osu/osu.Game.Rulesets.Mania.Tests/ManiaBeatmapConversionTest.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Rulesets.Mania.Tests
{
[TestFixture]
public class ManiaBeatmapConversionTest : BeatmapConversionTest<ManiaConvertMapping, ConvertValue>
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{
protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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[TestCase("basic")]
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public new void Test(string name)
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{
base.Test(name);
}
protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
{
yield return new ConvertValue
{
StartTime = hitObject.StartTime,
EndTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime,
Column = ((ManiaHitObject)hitObject).Column
};
}
protected override ManiaConvertMapping CreateConvertMapping() => new ManiaConvertMapping(Converter);
protected override Ruleset CreateRuleset() => new ManiaRuleset();
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}
public class ManiaConvertMapping : ConvertMapping<ConvertValue>, IEquatable<ManiaConvertMapping>
{
public uint RandomW;
public uint RandomX;
public uint RandomY;
public uint RandomZ;
public ManiaConvertMapping()
{
}
public ManiaConvertMapping(IBeatmapConverter converter)
{
var maniaConverter = (ManiaBeatmapConverter)converter;
RandomW = maniaConverter.Random.W;
RandomX = maniaConverter.Random.X;
RandomY = maniaConverter.Random.Y;
RandomZ = maniaConverter.Random.Z;
}
public bool Equals(ManiaConvertMapping other) => other != null && RandomW == other.RandomW && RandomX == other.RandomX && RandomY == other.RandomY && RandomZ == other.RandomZ;
public override bool Equals(ConvertMapping<ConvertValue> other) => base.Equals(other) && Equals(other as ManiaConvertMapping);
}
public struct ConvertValue : IEquatable<ConvertValue>
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{
/// <summary>
/// A sane value to account for osu!stable using ints everwhere.
/// </summary>
private const float conversion_lenience = 2;
public double StartTime;
public double EndTime;
public int Column;
public bool Equals(ConvertValue other)
=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
&& Column == other.Column;
}
}