo(count));
|
|
Assert.That(issues.All(issue => issue.Template is CheckLowDiffOverlaps.IssueTemplateShouldNotOverlap));
|
|
}
|
|
}
|
|
}
|