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https://github.com/ppy/osu
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84 lines
2.9 KiB
C#
84 lines
2.9 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 NUnit.Framework;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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[TestFixture]
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public class ManiaBeatmapConversionTest : BeatmapConversionTest<ManiaConvertMapping, ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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[TestCase("basic")]
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public new void Test(string name)
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{
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base.Test(name);
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}
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protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
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{
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yield return new ConvertValue
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{
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StartTime = hitObject.StartTime,
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EndTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime,
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Column = ((ManiaHitObject)hitObject).Column
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};
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}
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protected override ManiaConvertMapping CreateConvertMapping() => new ManiaConvertMapping(Converter);
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protected override Ruleset CreateRuleset() => new ManiaRuleset();
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}
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public class ManiaConvertMapping : ConvertMapping<ConvertValue>, IEquatable<ManiaConvertMapping>
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{
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public uint RandomW;
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public uint RandomX;
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public uint RandomY;
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public uint RandomZ;
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public ManiaConvertMapping()
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{
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}
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public ManiaConvertMapping(IBeatmapConverter converter)
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{
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var maniaConverter = (ManiaBeatmapConverter)converter;
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RandomW = maniaConverter.Random.W;
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RandomX = maniaConverter.Random.X;
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RandomY = maniaConverter.Random.Y;
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RandomZ = maniaConverter.Random.Z;
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}
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public bool Equals(ManiaConvertMapping other) => other != null && RandomW == other.RandomW && RandomX == other.RandomX && RandomY == other.RandomY && RandomZ == other.RandomZ;
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public override bool Equals(ConvertMapping<ConvertValue> other) => base.Equals(other) && Equals(other as ManiaConvertMapping);
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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 ints everwhere.
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/// </summary>
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private const float conversion_lenience = 2;
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public double StartTime;
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public double EndTime;
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public int Column;
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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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&& Column == other.Column;
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}
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}
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