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c1649b76d6
I had them shuffled around in the middle of the refactor.
253 lines
11 KiB
C#
253 lines
11 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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#nullable disable
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Ranking;
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using osu.Game.Storyboards;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneStoryboardWithOutro : PlayerTestScene
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{
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protected override bool HasCustomSteps => true;
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protected override bool AllowBackwardsSeeks => true;
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protected new OutroPlayer Player => (OutroPlayer)base.Player;
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private double currentBeatmapDuration;
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private double currentStoryboardDuration;
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private bool showResults = true;
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private event Func<HealthProcessor, JudgementResult, bool> currentFailConditions;
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddStep("enable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, true));
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AddStep("set dim level to 0", () => LocalConfig.SetValue<double>(OsuSetting.DimLevel, 0));
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AddStep("reset fail conditions", () => currentFailConditions = (_, _) => false);
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AddStep("set beatmap duration to 0s", () => currentBeatmapDuration = 0);
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AddStep("set storyboard duration to 8s", () => currentStoryboardDuration = 8000);
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AddStep("set ShowResults = true", () => showResults = true);
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}
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[Test]
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public void TestStoryboardSkipOutro()
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{
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AddStep("set storyboard duration to long", () => currentStoryboardDuration = 200000);
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CreateTest();
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddStep("skip outro", () => InputManager.Key(osuTK.Input.Key.Space));
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AddUntilStep("player is no longer current screen", () => !Player.IsCurrentScreen());
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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[Test]
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public void TestStoryboardNoSkipOutro()
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{
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CreateTest();
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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[Test]
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public void TestStoryboardExitDuringOutroProgressesToResults()
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{
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CreateTest();
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddStep("exit via pause", () => Player.ExitViaPause());
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AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen);
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}
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[TestCase(false)]
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[TestCase(true)]
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public void TestStoryboardToggle(bool enabledAtBeginning)
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{
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CreateTest();
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AddStep($"{(enabledAtBeginning ? "enable" : "disable")} storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, enabledAtBeginning));
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AddStep("toggle storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, !enabledAtBeginning));
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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[Test]
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public void TestOutroEndsDuringFailAnimation()
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{
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CreateTest(() =>
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{
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AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true);
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// Fail occurs at 164ms with the provided beatmap.
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// Fail animation runs for 2.5s realtime but the gameplay time change is *variable* due to the frequency transform being applied, so we need a bit of lenience.
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AddStep("set storyboard duration to 0.6s", () => currentStoryboardDuration = 600);
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});
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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}
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[Test]
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public void TestSaveFailedReplayWithStoryboardEndedDoesNotProgress()
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{
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CreateTest(() =>
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{
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AddStep("fail on first judgement", () => currentFailConditions = (_, _) => true);
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AddStep("set storyboard duration to 0s", () => currentStoryboardDuration = 0);
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});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
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AddUntilStep("wait for fail overlay", () => Player.FailOverlay.State.Value == Visibility.Visible);
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AddUntilStep("wait for button clickable", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().Enabled.Value);
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AddStep("click save button", () => Player.ChildrenOfType<SaveFailedScoreButton>().First().ChildrenOfType<OsuClickableContainer>().First().TriggerClick());
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// Test a regression where importing the fail replay would cause progression to results screen in a failed state.
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AddWaitStep("wait some", 10);
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AddAssert("player is still current screen", () => Player.IsCurrentScreen());
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}
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[Test]
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public void TestShowResultsFalse()
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{
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CreateTest(() =>
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{
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AddStep("set ShowResults = false", () => showResults = false);
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});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddWaitStep("wait", 10);
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AddAssert("no score shown", () => !Player.IsScoreShown);
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}
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[Test]
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public void TestStoryboardEndsBeforeCompletion()
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{
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CreateTest(() => AddStep("set storyboard duration to .1s", () => currentStoryboardDuration = 100));
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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[Test]
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public void TestStoryboardRewind()
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{
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SkipOverlay.FadeContainer fadeContainer() => Player.ChildrenOfType<SkipOverlay.FadeContainer>().First();
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CreateTest();
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddStep("rewind", () => Player.GameplayClockContainer.Seek(-1000));
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AddUntilStep("skip overlay content not visible", () => fadeContainer().State == Visibility.Hidden);
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AddUntilStep("skip overlay content becomes visible", () => fadeContainer().State == Visibility.Visible);
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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}
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[Test]
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public void TestPerformExitNoOutro()
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{
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CreateTest();
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AddStep("disable storyboard", () => LocalConfig.SetValue(OsuSetting.ShowStoryboard, false));
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddStep("exit via pause", () => Player.ExitViaPause());
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AddUntilStep("reached results screen", () => Stack.CurrentScreen is ResultsScreen);
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}
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[Test]
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public void TestPerformExitAfterOutro()
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{
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CreateTest(() =>
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{
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AddStep("set beatmap duration to 4s", () => currentBeatmapDuration = 4000);
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AddStep("set storyboard duration to 1s", () => currentStoryboardDuration = 1000);
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});
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AddUntilStep("storyboard ends", () => Player.GameplayClockContainer.CurrentTime >= currentStoryboardDuration);
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AddStep("exit via pause", () => Player.ExitViaPause());
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AddAssert("player paused", () => !Player.IsResuming);
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AddStep("resume player", () => Player.Resume());
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AddUntilStep("completion set by processor", () => Player.ScoreProcessor.HasCompleted.Value);
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AddUntilStep("wait for score shown", () => Player.IsScoreShown);
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}
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protected override bool AllowFail => true;
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protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new OutroPlayer(currentFailConditions, showResults);
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
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{
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var beatmap = new Beatmap();
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beatmap.HitObjects.Add(new HitCircle { StartTime = currentBeatmapDuration });
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return beatmap;
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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{
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return base.CreateWorkingBeatmap(beatmap, createStoryboard(currentStoryboardDuration));
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}
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private Storyboard createStoryboard(double duration)
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{
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var storyboard = new Storyboard();
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var sprite = new StoryboardSprite("unknown", Anchor.TopLeft, Vector2.Zero);
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sprite.Commands.AddAlpha(Easing.None, 0, duration, 1, 0);
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storyboard.GetLayer("Background").Add(sprite);
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return storyboard;
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}
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protected partial class OutroPlayer : TestPlayer
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{
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public void ExitViaPause() => PerformExit(true);
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public new FailOverlay FailOverlay => base.FailOverlay;
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public bool IsScoreShown => !this.IsCurrentScreen() && this.GetChildScreen() is ResultsScreen;
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private event Func<HealthProcessor, JudgementResult, bool> failConditions;
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public OutroPlayer(Func<HealthProcessor, JudgementResult, bool> failConditions, bool showResults = true)
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: base(showResults: showResults)
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{
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this.failConditions = failConditions;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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HealthProcessor.FailConditions += failConditions;
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}
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protected override Task ImportScore(Score score)
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{
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return Task.CompletedTask;
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}
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}
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}
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}
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