mirror of
https://github.com/ppy/osu
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235 lines
8.4 KiB
C#
235 lines
8.4 KiB
C#
// 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;
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using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public partial class TestSceneHits : DrawableTaikoRulesetTestScene
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{
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private const double default_duration = 3000;
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private const float scroll_time = 1000;
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protected override double TimePerAction => default_duration * 2;
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private readonly Random rng = new Random(1337);
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[Test]
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public void TestVariousHits()
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{
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AddStep("Hit", () => addHitJudgement(false));
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AddStep("Strong hit", () => addStrongHitJudgement(false));
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AddStep("Kiai hit", () => addHitJudgement(true));
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AddStep("Strong kiai hit", () => addStrongHitJudgement(true));
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AddStep("Miss :(", addMissJudgement);
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AddStep("DrumRoll", () => addDrumRoll(false));
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AddStep("Strong DrumRoll", () => addDrumRoll(true));
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AddStep("Kiai DrumRoll", () => addDrumRoll(true, kiai: true));
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AddStep("Swell", () => addSwell());
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AddStep("Centre", () => addCentreHit(false));
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AddStep("Strong Centre", () => addCentreHit(true));
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AddStep("Rim", () => addRimHit(false));
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AddStep("Strong Rim", () => addRimHit(true));
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AddStep("Add bar line", () => addBarLine(false));
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AddStep("Add major bar line", () => addBarLine(true));
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AddStep("Add centre w/ bar line", () =>
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{
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addCentreHit(false);
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addBarLine(true);
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});
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AddStep("Height test 1", () => changePlayfieldSize(1));
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AddStep("Height test 2", () => changePlayfieldSize(2));
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AddStep("Height test 3", () => changePlayfieldSize(3));
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AddStep("Height test 4", () => changePlayfieldSize(4));
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AddStep("Height test 5", () => changePlayfieldSize(5));
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AddStep("Reset height", () => changePlayfieldSize(6));
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}
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private void changePlayfieldSize(int step)
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{
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double delay = 0;
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// Add new hits
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switch (step)
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{
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case 1:
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addCentreHit(false);
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break;
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case 2:
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addCentreHit(true);
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break;
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case 3:
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addDrumRoll(false);
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break;
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case 4:
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addDrumRoll(true);
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break;
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case 5:
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addSwell();
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delay = scroll_time - 100;
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break;
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}
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// Tween playfield height
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switch (step)
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{
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default:
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PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
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break;
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case 6:
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PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, DEFAULT_PLAYFIELD_CONTAINER_HEIGHT), 500);
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break;
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}
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}
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private void addHitJudgement(bool kiai)
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
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Hit hit = new Hit { StartTime = DrawableRuleset.Playfield.Time.Current };
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var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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DrawableRuleset.Playfield.Add(h);
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult });
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}
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private void addStrongHitJudgement(bool kiai)
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
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Hit hit = new Hit
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{
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StartTime = DrawableRuleset.Playfield.Time.Current,
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IsStrong = true,
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Samples = createSamples(strong: true)
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};
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var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
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DrawableRuleset.Playfield.Add(h);
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(hit, new TaikoJudgement()) { Type = hitResult });
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(hit.NestedHitObjects.Single(), new TaikoStrongJudgement()) { Type = HitResult.Great });
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}
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private void addMissJudgement()
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{
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DrawableTestHit h;
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DrawableRuleset.Playfield.Add(h = new DrawableTestHit(new Hit { StartTime = DrawableRuleset.Playfield.Time.Current }, HitResult.Miss)
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{
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Alpha = 0
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});
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((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(h.HitObject, new TaikoJudgement()) { Type = HitResult.Miss });
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}
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private void addBarLine(bool major, double delay = scroll_time)
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{
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BarLine bl = new BarLine
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{
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StartTime = DrawableRuleset.Playfield.Time.Current + delay,
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Major = major
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};
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DrawableRuleset.Playfield.Add(bl);
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}
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private void addSwell(double duration = default_duration)
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{
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var swell = new Swell
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{
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StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
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Duration = duration,
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};
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swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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DrawableRuleset.Playfield.Add(new DrawableSwell(swell));
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}
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private void addDrumRoll(bool strong, double duration = default_duration, bool kiai = false)
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{
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addBarLine(true);
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addBarLine(true, scroll_time + duration);
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var d = new DrumRoll
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{
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StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong,
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Samples = createSamples(strong: strong),
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Duration = duration,
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TickRate = 8,
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};
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var cpi = new ControlPointInfo();
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cpi.Add(-10000, new EffectControlPoint { KiaiMode = kiai });
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d.ApplyDefaults(cpi, new BeatmapDifficulty());
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DrawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
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}
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private void addCentreHit(bool strong)
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{
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Hit h = new Hit
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{
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StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong,
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Samples = createSamples(HitType.Centre, strong)
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};
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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DrawableRuleset.Playfield.Add(new DrawableHit(h));
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}
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private void addRimHit(bool strong)
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{
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Hit h = new Hit
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{
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StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
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IsStrong = strong,
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Samples = createSamples(HitType.Rim, strong)
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};
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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DrawableRuleset.Playfield.Add(new DrawableHit(h));
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}
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// TODO: can be removed if a better way of handling colour/strong type and samples is developed
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private IList<HitSampleInfo> createSamples(HitType? hitType = null, bool strong = false)
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{
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var samples = new List<HitSampleInfo>();
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if (hitType == HitType.Rim)
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samples.Add(new HitSampleInfo(HitSampleInfo.HIT_CLAP));
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if (strong)
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samples.Add(new HitSampleInfo(HitSampleInfo.HIT_FINISH));
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return samples;
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}
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}
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}
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