osu/osu.Game.Tests/Visual/Gameplay/TestSceneAutoplay.cs

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