osu/osu.Game.Tests/Visual/Gameplay/TestSceneReplay.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;
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using System.ComponentModel;
using System.Linq;
using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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namespace osu.Game.Tests.Visual.Gameplay
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{
[Description("Player instantiated with a replay.")]
public class TestSceneReplay : AllPlayersTestScene
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{
protected override Player CreatePlayer(Ruleset ruleset)
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{
var beatmap = Beatmap.Value.GetPlayableBeatmap(ruleset.RulesetInfo, Array.Empty<Mod>());
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return new ScoreAccessibleReplayPlayer(ruleset.GetAutoplayMod().CreateReplayScore(beatmap));
}
protected override void AddCheckSteps()
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{
AddUntilStep("score above zero", () => ((ScoreAccessibleReplayPlayer)Player).ScoreProcessor.TotalScore.Value > 0);
AddUntilStep("key counter counted keys", () => ((ScoreAccessibleReplayPlayer)Player).HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 0));
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AddAssert("cannot fail", () => !((ScoreAccessibleReplayPlayer)Player).AllowFail);
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}
private class ScoreAccessibleReplayPlayer : ReplayPlayer
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public new HUDOverlay HUDOverlay => base.HUDOverlay;
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public new bool AllowFail => base.AllowFail;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
: base(score)
{
}
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}
}
}