mirror of https://github.com/ppy/osu
Add failing test case
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Beatmaps.IO;
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using osu.Game.Tests.Visual;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Taiko.Tests.Editor
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{
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public partial class TestSceneTaikoEditorTestGameplay : EditorTestScene
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{
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protected override bool IsolateSavingFromDatabase => false;
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protected override Ruleset CreateEditorRuleset() => new TaikoRuleset();
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[Resolved]
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private OsuGameBase game { get; set; } = null!;
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[Resolved]
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private BeatmapManager beatmaps { get; set; } = null!;
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private BeatmapSetInfo importedBeatmapSet = null!;
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public override void SetUpSteps()
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{
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AddStep("import test beatmap", () => importedBeatmapSet = BeatmapImportHelper.LoadOszIntoOsu(game).GetResultSafely());
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base.SetUpSteps();
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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=> beatmaps.GetWorkingBeatmap(importedBeatmapSet.Beatmaps.First(b => b.Ruleset.OnlineID == 1));
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[Test]
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public void TestBasicGameplayTest()
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{
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AddStep("add objects", () =>
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{
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EditorBeatmap.Clear();
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EditorBeatmap.Add(new Swell { StartTime = 500, EndTime = 1500 });
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EditorBeatmap.Add(new Hit { StartTime = 3000 });
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});
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AddStep("seek to 250", () => EditorClock.Seek(250));
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AddUntilStep("wait for seek", () => EditorClock.CurrentTime, () => Is.EqualTo(250));
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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AddUntilStep("save prompt shown", () => DialogOverlay.CurrentDialog is SaveRequiredPopupDialog);
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AddStep("save changes", () => DialogOverlay.CurrentDialog!.PerformOkAction());
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AddUntilStep("player pushed", () => Stack.CurrentScreen is EditorPlayer);
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AddUntilStep("wait for return to editor", () => Stack.CurrentScreen is Screens.Edit.Editor);
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}
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}
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}
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@ -11,5 +11,6 @@
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</PropertyGroup>
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<ItemGroup Label="Project References">
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<ProjectReference Include="..\osu.Game.Rulesets.Taiko\osu.Game.Rulesets.Taiko.csproj" />
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<ProjectReference Include="..\osu.Game.Tests\osu.Game.Tests.csproj" />
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</ItemGroup>
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</Project>
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