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https://github.com/ppy/osu
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59 lines
2.6 KiB
C#
59 lines
2.6 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.ComponentModel;
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using System.Linq;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.Break;
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using osu.Game.Screens.Ranking;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[Description("Player instantiated with an autoplay mod.")]
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public class TestSceneAutoplay : TestSceneAllRulesetPlayers
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{
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protected new TestReplayPlayer Player => (TestReplayPlayer)base.Player;
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = new[] { ruleset.GetAutoplayMod() };
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return new TestReplayPlayer(false);
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}
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protected override void AddCheckSteps()
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{
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AddUntilStep("score above zero", () => Player.ScoreProcessor.TotalScore.Value > 0);
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AddUntilStep("key counter counted keys", () => Player.HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 2));
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seekToBreak(0);
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AddAssert("keys not counting", () => !Player.HUDOverlay.KeyCounter.IsCounting);
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AddAssert("overlay displays 100% accuracy", () => Player.BreakOverlay.ChildrenOfType<BreakInfo>().Single().AccuracyDisplay.Current.Value == 1);
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AddStep("rewind", () => Player.GameplayClockContainer.Seek(-80000));
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AddUntilStep("key counter reset", () => Player.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
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seekToBreak(0);
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seekToBreak(1);
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AddStep("seek to completion", () => Player.GameplayClockContainer.Seek(Player.DrawableRuleset.Objects.Last().GetEndTime()));
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AddUntilStep("results displayed", () => getResultsScreen() != null);
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AddAssert("score has combo", () => getResultsScreen().Score.Combo > 100);
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AddAssert("score has no misses", () => getResultsScreen().Score.Statistics[HitResult.Miss] == 0);
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ResultsScreen getResultsScreen() => Stack.CurrentScreen as ResultsScreen;
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}
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private void seekToBreak(int breakIndex)
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{
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AddStep($"seek to break {breakIndex}", () => Player.GameplayClockContainer.Seek(destBreak().StartTime));
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AddUntilStep("wait for seek to complete", () => Player.DrawableRuleset.FrameStableClock.CurrentTime >= destBreak().StartTime);
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BreakPeriod destBreak() => Beatmap.Value.Beatmap.Breaks.ElementAt(breakIndex);
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}
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}
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}
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