osu/osu.Game/Tests/Visual/ModPerfectTestScene.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.
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Tests.Visual
{
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public abstract class ModPerfectTestScene : ModTestScene
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{
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private readonly Ruleset ruleset;
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private readonly ModPerfect mod;
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protected ModPerfectTestScene(Ruleset ruleset, ModPerfect mod)
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: base(ruleset)
{
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this.ruleset = ruleset;
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this.mod = mod;
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}
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protected void CreateHitObjectTest(HitObjectTestCase testCaseData, bool shouldMiss) => CreateModTest(new ModTestData
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{
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Mod = mod,
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Beatmap = new Beatmap
{
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BeatmapInfo = { Ruleset = ruleset.RulesetInfo },
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HitObjects = { testCaseData.HitObject }
},
Autoplay = !shouldMiss,
PassCondition = () => ((PerfectModTestPlayer)Player).CheckFailed(shouldMiss && testCaseData.FailOnMiss)
});
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new PerfectModTestPlayer();
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private class PerfectModTestPlayer : TestPlayer
{
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public PerfectModTestPlayer()
: base(showResults: false)
{
}
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protected override bool AllowFail => true;
public bool CheckFailed(bool failed)
{
if (!failed)
return ScoreProcessor.HasCompleted && !HealthProcessor.HasFailed;
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return HealthProcessor.HasFailed;
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}
}
protected class HitObjectTestCase
{
public readonly HitObject HitObject;
public readonly bool FailOnMiss;
public HitObjectTestCase(HitObject hitObject, bool failOnMiss = true)
{
HitObject = hitObject;
FailOnMiss = failOnMiss;
}
}
}
}