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osu-lazer/osu.Game.Rulesets.Osu.Tests/Editor/Checks/CheckLowDiffOverlapsTest.cs
Naxess e11139eadf Add low difficulty overlap tests
Moq is introduced to mock sliders' end time/position. This is already used similarly in `osu.Game.Tests`.
2021-06-21 15:33:50 +02:00

261 lines
9.2 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 System.Linq;
using Moq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Edit.Checks;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Tests.Beatmaps;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests.Editor.Checks
{
[TestFixture]
public class CheckLowDiffOverlapsTest
{
private CheckLowDiffOverlaps check;
[SetUp]
public void Setup()
{
check = new CheckLowDiffOverlaps();
}
[Test]
public void TestNoOverlapFarApart()
{
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 500, Position = new Vector2(200, 0) }
}
});
}
[Test]
public void TestNoOverlapClose()
{
assertShouldProbablyOverlap(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 167, Position = new Vector2(200, 0) }
}
});
}
[Test]
public void TestNoOverlapTooClose()
{
assertShouldOverlap(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 100, Position = new Vector2(200, 0) }
}
});
}
[Test]
public void TestNoOverlapTooCloseExpert()
{
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 100, Position = new Vector2(200, 0) }
}
}, DifficultyRating.Expert);
}
[Test]
public void TestOverlapClose()
{
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 167, Position = new Vector2(20, 0) }
}
});
}
[Test]
public void TestOverlapFarApart()
{
assertShouldNotOverlap(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 500, Position = new Vector2(20, 0) }
}
});
}
[Test]
public void TestAlmostOverlapFarApart()
{
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
// Default circle diameter is 128 px, but part of that is the fade/border of the circle.
// We want this to only be a problem when it actually looks like an overlap.
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 500, Position = new Vector2(125, 0) }
}
});
}
[Test]
public void TestAlmostNotOverlapFarApart()
{
assertShouldNotOverlap(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 500, Position = new Vector2(110, 0) }
}
});
}
[Test]
public void TestOverlapFarApartExpert()
{
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 500, Position = new Vector2(20, 0) }
}
}, DifficultyRating.Expert);
}
[Test]
public void TestOverlapTooFarApart()
{
// Far apart enough to where the objects are not visible at the same time, and so overlapping is fine.
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
new HitCircle { StartTime = 0, Position = new Vector2(0) },
new HitCircle { StartTime = 2000, Position = new Vector2(20, 0) }
}
});
}
[Test]
public void TestSliderTailOverlapFarApart()
{
assertShouldNotOverlap(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
getSliderMock(startTime: 0, endTime: 500, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
new HitCircle { StartTime = 1000, Position = new Vector2(120, 0) }
}
});
}
[Test]
public void TestSliderTailOverlapClose()
{
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
getSliderMock(startTime: 0, endTime: 900, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
new HitCircle { StartTime = 1000, Position = new Vector2(120, 0) }
}
});
}
[Test]
public void TestSliderTailNoOverlapFarApart()
{
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
getSliderMock(startTime: 0, endTime: 500, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
new HitCircle { StartTime = 1000, Position = new Vector2(300, 0) }
}
});
}
[Test]
public void TestSliderTailNoOverlapClose()
{
// If these were circles they would need to overlap, but overlapping with slider tails is not required.
assertOk(new Beatmap<HitObject>
{
HitObjects = new List<HitObject>
{
getSliderMock(startTime: 0, endTime: 900, startPosition: new Vector2(0, 0), endPosition: new Vector2(100, 0)).Object,
new HitCircle { StartTime = 1000, Position = new Vector2(300, 0) }
}
});
}
private Mock<Slider> getSliderMock(double startTime, double endTime, Vector2 startPosition, Vector2 endPosition)
{
var mockSlider = new Mock<Slider>();
mockSlider.SetupGet(s => s.StartTime).Returns(startTime);
mockSlider.SetupGet(s => s.Position).Returns(startPosition);
mockSlider.SetupGet(s => s.EndPosition).Returns(endPosition);
mockSlider.As<IHasDuration>().Setup(d => d.EndTime).Returns(endTime);
return mockSlider;
}
private void assertOk(IBeatmap beatmap, DifficultyRating difficultyRating = DifficultyRating.Easy)
{
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), difficultyRating);
Assert.That(check.Run(context), Is.Empty);
}
private void assertShouldProbablyOverlap(IBeatmap beatmap, int count = 1)
{
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), DifficultyRating.Easy);
var issues = check.Run(context).ToList();
Assert.That(issues, Has.Count.EqualTo(count));
Assert.That(issues.All(issue => issue.Template is CheckLowDiffOverlaps.IssueTemplateShouldProbablyOverlap));
}
private void assertShouldOverlap(IBeatmap beatmap, int count = 1)
{
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), DifficultyRating.Easy);
var issues = check.Run(context).ToList();
Assert.That(issues, Has.Count.EqualTo(count));
Assert.That(issues.All(issue => issue.Template is CheckLowDiffOverlaps.IssueTemplateShouldOverlap));
}
private void assertShouldNotOverlap(IBeatmap beatmap, int count = 1)
{
var context = new BeatmapVerifierContext(beatmap, new TestWorkingBeatmap(beatmap), DifficultyRating.Easy);
var issues = check.Run(context).ToList();
Assert.That(issues, Has.Count.EqualTo(count));
Assert.That(issues.All(issue => issue.Template is CheckLowDiffOverlaps.IssueTemplateShouldNotOverlap));
}
}
}