osu/osu.Game/Tests/Visual/ModPerfectTestScene.cs
2020-03-11 00:36:56 +09:00

68 lines
2.0 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 osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Tests.Visual
{
public abstract class ModPerfectTestScene : ModTestScene
{
private readonly Ruleset ruleset;
private readonly ModPerfect mod;
protected ModPerfectTestScene(Ruleset ruleset, ModPerfect mod)
: base(ruleset)
{
this.ruleset = ruleset;
this.mod = mod;
}
protected void CreateHitObjectTest(HitObjectTestData testData, bool shouldMiss) => CreateModTest(new ModTestData
{
Mod = mod,
Beatmap = new Beatmap
{
BeatmapInfo = { Ruleset = ruleset.RulesetInfo },
HitObjects = { testData.HitObject }
},
Autoplay = !shouldMiss,
PassCondition = () => ((PerfectModTestPlayer)Player).CheckFailed(shouldMiss && testData.FailOnMiss)
});
protected override TestPlayer CreateModPlayer(Ruleset ruleset) => new PerfectModTestPlayer();
private class PerfectModTestPlayer : TestPlayer
{
public PerfectModTestPlayer()
: base(showResults: false)
{
}
protected override bool AllowFail => true;
public bool CheckFailed(bool failed)
{
if (!failed)
return ScoreProcessor.HasCompleted && !HealthProcessor.HasFailed;
return HealthProcessor.HasFailed;
}
}
protected class HitObjectTestData
{
public readonly HitObject HitObject;
public readonly bool FailOnMiss;
public HitObjectTestData(HitObject hitObject, bool failOnMiss = true)
{
HitObject = hitObject;
FailOnMiss = failOnMiss;
}
}
}
}