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osu-lazer/osu.Game.Tests/Visual/Gameplay/TestSceneGameplaySampleTriggerSource.cs
2024-02-29 23:05:28 +08:00

232 lines
9.0 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.Diagnostics;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Legacy;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Storyboards;
using osuTK;
using osuTK.Input;
namespace osu.Game.Tests.Visual.Gameplay
{
public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
{
protected override bool AllowBackwardsSeeks => true;
private TestGameplaySampleTriggerSource sampleTriggerSource = null!;
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
private Beatmap beatmap = null!;
[Resolved]
private AudioManager audio { get; set; } = null!;
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
ControlPointInfo controlPointInfo = new LegacyControlPointInfo();
beatmap = new Beatmap
{
BeatmapInfo = new BeatmapInfo
{
Difficulty = new BeatmapDifficulty { CircleSize = 6, SliderMultiplier = 3 },
Ruleset = ruleset
},
ControlPointInfo = controlPointInfo
};
const double start_offset = 8000;
const double spacing = 2000;
// intentionally start objects a bit late so we can test the case of no alive objects.
double t = start_offset;
beatmap.HitObjects.AddRange(new HitObject[]
{
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
},
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
},
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL, HitSampleInfo.BANK_SOFT) },
},
new HitCircle
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
},
new Slider
{
HitWindows = new HitWindows(),
StartTime = t += spacing,
Path = new SliderPath(PathType.LINEAR, new[] { Vector2.Zero, Vector2.UnitY * 200 }),
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE, HitSampleInfo.BANK_SOFT) },
},
});
// Add a change in volume halfway through final slider.
controlPointInfo.Add(t, new SampleControlPoint
{
SampleBank = "normal",
SampleVolume = 20,
});
return beatmap;
}
public override void SetUpSteps()
{
base.SetUpSteps();
AddStep("Add trigger source", () => Player.DrawableRuleset.FrameStableComponents.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
}
[Test]
public void TestCorrectHitObject()
{
waitForAliveObjectIndex(null);
checkValidObjectIndex(0);
seekBeforeIndex(0);
waitForAliveObjectIndex(0);
checkValidObjectIndex(0);
AddAssert("first object not hit", () => getNextAliveObject()?.Entry?.Result?.HasResult != true);
AddStep("hit first object", () =>
{
var next = getNextAliveObject();
if (next != null)
{
Debug.Assert(next.Entry?.Result?.HasResult != true);
InputManager.MoveMouseTo(next.ScreenSpaceDrawQuad.Centre);
InputManager.Click(MouseButton.Left);
}
});
AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
// next object is too far away, so we still use the already hit object.
checkValidObjectIndex(0);
// still too far away.
seekBeforeIndex(1, 400);
checkValidObjectIndex(0);
// Still object 1 as it's not hit yet.
seekBeforeIndex(1);
waitForAliveObjectIndex(1);
checkValidObjectIndex(1);
seekBeforeIndex(2);
waitForAliveObjectIndex(2);
checkValidObjectIndex(2);
// test rewinding
seekBeforeIndex(1);
waitForAliveObjectIndex(1);
checkValidObjectIndex(1);
seekBeforeIndex(1, 400);
checkValidObjectIndex(0);
seekBeforeIndex(3);
waitForAliveObjectIndex(3);
checkValidObjectIndex(3);
seekBeforeIndex(4);
waitForAliveObjectIndex(4);
// Even before the object, we should prefer the first nested object's sample.
// This is because the (parent) object will only play its sample at the final EndTime.
AddAssert("check valid object is slider's first nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.First()));
AddStep("seek to just before slider ends", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[4].GetEndTime() - 100));
waitForCatchUp();
AddUntilStep("wait until valid object is slider's last nested", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4].NestedHitObjects.Last()));
// After we get far enough away, the samples of the object itself should be used, not any nested object.
AddStep("seek to further after slider", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[4].GetEndTime() + 1000));
waitForCatchUp();
AddUntilStep("wait until valid object is slider itself", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[4]));
AddStep("Seek into future", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
waitForCatchUp();
waitForAliveObjectIndex(null);
checkValidObjectIndex(4);
}
private void seekBeforeIndex(int index, double amount = 100)
{
AddStep($"seek to {amount} ms before object {index}", () => Player.GameplayClockContainer.Seek(beatmap.HitObjects[index].StartTime - amount));
waitForCatchUp();
}
private void waitForCatchUp() =>
AddUntilStep("wait for frame stable clock to catch up", () => Precision.AlmostEquals(Player.GameplayClockContainer.CurrentTime, Player.DrawableRuleset.FrameStableClock.CurrentTime));
private void waitForAliveObjectIndex(int? index)
{
if (index == null)
AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null);
else
AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value]));
}
private void checkValidObjectIndex(int index) =>
AddAssert($"check object at index {index} is correct", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[index]));
private DrawableHitObject? getNextAliveObject() =>
Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
[Test]
public void TestSampleTriggering()
{
AddRepeatStep("trigger sample", () => sampleTriggerSource.Play(), 10);
}
public partial class TestGameplaySampleTriggerSource : GameplaySampleTriggerSource
{
public TestGameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
: base(hitObjectContainer)
{
}
public new HitObject? GetMostValidObject() => base.GetMostValidObject();
}
}
}