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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.
using System.Collections.Generic ;
using System.Linq ;
using NUnit.Framework ;
using osu.Framework.Allocation ;
using osu.Framework.Graphics ;
using osu.Framework.Timing ;
using osu.Game.Audio ;
using osu.Game.Beatmaps ;
using osu.Game.Beatmaps.ControlPoints ;
using osu.Game.Rulesets.Objects ;
using osu.Game.Rulesets.Taiko.Objects ;
using osu.Game.Rulesets.Taiko.Objects.Drawables ;
using osu.Game.Rulesets.Taiko.UI ;
using osu.Game.Rulesets.UI ;
using osu.Game.Rulesets.UI.Scrolling ;
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using osu.Game.Screens.Play ;
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using osu.Game.Tests.Visual ;
namespace osu.Game.Rulesets.Taiko.Tests
{
public partial class TestSceneDrumSampleTriggerSource : OsuTestScene
{
[Cached(typeof(IScrollingInfo))]
private ScrollingTestContainer . TestScrollingInfo info = new ScrollingTestContainer . TestScrollingInfo
{
Direction = { Value = ScrollingDirection . Left } ,
TimeRange = { Value = 200 } ,
} ;
private ScrollingHitObjectContainer hitObjectContainer = null ! ;
private TestDrumSampleTriggerSource triggerSource = null ! ;
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private readonly ManualClock manualClock = new TestManualClock ( ) ;
private GameplayClockContainer gameplayClock = null ! ;
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[SetUp]
public void SetUp ( ) = > Schedule ( ( ) = >
{
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gameplayClock = new GameplayClockContainer ( manualClock , false , false )
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{
RelativeSizeAxes = Axes . Both ,
Children = new Drawable [ ]
{
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hitObjectContainer = new ScrollingHitObjectContainer ( ) ,
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triggerSource = new TestDrumSampleTriggerSource ( hitObjectContainer )
}
} ;
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gameplayClock . Reset ( 0 ) ;
hitObjectContainer . Clock = gameplayClock ;
Child = gameplayClock ;
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} ) ;
[Test]
public void TestNormalHit ( )
{
AddStep ( "add hit with normal samples" , ( ) = >
{
var hit = new Hit
{
StartTime = 100 ,
Samples = new List < HitSampleInfo >
{
new HitSampleInfo ( HitSampleInfo . HIT_NORMAL )
}
} ;
hit . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableHit = new DrawableHit ( hit ) ;
hitObjectContainer . Add ( drawableHit ) ;
} ) ;
AddAssert ( "most valid object is hit" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Hit > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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seekTo ( 200 ) ;
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AddAssert ( "most valid object is hit" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Hit > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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}
[Test]
public void TestSoftHit ( )
{
AddStep ( "add hit with soft samples" , ( ) = >
{
var hit = new Hit
{
StartTime = 100 ,
Samples = new List < HitSampleInfo >
{
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new HitSampleInfo ( HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT )
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}
} ;
hit . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableHit = new DrawableHit ( hit ) ;
hitObjectContainer . Add ( drawableHit ) ;
} ) ;
AddAssert ( "most valid object is hit" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Hit > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT ) ;
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seekTo ( 200 ) ;
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AddAssert ( "most valid object is hit" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Hit > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT ) ;
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}
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[Test]
public void TestBetweenHits ( )
{
Hit first = null ! , second = null ! ;
AddStep ( "add hit with normal samples" , ( ) = >
{
first = new Hit
{
StartTime = 100 ,
Samples = new List < HitSampleInfo >
{
new HitSampleInfo ( HitSampleInfo . HIT_NORMAL )
}
} ;
first . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableHit = new DrawableHit ( first ) ;
hitObjectContainer . Add ( drawableHit ) ;
} ) ;
AddStep ( "add hit with soft samples" , ( ) = >
{
second = new Hit
{
StartTime = 500 ,
Samples = new List < HitSampleInfo >
{
new HitSampleInfo ( HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ,
new HitSampleInfo ( HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT )
}
} ;
second . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableHit = new DrawableHit ( second ) ;
hitObjectContainer . Add ( drawableHit ) ;
} ) ;
AddAssert ( "most valid object is first hit" , ( ) = > triggerSource . GetMostValidObject ( ) , ( ) = > Is . EqualTo ( first ) ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_NORMAL ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_NORMAL ) ;
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seekTo ( 120 ) ;
AddAssert ( "most valid object is first hit" , ( ) = > triggerSource . GetMostValidObject ( ) , ( ) = > Is . EqualTo ( first ) ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_NORMAL ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_NORMAL ) ;
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seekTo ( 480 ) ;
AddAssert ( "most valid object is second hit" , ( ) = > triggerSource . GetMostValidObject ( ) , ( ) = > Is . EqualTo ( second ) ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT ) ;
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seekTo ( 700 ) ;
AddAssert ( "most valid object is second hit" , ( ) = > triggerSource . GetMostValidObject ( ) , ( ) = > Is . EqualTo ( second ) ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT ) ;
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}
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[Test]
public void TestDrumStrongHit ( )
{
AddStep ( "add strong hit with drum samples" , ( ) = >
{
var hit = new Hit
{
StartTime = 100 ,
Samples = new List < HitSampleInfo >
{
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new HitSampleInfo ( HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_DRUM ) ,
new HitSampleInfo ( HitSampleInfo . HIT_FINISH , HitSampleInfo . BANK_DRUM ) // implies strong
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}
} ;
hit . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableHit = new DrawableHit ( hit ) ;
hitObjectContainer . Add ( drawableHit ) ;
} ) ;
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AddAssert ( "most valid object is nested strong hit" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Hit . StrongNestedHit > ) ;
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checkSamples ( HitType . Centre , true , $"{HitSampleInfo.HIT_NORMAL},{HitSampleInfo.HIT_FINISH}" , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , true , $"{HitSampleInfo.HIT_CLAP},{HitSampleInfo.HIT_WHISTLE}" , HitSampleInfo . BANK_DRUM ) ;
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seekTo ( 200 ) ;
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AddAssert ( "most valid object is hit" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Hit > ) ;
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checkSamples ( HitType . Centre , true , $"{HitSampleInfo.HIT_NORMAL},{HitSampleInfo.HIT_FINISH}" , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , true , $"{HitSampleInfo.HIT_CLAP},{HitSampleInfo.HIT_WHISTLE}" , HitSampleInfo . BANK_DRUM ) ;
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}
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[Test]
public void TestNormalDrumRoll ( )
{
AddStep ( "add drum roll with normal samples" , ( ) = >
{
var drumRoll = new DrumRoll
{
StartTime = 100 ,
EndTime = 1100 ,
Samples = new List < HitSampleInfo >
{
new HitSampleInfo ( HitSampleInfo . HIT_NORMAL )
}
} ;
drumRoll . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableDrumRoll = new DrawableDrumRoll ( drumRoll ) ;
hitObjectContainer . Add ( drawableDrumRoll ) ;
} ) ;
AddAssert ( "most valid object is drum roll tick" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRollTick > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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seekTo ( 600 ) ;
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AddAssert ( "most valid object is drum roll tick" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRollTick > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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seekTo ( 1200 ) ;
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AddAssert ( "most valid object is drum roll" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRoll > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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}
[Test]
public void TestSoftDrumRoll ( )
{
AddStep ( "add drum roll with soft samples" , ( ) = >
{
var drumRoll = new DrumRoll
{
StartTime = 100 ,
EndTime = 1100 ,
Samples = new List < HitSampleInfo >
{
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new HitSampleInfo ( HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT )
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}
} ;
drumRoll . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableDrumRoll = new DrawableDrumRoll ( drumRoll ) ;
hitObjectContainer . Add ( drawableDrumRoll ) ;
} ) ;
AddAssert ( "most valid object is drum roll tick" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRollTick > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT ) ;
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seekTo ( 600 ) ;
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AddAssert ( "most valid object is drum roll tick" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRollTick > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT ) ;
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seekTo ( 1200 ) ;
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AddAssert ( "most valid object is drum roll" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRoll > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_SOFT ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_SOFT ) ;
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}
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[Test]
public void TestDrumStrongDrumRoll ( )
{
AddStep ( "add strong drum roll with drum samples" , ( ) = >
{
var drumRoll = new DrumRoll
{
StartTime = 100 ,
EndTime = 1100 ,
Samples = new List < HitSampleInfo >
{
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new HitSampleInfo ( HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_DRUM ) ,
new HitSampleInfo ( HitSampleInfo . HIT_FINISH , HitSampleInfo . BANK_DRUM ) // implies strong
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}
} ;
drumRoll . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableDrumRoll = new DrawableDrumRoll ( drumRoll ) ;
hitObjectContainer . Add ( drawableDrumRoll ) ;
} ) ;
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AddAssert ( "most valid object is drum roll tick" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRollTick > ) ;
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checkSamples ( HitType . Centre , true , $"{HitSampleInfo.HIT_NORMAL},{HitSampleInfo.HIT_FINISH}" , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , true , $"{HitSampleInfo.HIT_CLAP},{HitSampleInfo.HIT_WHISTLE}" , HitSampleInfo . BANK_DRUM ) ;
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seekTo ( 600 ) ;
AddAssert ( "most valid object is drum roll tick" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRollTick > ) ;
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checkSamples ( HitType . Centre , true , $"{HitSampleInfo.HIT_NORMAL},{HitSampleInfo.HIT_FINISH}" , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , true , $"{HitSampleInfo.HIT_CLAP},{HitSampleInfo.HIT_WHISTLE}" , HitSampleInfo . BANK_DRUM ) ;
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seekTo ( 1200 ) ;
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AddAssert ( "most valid object is drum roll" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < DrumRoll > ) ;
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checkSamples ( HitType . Centre , true , $"{HitSampleInfo.HIT_NORMAL},{HitSampleInfo.HIT_FINISH}" , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , true , $"{HitSampleInfo.HIT_CLAP},{HitSampleInfo.HIT_WHISTLE}" , HitSampleInfo . BANK_DRUM ) ;
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}
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[Test]
public void TestNormalSwell ( )
{
AddStep ( "add swell with normal samples" , ( ) = >
{
var swell = new Swell
{
StartTime = 100 ,
EndTime = 1100 ,
Samples = new List < HitSampleInfo >
{
new HitSampleInfo ( HitSampleInfo . HIT_NORMAL )
}
} ;
swell . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableSwell = new DrawableSwell ( swell ) ;
hitObjectContainer . Add ( drawableSwell ) ;
} ) ;
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// You might think that this should be a SwellTick since we're before the swell, but SwellTicks get no StartTime (ie. they are zero).
// This works fine in gameplay because they are judged whenever the user pressed, rather than being timed hits.
// But for sample playback purposes they can be ignored as noise.
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AddAssert ( "most valid object is swell" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Swell > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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seekTo ( 600 ) ;
AddAssert ( "most valid object is swell" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Swell > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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seekTo ( 1200 ) ;
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AddAssert ( "most valid object is swell" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Swell > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , SampleControlPoint . DEFAULT_BANK ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , SampleControlPoint . DEFAULT_BANK ) ;
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}
[Test]
public void TestDrumSwell ( )
{
AddStep ( "add swell with drum samples" , ( ) = >
{
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var swell = new Swell
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{
StartTime = 100 ,
EndTime = 1100 ,
Samples = new List < HitSampleInfo >
{
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new HitSampleInfo ( HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_DRUM )
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}
} ;
swell . ApplyDefaults ( new ControlPointInfo ( ) , new BeatmapDifficulty ( ) ) ;
var drawableSwell = new DrawableSwell ( swell ) ;
hitObjectContainer . Add ( drawableSwell ) ;
} ) ;
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// You might think that this should be a SwellTick since we're before the swell, but SwellTicks get no StartTime (ie. they are zero).
// This works fine in gameplay because they are judged whenever the user pressed, rather than being timed hits.
// But for sample playback purposes they can be ignored as noise.
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AddAssert ( "most valid object is swell" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Swell > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_DRUM ) ;
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seekTo ( 600 ) ;
AddAssert ( "most valid object is swell" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Swell > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_DRUM ) ;
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seekTo ( 1200 ) ;
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AddAssert ( "most valid object is swell" , ( ) = > triggerSource . GetMostValidObject ( ) , Is . InstanceOf < Swell > ) ;
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checkSamples ( HitType . Centre , false , HitSampleInfo . HIT_NORMAL , HitSampleInfo . BANK_DRUM ) ;
checkSamples ( HitType . Rim , false , HitSampleInfo . HIT_CLAP , HitSampleInfo . BANK_DRUM ) ;
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}
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private void checkSamples ( HitType hitType , bool strong , string expectedSamplesCsv , string expectedBank )
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{
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AddStep ( $"hit {hitType}" , ( ) = > triggerSource . Play ( hitType , strong ) ) ;
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AddAssert ( $"last played sample is {expectedSamplesCsv}" , ( ) = > string . Join ( ',' , triggerSource . LastPlayedSamples ! . OfType < HitSampleInfo > ( ) . Select ( s = > s . Name ) ) ,
( ) = > Is . EqualTo ( expectedSamplesCsv ) ) ;
AddAssert ( $"last played sample has {expectedBank} bank" , ( ) = > triggerSource . LastPlayedSamples ! . OfType < HitSampleInfo > ( ) . First ( ) . Bank , ( ) = > Is . EqualTo ( expectedBank ) ) ;
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}
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private void seekTo ( double time ) = > AddStep ( $"seek to {time}" , ( ) = > gameplayClock . Seek ( time ) ) ;
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private partial class TestDrumSampleTriggerSource : DrumSampleTriggerSource
{
public ISampleInfo [ ] ? LastPlayedSamples { get ; private set ; }
public TestDrumSampleTriggerSource ( HitObjectContainer hitObjectContainer )
: base ( hitObjectContainer )
{
}
protected override void PlaySamples ( ISampleInfo [ ] samples )
{
base . PlaySamples ( samples ) ;
LastPlayedSamples = samples ;
}
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public new HitObject ? GetMostValidObject ( ) = > base . GetMostValidObject ( ) ;
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}
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private class TestManualClock : ManualClock , IAdjustableClock
{
public TestManualClock ( )
{
IsRunning = true ;
}
public void Start ( ) = > IsRunning = true ;
public void Stop ( ) = > IsRunning = false ;
public bool Seek ( double position )
{
CurrentTime = position ;
return true ;
}
public void Reset ( )
{
}
public void ResetSpeedAdjustments ( )
{
}
}
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}
}