mirror of https://github.com/ppy/osu
108 lines
4.3 KiB
C#
108 lines
4.3 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.Utils;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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[TestFixture]
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public class OsuBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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[TestCase("basic")]
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[TestCase("colinear-perfect-curve")]
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[TestCase("slider-ticks")]
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[TestCase("slider-ticks-edge-case")]
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[TestCase("slider-paths-edge-case")]
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[TestCase("repeat-slider")]
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[TestCase("uneven-repeat-slider")]
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[TestCase("old-stacking")]
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[TestCase("multi-segment-slider")]
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[TestCase("nan-slider")]
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public void Test(string name) => base.Test(name);
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protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Slider slider:
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var objects = new List<ConvertValue>();
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foreach (var nested in slider.NestedHitObjects)
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objects.Add(createConvertValue((OsuHitObject)nested, slider));
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// stable does slider tail leniency by offsetting the last tick 36ms back.
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// based on player feedback, we're doing this a little different in lazer,
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// and the lazer method does not require offsetting the last tick
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// (see `DrawableSliderTail.CheckForResult()`).
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// however, in conversion tests, just so the output matches, we're bringing
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// the 36ms offset back locally.
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// in particular, on some sliders, this may rearrange nested objects,
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// so we sort them again by start time to prevent test failures.
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foreach (var obj in objects.OrderBy(cv => cv.StartTime))
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yield return obj;
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break;
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default:
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yield return createConvertValue((OsuHitObject)hitObject);
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break;
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}
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static ConvertValue createConvertValue(OsuHitObject obj, OsuHitObject? parent = null)
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{
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double startTime = obj.StartTime;
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double endTime = obj.GetEndTime();
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// as stated in the inline comment above, this is locally bringing back
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// the stable treatment of the "legacy last tick" just to make sure
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// that the conversion output matches.
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// compare: `SliderEventGenerator.Generate()`, and the calculation of `legacyLastTickTime`.
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if (obj is SliderTailCircle && parent is Slider slider)
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{
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startTime = Math.Max(startTime + SliderEventGenerator.TAIL_LENIENCY, slider.StartTime + slider.Duration / 2);
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endTime = Math.Max(endTime + SliderEventGenerator.TAIL_LENIENCY, slider.StartTime + slider.Duration / 2);
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}
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return new ConvertValue
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{
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StartTime = startTime,
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EndTime = endTime,
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X = obj.StackedPosition.X,
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Y = obj.StackedPosition.Y
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};
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}
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}
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protected override Ruleset CreateRuleset() => new OsuRuleset();
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}
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public struct ConvertValue : IEquatable<ConvertValue>
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{
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/// <summary>
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/// A sane value to account for osu!stable using <see cref="int"/>s everywhere.
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/// </summary>
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private const double conversion_lenience = 2;
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public double StartTime;
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public double EndTime;
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public float X;
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public float Y;
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public bool Equals(ConvertValue other)
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=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
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&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
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&& Precision.AlmostEquals(X, other.X, conversion_lenience)
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&& Precision.AlmostEquals(Y, other.Y, conversion_lenience);
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}
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}
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