2020-03-02 03:42:48 +00:00
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// 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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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Tests.Visual
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{
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2020-03-05 15:36:05 +00:00
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public abstract class ModPerfectTestScene : ModTestScene
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2020-03-02 03:42:48 +00:00
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{
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2020-03-05 15:36:05 +00:00
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private readonly ModPerfect mod;
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2020-03-02 03:42:48 +00:00
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2020-04-17 07:56:01 +00:00
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protected ModPerfectTestScene(ModPerfect mod)
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2020-03-02 03:42:48 +00:00
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{
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this.mod = mod;
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2020-03-02 03:42:48 +00:00
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}
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2020-03-10 15:36:56 +00:00
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protected void CreateHitObjectTest(HitObjectTestData testData, bool shouldMiss) => CreateModTest(new ModTestData
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2020-03-02 03:42:48 +00:00
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{
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Mod = mod,
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2020-03-02 03:42:48 +00:00
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Beatmap = new Beatmap
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{
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2020-04-17 07:56:01 +00:00
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BeatmapInfo = { Ruleset = Ruleset.Value },
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HitObjects = { testData.HitObject }
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2020-03-02 03:42:48 +00:00
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},
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Autoplay = !shouldMiss,
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PassCondition = () => ((PerfectModTestPlayer)Player).CheckFailed(shouldMiss && testData.FailOnMiss)
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});
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2020-03-08 13:18:45 +00:00
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protected override TestPlayer CreateModPlayer(Ruleset ruleset) => new PerfectModTestPlayer();
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2020-03-02 03:42:48 +00:00
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private class PerfectModTestPlayer : TestPlayer
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{
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2020-03-08 13:08:49 +00:00
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public PerfectModTestPlayer()
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: base(showResults: false)
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{
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}
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2020-05-12 11:26:34 +00:00
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protected override bool CheckModsAllowFailure() => true;
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2020-03-02 03:42:48 +00:00
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public bool CheckFailed(bool failed)
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{
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if (!failed)
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2020-04-19 02:36:04 +00:00
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return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
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2020-03-02 03:42:48 +00:00
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2020-03-02 04:24:07 +00:00
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return HealthProcessor.HasFailed;
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2020-03-02 03:42:48 +00:00
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}
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}
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2020-03-10 15:36:56 +00:00
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protected class HitObjectTestData
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2020-03-02 03:42:48 +00:00
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{
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public readonly HitObject HitObject;
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public readonly bool FailOnMiss;
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2020-03-10 15:36:56 +00:00
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public HitObjectTestData(HitObject hitObject, bool failOnMiss = true)
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{
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HitObject = hitObject;
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FailOnMiss = failOnMiss;
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}
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}
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}
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}
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