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

67 lines
2.3 KiB
C#
Raw Normal View History

// 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.
2018-04-13 09:19:50 +00:00
using System;
using System.Collections.Generic;
using NUnit.Framework;
using osu.Framework.MathUtils;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Rulesets.Taiko.Tests
{
[TestFixture]
public class TaikoBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
2018-04-13 09:19:50 +00:00
{
protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
[NonParallelizable]
[TestCase("basic")]
[TestCase("slider-generating-drumroll")]
2019-08-05 08:02:28 +00:00
public void Test(string name) => base.Test(name);
2018-04-13 09:19:50 +00:00
protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
{
yield return new ConvertValue
{
StartTime = hitObject.StartTime,
EndTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime,
IsRim = hitObject is RimHit,
IsCentre = hitObject is CentreHit,
IsDrumRoll = hitObject is DrumRoll,
IsSwell = hitObject is Swell,
IsStrong = ((TaikoHitObject)hitObject).IsStrong
};
}
protected override Ruleset CreateRuleset() => new TaikoRuleset();
2018-04-13 09:19:50 +00:00
}
public struct ConvertValue : IEquatable<ConvertValue>
2018-04-13 09:19:50 +00:00
{
/// <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 bool IsRim;
public bool IsCentre;
public bool IsDrumRoll;
public bool IsSwell;
public bool IsStrong;
public bool Equals(ConvertValue other)
=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
&& IsRim == other.IsRim
&& IsCentre == other.IsCentre
&& IsDrumRoll == other.IsDrumRoll
&& IsSwell == other.IsSwell
&& IsStrong == other.IsStrong;
}
}