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https://github.com/ppy/osu
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Simplify tests
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@ -9,8 +9,8 @@ using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.IO.Stores;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens;
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using osu.Game.Screens.Play;
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@ -30,39 +30,33 @@ namespace osu.Game.Rulesets.Osu.Tests
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public void TestBeatmapComboColours()
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{
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ExposedPlayer player = null;
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IReadOnlyList<Color4> colours = null;
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AddStep("load beatmap", () => player = loadBeatmap(false, true));
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AddStep("load coloured beatmap", () => player = loadBeatmap(false, true));
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AddUntilStep("wait for player", () => player.IsLoaded);
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AddStep("retrieve combo colours", () => colours = player.BeatmapSkin.GetConfig<GlobalSkinConfiguration, IReadOnlyList<Color4>>(GlobalSkinConfiguration.ComboColours)?.Value);
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AddAssert("is beatmap skin colours", () => colours.SequenceEqual(TestBeatmapSkin.Colours));
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AddAssert("is beatmap skin colours", () => player.UsableComboColours.SequenceEqual(TestBeatmapSkin.Colours));
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}
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[Test]
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public void TestEmptyBeatmapComboColours()
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{
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ExposedPlayer player = null;
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IReadOnlyList<Color4> colours = null;
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AddStep("load no-colour beatmap", () => player = loadBeatmap(false, false));
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AddUntilStep("wait for player", () => player.IsLoaded);
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AddStep("retrieve combo colours", () => colours = player.BeatmapSkin.GetConfig<GlobalSkinConfiguration, IReadOnlyList<Color4>>(GlobalSkinConfiguration.ComboColours)?.Value);
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AddAssert("is default user skin colours", () => colours.SequenceEqual(SkinConfiguration.DefaultComboColours));
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AddAssert("is default user skin colours", () => player.UsableComboColours.SequenceEqual(SkinConfiguration.DefaultComboColours));
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}
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[Test]
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public void TestEmptyBeatmapCustomSkinColours()
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{
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ExposedPlayer player = null;
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IReadOnlyList<Color4> colours = null;
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AddStep("load no-colour beatmap", () => player = loadBeatmap(true, false));
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AddStep("load custom-skin colour", () => player = loadBeatmap(true, false));
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AddUntilStep("wait for player", () => player.IsLoaded);
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AddStep("retrieve combo colours", () => colours = player.BeatmapSkin.GetConfig<GlobalSkinConfiguration, IReadOnlyList<Color4>>(GlobalSkinConfiguration.ComboColours)?.Value);
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AddAssert("is custom user skin colours", () => colours.SequenceEqual(TestSkin.Colours));
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AddAssert("is custom user skin colours", () => player.UsableComboColours.SequenceEqual(TestSkin.Colours));
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}
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private ExposedPlayer loadBeatmap(bool userHasCustomColours, bool beatmapHasColours)
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@ -92,7 +86,10 @@ namespace osu.Game.Rulesets.Osu.Tests
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return dependencies;
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}
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public BeatmapSkinProvidingContainer BeatmapSkin => GameplayClockContainer.OfType<ScalingContainer>().First().OfType<BeatmapSkinProvidingContainer>().First();
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public IReadOnlyList<Color4> UsableComboColours =>
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GameplayClockContainer.ChildrenOfType<BeatmapSkinProvidingContainer>()
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.First()
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.GetConfig<GlobalSkinConfiguration, IReadOnlyList<Color4>>(GlobalSkinConfiguration.ComboColours)?.Value;
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}
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private class CustomSkinWorkingBeatmap : ClockBackedTestWorkingBeatmap
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