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216 lines
8.0 KiB
C#
216 lines
8.0 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 Bindable<bool> snakingIn = new Bindable<bool>();
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private readonly Bindable<bool> snakingOut = new Bindable<bool>();
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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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private DrawableSliderRepeat repeat;
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private Vector2 savedVector;
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[SetUpSteps]
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public override void SetUpSteps() { }
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[Test]
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public void TestSnaking()
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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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for (int i = 0; i < 3; i++)
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{
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testSlider(i, true);
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testSlider(i, false);
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}
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}
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[TestCase(true)]
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[TestCase(false)]
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public void TestArrowStays(bool isHit)
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{
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AddStep($"{(isHit ? "enable" : "disable")} autoplay", () => autoplay = isHit);
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setSnaking(true);
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base.SetUpSteps();
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addSeekStep(13500);
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AddStep("retrieve 2nd slider repeat", () =>
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{
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var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.Skip(1).First();
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repeat = drawable.ChildrenOfType<Container<DrawableSliderRepeat>>().First().Children.First();
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});
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AddStep("Save repeat vector", () => savedVector = repeat.Position);
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addSeekStep(13700);
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// Precision.AlmostEquals is used because repeat might have a chance to update its position depending on where in the frame its hit
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AddAssert($"Repeat vector {(isHit ? "is same" : "decreased")}", () => isHit ? Precision.AlmostEquals(savedVector.X, repeat.X, 1) && Precision.AlmostEquals(savedVector.Y, repeat.Y, 1) : repeat.X < savedVector.X && repeat.Y < savedVector.Y);
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}
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private void testSlider(int index, bool snaking)
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{
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double startTime = index * 10000 + 3000;
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int repeats = index;
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AddStep($"retrieve {(index + 1).ToOrdinalWords()} slider", () =>
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{
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slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.Skip(index).First();
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});
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setSnaking(snaking);
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testSnakingIn(startTime + fade_in_modifier, snaking);
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for (int i = 0; i < repeats + 1; i++)
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{
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testSnakingOut(startTime + 100 + duration_of_span * i, snaking && i == repeats, i%2 == 1);
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}
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}
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private void testSnakingIn(double startTime, bool isSnakingExpected)
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{
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addSeekStep(startTime);
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AddStep("Save end vector", () => savedVector = getCurrentSliderVector(true));
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addSeekStep(startTime + 100);
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AddAssert($"End vector increased", () =>
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{
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var currentVector = getCurrentSliderVector(true);
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return isSnakingExpected ? currentVector.X > savedVector.X && currentVector.Y > savedVector.Y : currentVector == savedVector;
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});
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}
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private void testSnakingOut(double startTime, bool isSnakingExpected, bool testSliderEnd)
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{
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addSeekStep(startTime);
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AddStep($"Save {(testSliderEnd ? "end" : "start")} vector", () => savedVector = getCurrentSliderVector(testSliderEnd));
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addSeekStep(startTime + 100);
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AddAssert($"{(testSliderEnd ? "End" : "Start")} vector {(isSnakingExpected ? (testSliderEnd ? "decreased" : "increased") : "is same")}", () =>
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{
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var currentVector = getCurrentSliderVector(testSliderEnd);
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bool check(Vector2 a, Vector2 b)
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{
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if (testSliderEnd)
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return a.X < b.X && a.Y < b.Y;
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return a.X > b.X && a.Y > b.Y;
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}
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return isSnakingExpected ? check(currentVector, savedVector) : currentVector == savedVector;
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});
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}
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private Vector2 getCurrentSliderVector(bool getEndOne)
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{
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var body = (PlaySliderBody)slider.Body.Drawable;
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return getEndOne ? body.CurrentCurve.Last() : body.CurrentCurve.First();
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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 = 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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}
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