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https://github.com/ppy/osu
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64 lines
2.8 KiB
C#
64 lines
2.8 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.ComponentModel;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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[Description("Player instantiated with an autoplay mod.")]
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public class TestSceneAutoplay : TestSceneAllRulesetPlayers
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{
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private ClockBackedTestWorkingBeatmap.TrackVirtualManual track;
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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SelectedMods.Value = SelectedMods.Value.Concat(new[] { ruleset.GetAutoplayMod() }).ToArray();
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return new ScoreAccessiblePlayer();
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}
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protected override void AddCheckSteps()
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{
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ScoreAccessiblePlayer scoreAccessiblePlayer = null;
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AddUntilStep("player loaded", () => (scoreAccessiblePlayer = (ScoreAccessiblePlayer)Player) != null);
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AddUntilStep("score above zero", () => scoreAccessiblePlayer.ScoreProcessor.TotalScore.Value > 0);
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AddUntilStep("key counter counted keys", () => scoreAccessiblePlayer.HUDOverlay.KeyCounter.Children.Any(kc => kc.CountPresses > 2));
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AddStep("seek to break time", () => scoreAccessiblePlayer.GameplayClockContainer.Seek(scoreAccessiblePlayer.BreakOverlay.Breaks.First().StartTime));
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AddUntilStep("wait for seek to complete", () =>
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scoreAccessiblePlayer.HUDOverlay.Progress.ReferenceClock.CurrentTime >= scoreAccessiblePlayer.BreakOverlay.Breaks.First().StartTime);
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AddAssert("test keys not counting", () => !scoreAccessiblePlayer.HUDOverlay.KeyCounter.IsCounting);
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AddStep("rewind", () => scoreAccessiblePlayer.GameplayClockContainer.Seek(-80000));
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AddUntilStep("key counter reset", () => scoreAccessiblePlayer.HUDOverlay.KeyCounter.Children.All(kc => kc.CountPresses == 0));
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}
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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{
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var working = base.CreateWorkingBeatmap(beatmap, storyboard);
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track = (ClockBackedTestWorkingBeatmap.TrackVirtualManual)working.Track;
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return working;
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}
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private class ScoreAccessiblePlayer : TestPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new HUDOverlay HUDOverlay => base.HUDOverlay;
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public new BreakOverlay BreakOverlay => base.BreakOverlay;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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public ScoreAccessiblePlayer()
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: base(false, 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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