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osu-lazer/osu.Game.Rulesets.Osu.Tests/TestSceneTrianglesSpinnerRotation.cs

150 lines
5.6 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;
using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Testing;
using osu.Framework.Timing;
using osu.Game.Beatmaps;
using osu.Game.Database;
using osu.Game.Replays;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Skinning;
using osu.Game.Storyboards;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests
{
public class TestSceneTrianglesSpinnerRotation : TestSceneOsuPlayer
{
private const double spinner_start_time = 100;
private const double spinner_duration = 6000;
[Resolved]
private SkinManager skinManager { get; set; } = null!;
[Resolved]
private AudioManager audioManager { get; set; } = null!;
protected override bool Autoplay => true;
protected override TestPlayer CreatePlayer(Ruleset ruleset) => new ScoreExposedPlayer();
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
private DrawableSpinner drawableSpinner = null!;
private SpriteIcon spinnerSymbol => drawableSpinner.ChildrenOfType<SpriteIcon>().Single();
[SetUpSteps]
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("set triangles skin", () => skinManager.CurrentSkinInfo.Value = TrianglesSkin.CreateInfo().ToLiveUnmanaged());
AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
AddStep("retrieve spinner", () => drawableSpinner = (DrawableSpinner)Player.DrawableRuleset.Playfield.AllHitObjects.First());
}
[Test]
public void TestSymbolMiddleRewindingRotation()
{
double finalSpinnerSymbolRotation = 0, spinnerSymbolRotationTolerance = 0;
addSeekStep(spinner_start_time + 5000);
AddStep("retrieve spinner symbol rotation", () =>
{
finalSpinnerSymbolRotation = spinnerSymbol.Rotation;
spinnerSymbolRotationTolerance = Math.Abs(finalSpinnerSymbolRotation * 0.05f);
});
addSeekStep(spinner_start_time + 2500);
AddAssert("symbol rotation rewound",
() => spinnerSymbol.Rotation, () => Is.EqualTo(finalSpinnerSymbolRotation / 2).Within(spinnerSymbolRotationTolerance));
addSeekStep(spinner_start_time + 5000);
AddAssert("is symbol rotation almost same",
() => spinnerSymbol.Rotation, () => Is.EqualTo(finalSpinnerSymbolRotation).Within(spinnerSymbolRotationTolerance));
}
[Test]
public void TestSymbolRotationDirection([Values(true, false)] bool clockwise)
{
if (clockwise)
transformReplay(flip);
addSeekStep(5000);
AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0);
}
private Replay flip(Replay scoreReplay) => new Replay
{
Frames = scoreReplay
.Frames
.Cast<OsuReplayFrame>()
.Select(replayFrame =>
{
var flippedPosition = new Vector2(OsuPlayfield.BASE_SIZE.X - replayFrame.Position.X, replayFrame.Position.Y);
return new OsuReplayFrame(replayFrame.Time, flippedPosition, replayFrame.Actions.ToArray());
})
.Cast<ReplayFrame>()
.ToList()
};
private void addSeekStep(double time)
{
AddStep($"seek to {time}", () => Player.GameplayClockContainer.Seek(time));
AddUntilStep("wait for seek to finish", () => Player.DrawableRuleset.FrameStableClock.CurrentTime, () => Is.EqualTo(time).Within(100));
}
private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
{
var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
var score = drawableRuleset.ReplayScore;
var transformedScore = new Score
{
ScoreInfo = score.ScoreInfo,
Replay = replayTransformation.Invoke(score.Replay)
};
drawableRuleset.SetReplayScore(transformedScore);
});
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
{
HitObjects = new List<HitObject>
{
new Spinner
{
Position = new Vector2(256, 192),
StartTime = spinner_start_time,
Duration = spinner_duration
},
}
};
private class ScoreExposedPlayer : TestPlayer
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public ScoreExposedPlayer()
: base(false, false)
{
}
}
}
}