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

108 lines
4.3 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.Utils;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Rulesets.Osu.Tests
{
[TestFixture]
public class OsuBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
[TestCase("basic")]
[TestCase("colinear-perfect-curve")]
[TestCase("slider-ticks")]
[TestCase("slider-ticks-edge-case")]
[TestCase("slider-paths-edge-case")]
[TestCase("repeat-slider")]
[TestCase("uneven-repeat-slider")]
[TestCase("old-stacking")]
[TestCase("multi-segment-slider")]
[TestCase("nan-slider")]
public void Test(string name) => base.Test(name);
protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
{
switch (hitObject)
{
case Slider slider:
var objects = new List<ConvertValue>();
foreach (var nested in slider.NestedHitObjects)
objects.Add(createConvertValue((OsuHitObject)nested, slider));
// stable does slider tail leniency by offsetting the last tick 36ms back.
// based on player feedback, we're doing this a little different in lazer,
// and the lazer method does not require offsetting the last tick
// (see `DrawableSliderTail.CheckForResult()`).
// however, in conversion tests, just so the output matches, we're bringing
// the 36ms offset back locally.
// in particular, on some sliders, this may rearrange nested objects,
// so we sort them again by start time to prevent test failures.
foreach (var obj in objects.OrderBy(cv => cv.StartTime))
yield return obj;
break;
default:
yield return createConvertValue((OsuHitObject)hitObject);
break;
}
static ConvertValue createConvertValue(OsuHitObject obj, OsuHitObject? parent = null)
{
double startTime = obj.StartTime;
double endTime = obj.GetEndTime();
// as stated in the inline comment above, this is locally bringing back
// the stable treatment of the "legacy last tick" just to make sure
// that the conversion output matches.
// compare: `SliderEventGenerator.Generate()`, and the calculation of `legacyLastTickTime`.
if (obj is SliderTailCircle && parent is Slider slider)
{
startTime = Math.Max(startTime + SliderEventGenerator.TAIL_LENIENCY, slider.StartTime + slider.Duration / 2);
endTime = Math.Max(endTime + SliderEventGenerator.TAIL_LENIENCY, slider.StartTime + slider.Duration / 2);
}
return new ConvertValue
{
StartTime = startTime,
EndTime = endTime,
X = obj.StackedPosition.X,
Y = obj.StackedPosition.Y
};
}
}
protected override Ruleset CreateRuleset() => new OsuRuleset();
}
public struct ConvertValue : IEquatable<ConvertValue>
{
/// <summary>
/// A sane value to account for osu!stable using <see cref="int"/>s everywhere.
/// </summary>
private const double conversion_lenience = 2;
public double StartTime;
public double EndTime;
public float X;
public float Y;
public bool Equals(ConvertValue other)
=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
&& Precision.AlmostEquals(X, other.X, conversion_lenience)
&& Precision.AlmostEquals(Y, other.Y, conversion_lenience);
}
}