mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 17:17:24 +08:00
67ca7e4135
Closes https://github.com/ppy/osu/issues/6842. This is a rather barebones implementation, just to get this in place somehow at least. The logic is simple - 50% health or above shows pass layer, anything below shows fail layer. This does not match stable logic all across the board because I have no idea how to package that. Stable defines "passing" in like fifty ways: - in mania it's >80% HP (bb57924c15/osu
!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336) - in taiko it's >80% *accuracy* (bb57924c15/osu
!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492) - there's also the part where "geki additions" will unconditionally set passing state (bb57924c15/osu
!/GameModes/Play/Player.cs#L3561-L3564) - and also the part where at the end of the map, the final passing state is determined by checking whether the user passed more sections than failed (bb57924c15/osu
!/GameModes/Play/Player.cs#L3320) The biggest issues of these are probably the first two, and they can *probably* be fixed, but would require a new member on `Ruleset` and I'm not sure how to make one look, so I'm not doing that at this time pending collection of ideas on how to do that.
36 lines
1.4 KiB
C#
36 lines
1.4 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.Collections.Generic;
|
|
using osu.Game.Rulesets;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Scoring;
|
|
using osu.Game.Screens.Play;
|
|
using osu.Game.Tests.Beatmaps;
|
|
|
|
namespace osu.Game.Tests.Gameplay
|
|
{
|
|
/// <summary>
|
|
/// Static class providing a <see cref="Create"/> convenience method to retrieve a correctly-initialised <see cref="GameplayState"/> instance in testing scenarios.
|
|
/// </summary>
|
|
public static class TestGameplayState
|
|
{
|
|
/// <summary>
|
|
/// Creates a correctly-initialised <see cref="GameplayState"/> instance for use in testing.
|
|
/// </summary>
|
|
public static GameplayState Create(Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null)
|
|
{
|
|
var beatmap = new TestBeatmap(ruleset.RulesetInfo);
|
|
var workingBeatmap = new TestWorkingBeatmap(beatmap);
|
|
var playableBeatmap = workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods);
|
|
|
|
var scoreProcessor = ruleset.CreateScoreProcessor();
|
|
scoreProcessor.ApplyBeatmap(playableBeatmap);
|
|
|
|
var healthProcessor = ruleset.CreateHealthProcessor(beatmap.HitObjects[0].StartTime);
|
|
|
|
return new GameplayState(playableBeatmap, ruleset, mods, score, scoreProcessor, healthProcessor);
|
|
}
|
|
}
|
|
}
|