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https://github.com/ppy/osu
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97 lines
3.5 KiB
C#
97 lines
3.5 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.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Screens;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests.Judgements
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{
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public partial class JudgementTest : RateAdjustedBeatmapTestScene
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{
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private ScoreAccessibleReplayPlayer currentPlayer = null!;
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protected List<JudgementResult> JudgementResults { get; private set; } = null!;
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protected void AssertJudgementCount(int count)
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{
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AddAssert($"{count} judgement{(count > 0 ? "s" : "")}", () => JudgementResults, () => Has.Count.EqualTo(count));
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}
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protected void AssertResult<T>(int index, HitResult expectedResult)
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{
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AddAssert($"{typeof(T).ReadableName()} ({index}) judged as {expectedResult}",
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() => JudgementResults.Where(j => j.HitObject is T).OrderBy(j => j.HitObject.StartTime).ElementAt(index).Type,
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() => Is.EqualTo(expectedResult));
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}
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protected void PerformTest(List<ReplayFrame> frames, Beatmap<TaikoHitObject>? beatmap = null)
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{
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AddStep("load player", () =>
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{
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Beatmap.Value = CreateWorkingBeatmap(beatmap);
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var p = new ScoreAccessibleReplayPlayer(new Score { Replay = new Replay { Frames = frames } });
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p.OnLoadComplete += _ =>
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{
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p.ScoreProcessor.NewJudgement += result =>
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{
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if (currentPlayer == p) JudgementResults.Add(result);
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};
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};
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LoadScreen(currentPlayer = p);
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JudgementResults = new List<JudgementResult>();
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});
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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protected Beatmap<TaikoHitObject> CreateBeatmap(params TaikoHitObject[] hitObjects)
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{
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var beatmap = new Beatmap<TaikoHitObject>
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{
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HitObjects = hitObjects.ToList(),
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BeatmapInfo =
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{
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Difficulty = new BeatmapDifficulty { SliderTickRate = 4 },
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Ruleset = new TaikoRuleset().RulesetInfo
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},
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};
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beatmap.ControlPointInfo.Add(0, new EffectControlPoint { ScrollSpeed = 0.1f });
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return beatmap;
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}
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private partial class ScoreAccessibleReplayPlayer : ReplayPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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: base(score, new PlayerConfiguration
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{
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AllowPause = false,
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ShowResults = false,
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})
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{
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}
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}
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}
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}
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