Add more test cases for input handling with overlapping objects

This commit is contained in:
Bartłomiej Dach 2023-09-08 13:53:13 +02:00
parent e9b08219e9
commit c68b76d9f4
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@ -556,7 +556,96 @@ namespace osu.Game.Rulesets.Osu.Tests
}
[Test]
public void TestOverlappingObjectsDontBlockEachOtherWhenFullyFadedOut()
public void TestOverlappingSlidersDontBlockEachOtherWhenFullyJudged()
{
const double time_first_slider = 1000;
const double time_second_slider = 1600;
Vector2 positionFirstSlider = new Vector2(100, 50);
Vector2 positionSecondSlider = new Vector2(100, 80);
var midpoint = (positionFirstSlider + positionSecondSlider) / 2;
var hitObjects = new List<OsuHitObject>
{
new Slider
{
StartTime = time_first_slider,
Position = positionFirstSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
},
new Slider
{
StartTime = time_second_slider,
Position = positionSecondSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_slider, Position = midpoint, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_first_slider + 25, Position = midpoint },
// this frame doesn't do anything on lazer, but is REQUIRED for correct playback on stable,
// because stable during replay playback only updates game state _when it encounters a replay frame_
new OsuReplayFrame { Time = 1250, Position = midpoint },
new OsuReplayFrame { Time = time_second_slider + 50, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_second_slider + 75, Position = midpoint },
});
addJudgementAssert(hitObjects[0], HitResult.Ok);
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Ok);
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, 50);
addClickActionAssert(0, ClickAction.Hit);
addClickActionAssert(1, ClickAction.Hit);
}
[Test]
public void TestOverlappingHitCirclesDontBlockEachOtherWhenBothVisible()
{
const double time_first_circle = 1000;
const double time_second_circle = 1200;
Vector2 positionFirstCircle = new Vector2(100);
Vector2 positionSecondCircle = new Vector2(120);
var midpoint = (positionFirstCircle + positionSecondCircle) / 2;
var hitObjects = new List<OsuHitObject>
{
new HitCircle
{
StartTime = time_first_circle,
Position = positionFirstCircle,
},
new HitCircle
{
StartTime = time_second_circle,
Position = positionSecondCircle,
},
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_first_circle, Position = midpoint, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_circle + 25, Position = midpoint },
new OsuReplayFrame { Time = time_first_circle + 50, Position = midpoint, Actions = { OsuAction.RightButton } },
});
addJudgementAssert(hitObjects[0], HitResult.Great);
addJudgementOffsetAssert(hitObjects[0], 0);
addJudgementAssert(hitObjects[1], HitResult.Meh);
addJudgementOffsetAssert(hitObjects[1], -150);
}
[Test]
public void TestOverlappingHitCirclesDontBlockEachOtherWhenFullyFadedOut()
{
const double time_first_circle = 1000;
const double time_second_circle = 1200;
@ -587,8 +676,10 @@ namespace osu.Game.Rulesets.Osu.Tests
{
new OsuReplayFrame { Time = time_first_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_circle + 50, Position = positionFirstCircle },
new OsuReplayFrame { Time = time_second_circle - 50, Position = positionSecondCircle },
new OsuReplayFrame { Time = time_second_circle, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_second_circle + 50, Position = positionSecondCircle },
new OsuReplayFrame { Time = time_third_circle - 50, Position = positionFirstCircle },
new OsuReplayFrame { Time = time_third_circle, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_third_circle + 50, Position = positionFirstCircle },
});