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