osu/osu.Game.Rulesets.Osu.Tests/TestSceneLegacyHitPolicy.cs

752 lines
31 KiB
C#

// 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;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.CompilerServices;
using System.Text;
using NUnit.Framework;
using osu.Framework.Extensions;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Formats;
using osu.Game.Replays;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Replays;
using osu.Game.Rulesets.Osu.Scoring;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Scoring.Legacy;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
using osuTK;
namespace osu.Game.Rulesets.Osu.Tests
{
public partial class TestSceneLegacyHitPolicy : RateAdjustedBeatmapTestScene
{
private readonly OsuHitWindows referenceHitWindows;
/// <summary>
/// This is provided as a convenience for testing note lock behaviour against osu!stable.
/// Setting this field to a non-null path will cause beatmap files and replays used in all test cases
/// to be exported to disk so that they can be cross-checked against stable.
/// </summary>
private readonly string? exportLocation = null;
public TestSceneLegacyHitPolicy()
{
referenceHitWindows = new OsuHitWindows();
referenceHitWindows.SetDifficulty(0);
}
/// <summary>
/// Tests clicking a future circle before the first circle's start time, while the first circle HAS NOT been judged.
/// </summary>
[Test]
public void TestClickSecondCircleBeforeFirstCircleTime()
{
const double time_first_circle = 1500;
const double time_second_circle = 1600;
Vector2 positionFirstCircle = Vector2.Zero;
Vector2 positionSecondCircle = new Vector2(80);
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 - 100, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
});
addJudgementAssert(hitObjects[0], HitResult.Miss);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// note lock prevented the object from being hit, so the judgement offset should be very late.
addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Shake);
}
/// <summary>
/// Tests clicking a future circle at the first circle's start time, while the first circle HAS NOT been judged.
/// </summary>
[Test]
public void TestClickSecondCircleAtFirstCircleTime()
{
const double time_first_circle = 1500;
const double time_second_circle = 1600;
Vector2 positionFirstCircle = Vector2.Zero;
Vector2 positionSecondCircle = new Vector2(80);
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 = positionSecondCircle, Actions = { OsuAction.LeftButton } }
});
addJudgementAssert(hitObjects[0], HitResult.Miss);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// note lock prevented the object from being hit, so the judgement offset should be very late.
addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Shake);
}
/// <summary>
/// Tests clicking a future circle after the first circle's start time, while the first circle HAS NOT been judged.
/// </summary>
[Test]
public void TestClickSecondCircleAfterFirstCircleTime()
{
const double time_first_circle = 1500;
const double time_second_circle = 1600;
Vector2 positionFirstCircle = Vector2.Zero;
Vector2 positionSecondCircle = new Vector2(80);
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 + 100, Position = positionSecondCircle, Actions = { OsuAction.LeftButton } }
});
addJudgementAssert(hitObjects[0], HitResult.Miss);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// note lock prevented the object from being hit, so the judgement offset should be very late.
addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Shake);
}
/// <summary>
/// Tests clicking a future circle before the first circle's start time, while the first circle HAS been judged.
/// </summary>
[Test]
public void TestClickSecondCircleBeforeFirstCircleTimeWithFirstCircleJudged()
{
const double time_first_circle = 1500;
const double time_second_circle = 1600;
Vector2 positionFirstCircle = Vector2.Zero;
Vector2 positionSecondCircle = new Vector2(80);
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 - 190, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_circle - 90, Position = positionSecondCircle, Actions = { OsuAction.RightButton } }
});
addJudgementAssert(hitObjects[0], HitResult.Meh);
addJudgementAssert(hitObjects[1], HitResult.Meh);
addJudgementOffsetAssert(hitObjects[0], -190); // time_first_circle - 190
addJudgementOffsetAssert(hitObjects[1], -190); // time_second_circle - first_circle_time - 90
addClickActionAssert(0, ClickAction.Hit);
addClickActionAssert(1, ClickAction.Hit);
}
/// <summary>
/// Tests clicking a future circle after the first circle's start time, while the first circle HAS been judged.
/// </summary>
[Test]
public void TestClickSecondCircleAfterFirstCircleTimeWithFirstCircleJudged()
{
const double time_first_circle = 1500;
const double time_second_circle = 1600;
Vector2 positionFirstCircle = Vector2.Zero;
Vector2 positionSecondCircle = new Vector2(80);
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 - 190, Position = positionFirstCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_circle, Position = positionSecondCircle, Actions = { OsuAction.RightButton } }
});
addJudgementAssert(hitObjects[0], HitResult.Meh);
addJudgementAssert(hitObjects[1], HitResult.Ok);
addJudgementOffsetAssert(hitObjects[0], -190); // time_first_circle - 190
addJudgementOffsetAssert(hitObjects[1], -100); // time_second_circle - first_circle_time
addClickActionAssert(0, ClickAction.Hit);
addClickActionAssert(1, ClickAction.Hit);
}
/// <summary>
/// Tests clicking a future circle after a slider's start time, but hitting the slider head and all slider ticks.
/// </summary>
[Test]
public void TestHitCircleBeforeSliderHead()
{
const double time_slider = 1500;
const double time_circle = 1510;
Vector2 positionCircle = Vector2.Zero;
Vector2 positionSlider = new Vector2(80);
var hitObjects = new List<OsuHitObject>
{
new HitCircle
{
StartTime = time_circle,
Position = positionCircle
},
new Slider
{
StartTime = time_slider,
Position = positionSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(50, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_slider, Position = positionCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_slider + 10, Position = positionSlider, Actions = { OsuAction.RightButton } }
});
addJudgementAssert(hitObjects[0], HitResult.Great);
addJudgementAssert(hitObjects[1], HitResult.Great);
addJudgementAssert("slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.LargeTickHit);
addJudgementAssert("slider tick", () => ((Slider)hitObjects[1]).NestedHitObjects[1] as SliderTick, HitResult.LargeTickHit);
addClickActionAssert(0, ClickAction.Hit);
addClickActionAssert(1, ClickAction.Hit);
}
/// <summary>
/// Tests clicking hitting future slider ticks before a circle.
/// </summary>
[Test]
public void TestHitSliderTicksBeforeCircle()
{
const double time_slider = 1500;
const double time_circle = 1510;
Vector2 positionCircle = Vector2.Zero;
Vector2 positionSlider = new Vector2(30);
var hitObjects = new List<OsuHitObject>
{
new HitCircle
{
StartTime = time_circle,
Position = positionCircle
},
new Slider
{
StartTime = time_slider,
Position = positionSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(50, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_slider, Position = positionSlider, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_circle + referenceHitWindows.WindowFor(HitResult.Meh) - 100, Position = positionCircle, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_circle + referenceHitWindows.WindowFor(HitResult.Meh) - 90, Position = positionSlider, Actions = { OsuAction.LeftButton } },
});
addJudgementAssert(hitObjects[0], HitResult.Ok);
addJudgementAssert(hitObjects[1], HitResult.Great);
addJudgementAssert("slider head", () => ((Slider)hitObjects[1]).HeadCircle, HitResult.LargeTickHit);
addJudgementAssert("slider tick", () => ((Slider)hitObjects[1]).NestedHitObjects[1] as SliderTick, HitResult.LargeTickHit);
addClickActionAssert(0, ClickAction.Hit);
addClickActionAssert(1, ClickAction.Hit);
}
/// <summary>
/// Tests clicking a future circle before a spinner.
/// </summary>
[Test]
public void TestHitCircleBeforeSpinner()
{
const double time_spinner = 1500;
const double time_circle = 1600;
Vector2 positionCircle = Vector2.Zero;
var hitObjects = new List<OsuHitObject>
{
new TestSpinner
{
StartTime = time_spinner,
Position = new Vector2(256, 192),
EndTime = time_spinner + 1000,
},
new HitCircle
{
StartTime = time_circle,
Position = positionCircle
},
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_spinner - 90, Position = positionCircle, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_spinner + 10, Position = new Vector2(236, 192), Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_spinner + 20, Position = new Vector2(256, 172), Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_spinner + 30, Position = new Vector2(276, 192), Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_spinner + 40, Position = new Vector2(256, 212), Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_spinner + 50, Position = new Vector2(236, 192), Actions = { OsuAction.RightButton } },
});
addJudgementAssert(hitObjects[0], HitResult.Great);
addJudgementAssert(hitObjects[1], HitResult.Meh);
addClickActionAssert(0, ClickAction.Hit);
}
[Test]
public void TestHitSliderHeadBeforeHitCircle()
{
const double time_circle = 1000;
const double time_slider = 1200;
Vector2 positionCircle = Vector2.Zero;
Vector2 positionSlider = new Vector2(80);
var hitObjects = new List<OsuHitObject>
{
new HitCircle
{
StartTime = time_circle,
Position = positionCircle
},
new Slider
{
StartTime = time_slider,
Position = positionSlider,
Path = new SliderPath(PathType.Linear, new[]
{
Vector2.Zero,
new Vector2(25, 0),
})
}
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_circle - 100, Position = positionSlider, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_circle, Position = positionCircle, Actions = { OsuAction.RightButton } },
new OsuReplayFrame { Time = time_slider, Position = positionSlider, Actions = { OsuAction.LeftButton } },
});
addJudgementAssert(hitObjects[0], HitResult.Great);
addJudgementAssert(hitObjects[1], HitResult.Great);
addClickActionAssert(0, ClickAction.Shake);
addClickActionAssert(1, ClickAction.Hit);
addClickActionAssert(2, ClickAction.Hit);
}
[Test]
public void TestOverlappingSliders()
{
const double time_first_slider = 1000;
const double time_second_slider = 1200;
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, Actions = { OsuAction.LeftButton, OsuAction.RightButton } },
new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
new OsuReplayFrame { Time = time_second_slider, Position = positionSecondSlider + new Vector2(0, 10), Actions = { OsuAction.LeftButton } },
});
addJudgementAssert(hitObjects[0], HitResult.Ok);
addJudgementAssert(hitObjects[1], HitResult.Great);
addClickActionAssert(0, ClickAction.Hit);
addClickActionAssert(1, ClickAction.Hit);
}
[Test]
public void TestStacksDoNotShake()
{
const double time_stack_start = 1000;
Vector2 position = new Vector2(80);
var hitObjects = Enumerable.Range(0, 20).Select(i => new HitCircle
{
StartTime = time_stack_start + i * 100,
Position = position
}).Cast<OsuHitObject>().ToList();
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_stack_start - 450, Position = new Vector2(55), Actions = { OsuAction.LeftButton } },
});
addClickActionAssert(0, ClickAction.Ignore);
}
[Test]
public void TestAutopilotReducesHittableRange()
{
const double time_circle = 1500;
Vector2 positionCircle = Vector2.Zero;
var hitObjects = new List<OsuHitObject>
{
new HitCircle
{
StartTime = time_circle,
Position = positionCircle
},
};
performTest(hitObjects, new List<ReplayFrame>
{
new OsuReplayFrame { Time = time_circle - 250, Position = positionCircle, Actions = { OsuAction.LeftButton } }
}, new Mod[] { new OsuModAutopilot() });
addJudgementAssert(hitObjects[0], HitResult.Miss);
// note lock prevented the object from being hit, so the judgement offset should be very late.
addJudgementOffsetAssert(hitObjects[0], referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Shake);
}
[Test]
public void TestInputDoesNotFallThroughOverlappingSliders()
{
const double time_first_slider = 1000;
const double time_second_slider = 1250;
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, Actions = { OsuAction.LeftButton } },
new OsuReplayFrame { Time = time_first_slider + 50, Position = midpoint },
});
addJudgementAssert(hitObjects[0], HitResult.Ok);
addJudgementOffsetAssert("first slider head", () => ((Slider)hitObjects[0]).HeadCircle, 0);
addJudgementAssert(hitObjects[1], HitResult.Miss);
// the slider head of the first slider prevents the second slider's head from being hit, so the judgement offset should be very late.
// this is not strictly done by the hit policy implementation itself (see `OsuModClassic.blockInputToUnderlyingObjects()`),
// but we're testing this here anyways to just keep everything related to input handling and note lock in one place.
addJudgementOffsetAssert("second slider head", () => ((Slider)hitObjects[1]).HeadCircle, referenceHitWindows.WindowFor(HitResult.Meh));
addClickActionAssert(0, ClickAction.Hit);
}
private void addJudgementAssert(OsuHitObject hitObject, HitResult result)
{
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judgement is {result}",
() => judgementResults.Single(r => r.HitObject == hitObject).Type, () => Is.EqualTo(result));
}
private void addJudgementAssert(string name, Func<OsuHitObject?> hitObject, HitResult result)
{
AddAssert($"{name} judgement is {result}",
() => judgementResults.Single(r => r.HitObject == hitObject()).Type, () => Is.EqualTo(result));
}
private void addJudgementOffsetAssert(OsuHitObject hitObject, double offset)
{
AddAssert($"({hitObject.GetType().ReadableName()} @ {hitObject.StartTime}) judged at {offset}",
() => judgementResults.Single(r => r.HitObject == hitObject).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private void addJudgementOffsetAssert(string name, Func<OsuHitObject?> hitObject, double offset)
{
AddAssert($"{name} @ judged at {offset}",
() => judgementResults.Single(r => r.HitObject == hitObject()).TimeOffset, () => Is.EqualTo(offset).Within(50));
}
private void addClickActionAssert(int inputIndex, ClickAction action)
=> AddAssert($"input #{inputIndex} resulted in {action}", () => testPolicy.ClickActions[inputIndex], () => Is.EqualTo(action));
private ScoreAccessibleReplayPlayer currentPlayer = null!;
private List<JudgementResult> judgementResults = null!;
private TestLegacyHitPolicy testPolicy = null!;
private void performTest(List<OsuHitObject> hitObjects, List<ReplayFrame> frames, IEnumerable<Mod>? extraMods = null, [CallerMemberName] string testCaseName = "")
{
List<Mod> mods = null!;
IBeatmap playableBeatmap = null!;
Score score = null!;
AddStep("set up mods", () =>
{
mods = new List<Mod> { new OsuModClassic() };
if (extraMods != null)
mods.AddRange(extraMods);
});
AddStep("create beatmap", () =>
{
var cpi = new ControlPointInfo();
cpi.Add(0, new TimingControlPoint { BeatLength = 1000 });
Beatmap.Value = CreateWorkingBeatmap(new Beatmap<OsuHitObject>
{
Metadata =
{
Title = testCaseName
},
HitObjects = hitObjects,
Difficulty = new BeatmapDifficulty
{
OverallDifficulty = 0,
SliderTickRate = 3
},
BeatmapInfo =
{
Ruleset = new OsuRuleset().RulesetInfo,
BeatmapVersion = LegacyBeatmapEncoder.FIRST_LAZER_VERSION // for correct offset treatment by score encoder
},
ControlPointInfo = cpi
});
playableBeatmap = Beatmap.Value.GetPlayableBeatmap(new OsuRuleset().RulesetInfo);
});
AddStep("create score", () =>
{
score = new Score
{
Replay = new Replay
{
Frames = new List<ReplayFrame>
{
// required for correct playback in stable
new OsuReplayFrame(0, new Vector2(256, -500)),
new OsuReplayFrame(0, new Vector2(256, -500))
}.Concat(frames).ToList()
},
ScoreInfo =
{
Ruleset = new OsuRuleset().RulesetInfo,
BeatmapInfo = playableBeatmap.BeatmapInfo,
Mods = mods.ToArray()
}
};
});
if (exportLocation != null)
{
AddStep("export beatmap", () =>
{
var beatmapEncoder = new LegacyBeatmapEncoder(playableBeatmap, null);
using (var stream = File.Open(Path.Combine(exportLocation, $"{testCaseName}.osu"), FileMode.Create))
{
var memoryStream = new MemoryStream();
using (var writer = new StreamWriter(memoryStream, Encoding.UTF8, leaveOpen: true))
beatmapEncoder.Encode(writer);
memoryStream.Seek(0, SeekOrigin.Begin);
memoryStream.CopyTo(stream);
memoryStream.Seek(0, SeekOrigin.Begin);
playableBeatmap.BeatmapInfo.MD5Hash = memoryStream.ComputeMD5Hash();
}
});
AddStep("export score", () =>
{
using var stream = File.Open(Path.Combine(exportLocation, $"{testCaseName}.osr"), FileMode.Create);
var encoder = new LegacyScoreEncoder(score, playableBeatmap);
encoder.Encode(stream);
});
}
AddStep("load player", () =>
{
SelectedMods.Value = mods.ToArray();
var p = new ScoreAccessibleReplayPlayer(score);
p.OnLoadComplete += _ =>
{
p.ScoreProcessor.NewJudgement += result =>
{
if (currentPlayer == p) judgementResults.Add(result);
};
};
LoadScreen(currentPlayer = p);
judgementResults = new List<JudgementResult>();
});
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddStep("Substitute hit policy", () =>
{
var playfield = currentPlayer.ChildrenOfType<OsuPlayfield>().Single();
var currentPolicy = playfield.HitPolicy;
playfield.HitPolicy = testPolicy = new TestLegacyHitPolicy(currentPolicy);
});
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
}
private class TestSpinner : Spinner
{
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, IBeatmapDifficultyInfo difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
SpinsRequired = 1;
}
}
private partial class ScoreAccessibleReplayPlayer : ReplayPlayer
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)
: base(score, new PlayerConfiguration
{
AllowPause = false,
ShowResults = false,
})
{
}
}
private class TestLegacyHitPolicy : LegacyHitPolicy
{
private readonly IHitPolicy currentPolicy;
public TestLegacyHitPolicy(IHitPolicy currentPolicy)
{
this.currentPolicy = currentPolicy;
}
public List<ClickAction> ClickActions { get; } = new List<ClickAction>();
public override ClickAction CheckHittable(DrawableHitObject hitObject, double time, HitResult result)
{
var action = currentPolicy.CheckHittable(hitObject, time, result);
ClickActions.Add(action);
return action;
}
}
}
}