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osu-lazer/osu.Game.Rulesets.Taiko.Tests/Editor/TestSceneEditorSaving.cs

92 lines
4.2 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.Linq;
using NUnit.Framework;
using osu.Framework.Input;
using osu.Framework.Testing;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Setup;
using osu.Game.Screens.Menu;
using osu.Game.Screens.Select;
using osu.Game.Tests.Visual;
using osuTK.Input;
namespace osu.Game.Rulesets.Taiko.Tests.Editor
{
public class TestSceneEditorSaving : OsuGameTestScene
{
private Screens.Edit.Editor editor => Game.ChildrenOfType<Screens.Edit.Editor>().FirstOrDefault();
private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap));
/// <summary>
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select.
/// Emphasis is placed on <see cref="BeatmapDifficulty.SliderMultiplier"/>, since taiko has special handling for it to keep compatibility with stable.
/// </summary>
[Test]
public void TestNewBeatmapSaveThenLoad()
{
AddStep("set default beatmap", () => Game.Beatmap.SetDefault());
AddStep("set taiko ruleset", () => Ruleset.Value = new TaikoRuleset().RulesetInfo);
PushAndConfirm(() => new EditorLoader());
AddUntilStep("wait for editor load", () => editor?.IsLoaded == true);
AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true);
// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten.
AddStep("Enter compose mode", () => InputManager.Key(Key.F1));
AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true);
AddStep("Set slider multiplier", () => editorBeatmap.Difficulty.SliderMultiplier = 2);
AddStep("Set artist and title", () =>
{
editorBeatmap.BeatmapInfo.Metadata.Artist = "artist";
editorBeatmap.BeatmapInfo.Metadata.Title = "title";
});
AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName = "difficulty");
checkMutations();
AddStep("Save", () => InputManager.Keys(PlatformAction.Save));
checkMutations();
AddStep("Exit", () => InputManager.Key(Key.Escape));
AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
PushAndConfirm(() => new PlaySongSelect());
AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault);
AddStep("Open options", () => InputManager.Key(Key.F3));
AddStep("Enter editor", () => InputManager.Key(Key.Number5));
AddUntilStep("Wait for editor load", () => editor != null);
checkMutations();
}
private void checkMutations()
{
AddAssert("Beatmap has correct slider multiplier", () =>
{
// we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use.
// therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct.
var taikoDifficulty = new TaikoBeatmapConverter.TaikoMultiplierAppliedDifficulty();
taikoDifficulty.CopyFrom(editorBeatmap.Difficulty);
return Precision.AlmostEquals(taikoDifficulty.SliderMultiplier, 2);
});
AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title");
AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.DifficultyName == "difficulty");
}
}
}