mirror of https://github.com/ppy/osu
103 lines
3.0 KiB
C#
103 lines
3.0 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 JetBrains.Annotations;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Tests.Visual
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{
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public abstract class ModTestScene : PlayerTestScene
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{
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protected sealed override bool HasCustomSteps => true;
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private ModTestData currentTestData;
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protected void CreateModTest(ModTestData testData) => CreateTest(() =>
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{
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AddStep("set test data", () => currentTestData = testData);
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});
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public override void TearDownSteps()
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{
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AddUntilStep("test passed", () =>
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{
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if (currentTestData == null)
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return true;
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return currentTestData.PassCondition?.Invoke() ?? false;
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});
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base.TearDownSteps();
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}
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protected sealed override IBeatmap CreateBeatmap(RulesetInfo ruleset) => currentTestData?.Beatmap ?? base.CreateBeatmap(ruleset);
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protected sealed override TestPlayer CreatePlayer(Ruleset ruleset)
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{
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var mods = new List<Mod>(SelectedMods.Value);
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if (currentTestData.Mods != null)
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mods.AddRange(currentTestData.Mods);
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if (currentTestData.Autoplay)
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mods.Add(ruleset.GetAutoplayMod());
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SelectedMods.Value = mods;
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return CreateModPlayer(ruleset);
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}
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protected virtual TestPlayer CreateModPlayer(Ruleset ruleset) => new ModTestPlayer(AllowFail);
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protected class ModTestPlayer : TestPlayer
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{
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private readonly bool allowFail;
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protected override bool CheckModsAllowFailure() => allowFail;
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public ModTestPlayer(bool allowFail)
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: base(false, false)
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{
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this.allowFail = allowFail;
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}
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}
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protected class ModTestData
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{
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/// <summary>
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/// Whether to use a replay to simulate an auto-play. True by default.
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/// </summary>
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public bool Autoplay = true;
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/// <summary>
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/// The beatmap for this test case.
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/// </summary>
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[CanBeNull]
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public IBeatmap Beatmap;
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/// <summary>
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/// The conditions that cause this test case to pass.
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/// </summary>
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[CanBeNull]
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public Func<bool> PassCondition;
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/// <summary>
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/// The <see cref="Mod"/>s this test case tests.
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/// </summary>
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public IReadOnlyList<Mod> Mods;
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/// <summary>
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/// Convenience property for setting <see cref="Mods"/> if only
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/// a single mod is to be tested.
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/// </summary>
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public Mod Mod
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{
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set => Mods = new[] { value };
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}
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}
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}
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}
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