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53 lines
1.7 KiB
C#
53 lines
1.7 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.Linq;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneFailJudgement : AllPlayersTestScene
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{
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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Mods.Value = Array.Empty<Mod>();
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var beatmap = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Array.Empty<Mod>());
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return new FailPlayer(ruleset.GetAutoplayMod().CreateReplayScore(beatmap));
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}
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protected override void AddCheckSteps()
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for multiple judged objects", () => ((FailPlayer)Player).DrawableRuleset.Playfield.AllHitObjects.Count(h => h.AllJudged) > 1);
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AddAssert("total judgements == 1", () => ((FailPlayer)Player).ScoreProcessor.JudgedHits == 1);
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}
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private class FailPlayer : ReplayPlayer
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{
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public new DrawableRuleset DrawableRuleset => base.DrawableRuleset;
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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protected override bool PauseOnFocusLost => false;
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public FailPlayer(Score score)
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: base(score, false, false)
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{
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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ScoreProcessor.FailConditions += (_, __) => true;
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}
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}
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}
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}
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