osu/osu.Game.Rulesets.Taiko.Tests/TestSceneHits.cs

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// 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.
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using System;
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Tests
{
[TestFixture]
public class TestSceneHits : OsuTestScene
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{
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private const double default_duration = 3000;
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private const float scroll_time = 1000;
protected override double TimePerAction => default_duration * 2;
private readonly Random rng = new Random(1337);
private DrawableTaikoRuleset drawableRuleset;
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private Container playfieldContainer;
[BackgroundDependencyLoader]
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private void load()
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{
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AddStep("Hit", () => addHitJudgement(false));
AddStep("Strong hit", () => addStrongHitJudgement(false));
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AddStep("Kiai hit", () => addHitJudgement(true));
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AddStep("Strong kiai hit", () => addStrongHitJudgement(true));
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AddStep("Miss :(", addMissJudgement);
AddStep("DrumRoll", () => addDrumRoll(false));
AddStep("Strong DrumRoll", () => addDrumRoll(true));
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AddStep("Kiai DrumRoll", () => addDrumRoll(true, kiai: true));
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AddStep("Swell", () => addSwell());
AddStep("Centre", () => addCentreHit(false));
AddStep("Strong Centre", () => addCentreHit(true));
AddStep("Rim", () => addRimHit(false));
AddStep("Strong Rim", () => addRimHit(true));
AddStep("Add bar line", () => addBarLine(false));
AddStep("Add major bar line", () => addBarLine(true));
AddStep("Add centre w/ bar line", () =>
{
addCentreHit(false);
addBarLine(true);
});
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AddStep("Height test 1", () => changePlayfieldSize(1));
AddStep("Height test 2", () => changePlayfieldSize(2));
AddStep("Height test 3", () => changePlayfieldSize(3));
AddStep("Height test 4", () => changePlayfieldSize(4));
AddStep("Height test 5", () => changePlayfieldSize(5));
AddStep("Reset height", () => changePlayfieldSize(6));
var controlPointInfo = new ControlPointInfo();
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controlPointInfo.Add(0, new TimingControlPoint());
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WorkingBeatmap beatmap = CreateWorkingBeatmap(new Beatmap
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{
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
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BeatmapInfo = new BeatmapInfo
{
BaseDifficulty = new BeatmapDifficulty(),
Metadata = new BeatmapMetadata
{
Artist = @"Unknown",
Title = @"Sample Beatmap",
AuthorString = @"peppy",
},
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Ruleset = new TaikoRuleset().RulesetInfo
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},
ControlPointInfo = controlPointInfo
});
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Add(playfieldContainer = new Container
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.X,
Height = 768,
Children = new[] { drawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap.GetPlayableBeatmap(new TaikoRuleset().RulesetInfo)) }
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});
}
private void changePlayfieldSize(int step)
{
double delay = 0;
// Add new hits
switch (step)
{
case 1:
addCentreHit(false);
break;
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case 2:
addCentreHit(true);
break;
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case 3:
addDrumRoll(false);
break;
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case 4:
addDrumRoll(true);
break;
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case 5:
addSwell();
delay = scroll_time - 100;
break;
}
// Tween playfield height
switch (step)
{
default:
playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
break;
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case 6:
playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_HEIGHT), 500);
break;
}
}
private void addHitJudgement(bool kiai)
{
HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
var cpi = new ControlPointInfo();
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cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
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Hit hit = new Hit();
hit.ApplyDefaults(cpi, new BeatmapDifficulty());
var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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Add(h);
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
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}
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private void addStrongHitJudgement(bool kiai)
{
HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
var cpi = new ControlPointInfo();
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cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
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Hit hit = new Hit();
hit.ApplyDefaults(cpi, new BeatmapDifficulty());
var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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Add(h);
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
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}
private void addMissJudgement()
{
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(new DrawableTestHit(new Hit()), new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = HitResult.Miss });
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}
private void addBarLine(bool major, double delay = scroll_time)
{
BarLine bl = new BarLine { StartTime = drawableRuleset.Playfield.Time.Current + delay };
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drawableRuleset.Playfield.Add(major ? new DrawableBarLineMajor(bl) : new DrawableBarLine(bl));
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}
private void addSwell(double duration = default_duration)
{
var swell = new Swell
{
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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Duration = duration,
};
swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
drawableRuleset.Playfield.Add(new DrawableSwell(swell));
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}
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private void addDrumRoll(bool strong, double duration = default_duration, bool kiai = false)
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{
addBarLine(true);
addBarLine(true, scroll_time + duration);
var d = new DrumRoll
{
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong,
Duration = duration,
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TickRate = 8,
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};
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var cpi = new ControlPointInfo();
cpi.Add(-10000, new EffectControlPoint { KiaiMode = kiai });
d.ApplyDefaults(cpi, new BeatmapDifficulty());
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drawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
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}
private void addCentreHit(bool strong)
{
Hit h = new Hit
{
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong
};
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
drawableRuleset.Playfield.Add(new DrawableHit(h));
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}
private void addRimHit(bool strong)
{
Hit h = new Hit
{
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong
};
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
drawableRuleset.Playfield.Add(new DrawableHit(h));
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}
private class TestStrongNestedHit : DrawableStrongNestedHit
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{
public TestStrongNestedHit(DrawableHitObject mainObject)
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: base(new StrongHitObject { StartTime = mainObject.HitObject.StartTime }, mainObject)
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{
}
public override bool OnPressed(TaikoAction action) => false;
}
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}
}