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255 lines
9.5 KiB
C#
255 lines
9.5 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;
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using System.Collections.Generic;
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using System.Linq;
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using Humanizer;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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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.Configuration;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Storyboards;
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using osuTK;
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using static osu.Game.Tests.Visual.OsuTestScene.ClockBackedTestWorkingBeatmap;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public class TestSceneSliderSnaking : TestSceneOsuPlayer
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{
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[Resolved]
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private AudioManager audioManager { get; set; }
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private TrackVirtualManual track;
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protected override bool Autoplay => autoplay;
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private bool autoplay;
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private readonly BindableBool snakingIn = new BindableBool();
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private readonly BindableBool snakingOut = new BindableBool();
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private const double duration_of_span = 3605;
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private const double fade_in_modifier = -1200;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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{
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var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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track = (TrackVirtualManual)working.Track;
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return working;
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}
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[BackgroundDependencyLoader]
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private void load(RulesetConfigCache configCache)
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{
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var config = (OsuRulesetConfigManager)configCache.GetConfigFor(Ruleset.Value.CreateInstance());
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config.BindWith(OsuRulesetSetting.SnakingInSliders, snakingIn);
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config.BindWith(OsuRulesetSetting.SnakingOutSliders, snakingOut);
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}
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private DrawableSlider slider;
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[SetUpSteps]
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public override void SetUpSteps()
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{
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}
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[TestCase(0)]
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[TestCase(1)]
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[TestCase(2)]
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public void TestSnakingEnabled(int sliderIndex)
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{
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AddStep("enable autoplay", () => autoplay = true);
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => track.IsRunning);
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double startTime = hitObjects[sliderIndex].StartTime;
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retrieveDrawableSlider(sliderIndex);
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setSnaking(true);
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ensureSnakingIn(startTime + fade_in_modifier);
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for (int i = 0; i < sliderIndex; i++)
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{
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// non-final repeats should not snake out
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ensureNoSnakingOut(startTime, i);
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}
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// final repeat should snake out
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ensureSnakingOut(startTime, sliderIndex);
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}
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[TestCase(0)]
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[TestCase(1)]
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[TestCase(2)]
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public void TestSnakingDisabled(int sliderIndex)
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{
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AddStep("have autoplay", () => autoplay = true);
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => track.IsRunning);
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double startTime = hitObjects[sliderIndex].StartTime;
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retrieveDrawableSlider(sliderIndex);
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setSnaking(false);
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ensureNoSnakingIn(startTime + fade_in_modifier);
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for (int i = 0; i <= sliderIndex; i++)
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{
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// no snaking out ever, including final repeat
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ensureNoSnakingOut(startTime, i);
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}
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}
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[Test]
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public void TestRepeatArrowDoesNotMoveWhenHit()
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{
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AddStep("enable autoplay", () => autoplay = true);
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setSnaking(true);
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base.SetUpSteps();
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// repeat might have a chance to update its position depending on where in the frame its hit,
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// so some leniency is allowed here instead of checking strict equality
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checkPositionChange(16600, sliderRepeat, positionAlmostSame);
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}
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[Test]
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public void TestRepeatArrowMovesWhenNotHit()
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{
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AddStep("disable autoplay", () => autoplay = false);
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setSnaking(true);
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base.SetUpSteps();
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checkPositionChange(16600, sliderRepeat, positionDecreased);
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}
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private void retrieveDrawableSlider(int index) =>
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AddStep($"retrieve {(index + 1).ToOrdinalWords()} slider", () =>
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slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.ElementAt(index));
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private void ensureSnakingIn(double startTime) => checkPositionChange(startTime, sliderEnd, positionIncreased);
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private void ensureNoSnakingIn(double startTime) => checkPositionChange(startTime, sliderEnd, positionRemainsSame);
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private void ensureSnakingOut(double startTime, int repeatIndex)
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{
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var repeatTime = timeAtRepeat(startTime, repeatIndex);
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if (repeatIndex % 2 == 0)
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checkPositionChange(repeatTime, sliderStart, positionIncreased);
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else
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checkPositionChange(repeatTime, sliderEnd, positionDecreased);
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}
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private void ensureNoSnakingOut(double startTime, int repeatIndex) =>
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checkPositionChange(timeAtRepeat(startTime, repeatIndex), positionAtRepeat(repeatIndex), positionRemainsSame);
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private double timeAtRepeat(double startTime, int repeatIndex) => startTime + 100 + duration_of_span * repeatIndex;
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private Func<Vector2> positionAtRepeat(int repeatIndex) => repeatIndex % 2 == 0 ? (Func<Vector2>)sliderStart : sliderEnd;
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private List<Vector2> sliderCurve => ((PlaySliderBody)slider.Body.Drawable).CurrentCurve;
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private Vector2 sliderStart() => sliderCurve.First();
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private Vector2 sliderEnd() => sliderCurve.Last();
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private Vector2 sliderRepeat()
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{
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var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.ElementAt(1);
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var repeat = drawable.ChildrenOfType<Container<DrawableSliderRepeat>>().First().Children.First();
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return repeat.Position;
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}
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private bool positionRemainsSame(Vector2 previous, Vector2 current) => previous == current;
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private bool positionIncreased(Vector2 previous, Vector2 current) => current.X > previous.X && current.Y > previous.Y;
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private bool positionDecreased(Vector2 previous, Vector2 current) => current.X < previous.X && current.Y < previous.Y;
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private bool positionAlmostSame(Vector2 previous, Vector2 current) => Precision.AlmostEquals(previous, current, 1);
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private void checkPositionChange(double startTime, Func<Vector2> positionToCheck, Func<Vector2, Vector2, bool> positionAssertion)
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{
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Vector2 previousPosition = Vector2.Zero;
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string positionDescription = positionToCheck.Method.Name.Humanize(LetterCasing.LowerCase);
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string assertionDescription = positionAssertion.Method.Name.Humanize(LetterCasing.LowerCase);
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addSeekStep(startTime);
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AddStep($"save {positionDescription} position", () => previousPosition = positionToCheck.Invoke());
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addSeekStep(startTime + 100);
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AddAssert($"{positionDescription} {assertionDescription}", () =>
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{
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var currentPosition = positionToCheck.Invoke();
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return positionAssertion.Invoke(previousPosition, currentPosition);
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});
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}
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private void setSnaking(bool value)
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{
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AddStep($"{(value ? "enable" : "disable")} snaking", () =>
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{
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snakingIn.Value = value;
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snakingOut.Value = value;
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});
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}
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private void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => track.Seek(time));
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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{
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HitObjects = hitObjects
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};
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private readonly List<HitObject> hitObjects = new List<HitObject>
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{
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new Slider
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{
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StartTime = 3000,
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Position = new Vector2(100, 100),
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Path = new SliderPath(PathType.PerfectCurve, new[]
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{
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Vector2.Zero,
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new Vector2(300, 200)
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}),
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},
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new Slider
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{
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StartTime = 13000,
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Position = new Vector2(100, 100),
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Path = new SliderPath(PathType.PerfectCurve, new[]
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{
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Vector2.Zero,
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new Vector2(300, 200)
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}),
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RepeatCount = 1,
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},
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new Slider
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{
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StartTime = 23000,
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Position = new Vector2(100, 100),
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Path = new SliderPath(PathType.PerfectCurve, new[]
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{
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Vector2.Zero,
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new Vector2(300, 200)
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}),
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RepeatCount = 2,
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},
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new HitCircle
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{
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StartTime = 199999,
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}
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};
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}
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}
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