osu/osu.Game.Rulesets.Catch.Tests/TestSceneHyperDash.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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#nullable disable
using System;
using System.Linq;
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using NUnit.Framework;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Objects;
using osuTK;
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namespace osu.Game.Rulesets.Catch.Tests
{
[TestFixture]
public class TestSceneHyperDash : TestSceneCatchPlayer
{
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protected override bool Autoplay => true;
private int hyperDashCount;
private bool inHyperDash;
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[Test]
public void TestHyperDash()
{
AddStep("reset count", () =>
{
inHyperDash = false;
hyperDashCount = 0;
// this needs to be done within the frame stable context due to how quickly hyperdash state changes occur.
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Player.DrawableRuleset.FrameStableComponents.OnUpdate += _ =>
{
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var catcher = Player.ChildrenOfType<Catcher>().FirstOrDefault();
if (catcher == null)
return;
if (catcher.HyperDashing != inHyperDash)
{
inHyperDash = catcher.HyperDashing;
if (catcher.HyperDashing)
hyperDashCount++;
}
};
});
AddAssert("First note is hyperdash", () => Beatmap.Value.Beatmap.HitObjects[0] is Fruit f && f.HyperDash);
for (int i = 0; i < 9; i++)
{
int count = i + 1;
AddUntilStep($"wait for hyperdash #{count}", () => hyperDashCount >= count);
}
}
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
{
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var beatmap = new Beatmap
{
BeatmapInfo =
{
Ruleset = ruleset,
Difficulty = new BeatmapDifficulty { CircleSize = 3.6f }
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}
};
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beatmap.ControlPointInfo.Add(0, new TimingControlPoint());
// Should produce a hyper-dash (edge case test)
beatmap.HitObjects.Add(new Fruit { StartTime = 1816, X = 56, NewCombo = true });
beatmap.HitObjects.Add(new Fruit { StartTime = 2008, X = 308, NewCombo = true });
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double startTime = 3000;
const float left_x = 0.02f * CatchPlayfield.WIDTH;
const float right_x = 0.98f * CatchPlayfield.WIDTH;
createObjects(() => new Fruit { X = left_x });
createObjects(() => new TestJuiceStream(right_x), 1);
createObjects(() => new TestJuiceStream(left_x), 1);
createObjects(() => new Fruit { X = right_x });
createObjects(() => new Fruit { X = left_x });
createObjects(() => new Fruit { X = right_x });
createObjects(() => new TestJuiceStream(left_x), 1);
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beatmap.ControlPointInfo.Add(startTime, new TimingControlPoint
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{
BeatLength = 50
});
createObjects(() => new TestJuiceStream(left_x)
{
Path = new SliderPath(new[]
{
new PathControlPoint(Vector2.Zero),
new PathControlPoint(new Vector2(512, 0))
})
}, 1);
return beatmap;
void createObjects(Func<CatchHitObject> createObject, int count = 3)
{
const float spacing = 140;
for (int i = 0; i < count; i++)
{
var hitObject = createObject();
hitObject.StartTime = startTime + i * spacing;
beatmap.HitObjects.Add(hitObject);
}
startTime += 700;
}
}
private class TestJuiceStream : JuiceStream
{
public TestJuiceStream(float x)
{
X = x;
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Path = new SliderPath(new[]
{
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new PathControlPoint(Vector2.Zero),
new PathControlPoint(new Vector2(30, 0)),
});
}
}
}
}