osu/osu.Game/Tests/Visual/ModTestScene.cs
Salman Ahmed 84b40ea2c6
Merge remote-tracking branch 'upstream/master' into test-scene-create-ruleset
# Conflicts:
#	osu.Game.Rulesets.Catch.Tests/TestSceneBananaShower.cs
#	osu.Game.Rulesets.Catch.Tests/TestSceneHyperDash.cs
#	osu.Game/Tests/Visual/ModTestScene.cs
#	osu.Game/Tests/Visual/OsuTestScene.cs
2020-06-03 22:00:02 +03:00

94 lines
2.7 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 System;
using System.Collections.Generic;
using JetBrains.Annotations;
using osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
namespace osu.Game.Tests.Visual
{
public abstract class ModTestScene : PlayerTestScene
{
protected sealed override bool HasCustomSteps => true;
private ModTestData currentTestData;
protected void CreateModTest(ModTestData testData) => CreateTest(() =>
{
AddStep("set test data", () => currentTestData = testData);
});
public override void TearDownSteps()
{
AddUntilStep("test passed", () =>
{
if (currentTestData == null)
return true;
return currentTestData.PassCondition?.Invoke() ?? false;
});
base.TearDownSteps();
}
protected sealed override IBeatmap CreateBeatmap(RulesetInfo ruleset) => currentTestData?.Beatmap ?? base.CreateBeatmap(ruleset);
protected sealed override TestPlayer CreatePlayer(Ruleset ruleset)
{
var mods = new List<Mod>(SelectedMods.Value);
if (currentTestData.Mod != null)
mods.Add(currentTestData.Mod);
if (currentTestData.Autoplay)
mods.Add(ruleset.GetAutoplayMod());
SelectedMods.Value = mods;
return CreateModPlayer(ruleset);
}
protected virtual TestPlayer CreateModPlayer(Ruleset ruleset) => new ModTestPlayer(AllowFail);
protected class ModTestPlayer : TestPlayer
{
private readonly bool allowFail;
protected override bool CheckModsAllowFailure() => allowFail;
public ModTestPlayer(bool allowFail)
: base(false, false)
{
this.allowFail = allowFail;
}
}
protected class ModTestData
{
/// <summary>
/// Whether to use a replay to simulate an auto-play. True by default.
/// </summary>
public bool Autoplay = true;
/// <summary>
/// The beatmap for this test case.
/// </summary>
[CanBeNull]
public IBeatmap Beatmap;
/// <summary>
/// The conditions that cause this test case to pass.
/// </summary>
[CanBeNull]
public Func<bool> PassCondition;
/// <summary>
/// The <see cref="Mod"/> this test case tests.
/// </summary>
public Mod Mod;
}
}
}