mirror of https://github.com/ppy/osu
260 lines
11 KiB
C#
260 lines
11 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 System.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Testing;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Visual;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class TestSceneSpinnerRotation : TestSceneOsuPlayer
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{
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[Resolved]
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private AudioManager audioManager { get; set; }
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protected override bool Autoplay => true;
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protected override TestPlayer CreatePlayer(Ruleset ruleset) => new ScoreExposedPlayer();
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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private DrawableSpinner drawableSpinner;
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private SpriteIcon spinnerSymbol => drawableSpinner.ChildrenOfType<SpriteIcon>().Single();
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[SetUpSteps]
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public override void SetUpSteps()
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{
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base.SetUpSteps();
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AddUntilStep("wait for track to start running", () => Beatmap.Value.Track.IsRunning);
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AddStep("retrieve spinner", () => drawableSpinner = (DrawableSpinner)Player.DrawableRuleset.Playfield.AllHitObjects.First());
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}
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[Test]
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public void TestSpinnerRewindingRotation()
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{
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double trackerRotationTolerance = 0;
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addSeekStep(5000);
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AddStep("calculate rotation tolerance", () =>
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{
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trackerRotationTolerance = Math.Abs(drawableSpinner.RotationTracker.Rotation * 0.1f);
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});
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AddAssert("is disc rotation not almost 0", () => !Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, 100));
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AddAssert("is disc rotation absolute not almost 0", () => !Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100));
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addSeekStep(0);
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AddAssert("is disc rotation almost 0", () => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, 0, trackerRotationTolerance));
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AddAssert("is disc rotation absolute almost 0", () => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, 0, 100));
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}
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[Test]
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public void TestSpinnerMiddleRewindingRotation()
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{
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double finalCumulativeTrackerRotation = 0;
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double finalTrackerRotation = 0, trackerRotationTolerance = 0;
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double finalSpinnerSymbolRotation = 0, spinnerSymbolRotationTolerance = 0;
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addSeekStep(5000);
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AddStep("retrieve disc rotation", () =>
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{
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finalTrackerRotation = drawableSpinner.RotationTracker.Rotation;
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trackerRotationTolerance = Math.Abs(finalTrackerRotation * 0.05f);
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});
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AddStep("retrieve spinner symbol rotation", () =>
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{
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finalSpinnerSymbolRotation = spinnerSymbol.Rotation;
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spinnerSymbolRotationTolerance = Math.Abs(finalSpinnerSymbolRotation * 0.05f);
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});
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AddStep("retrieve cumulative disc rotation", () => finalCumulativeTrackerRotation = drawableSpinner.Result.RateAdjustedRotation);
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addSeekStep(2500);
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AddAssert("disc rotation rewound",
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// we want to make sure that the rotation at time 2500 is in the same direction as at time 5000, but about half-way in.
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// due to the exponential damping applied we're allowing a larger margin of error of about 10%
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// (5% relative to the final rotation value, but we're half-way through the spin).
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation / 2, trackerRotationTolerance));
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AddAssert("symbol rotation rewound",
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation / 2, spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation rewound",
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// cumulative rotation is not damped, so we're treating it as the "ground truth" and allowing a comparatively smaller margin of error.
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() => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation / 2, 100));
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addSeekStep(5000);
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AddAssert("is disc rotation almost same",
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() => Precision.AlmostEquals(drawableSpinner.RotationTracker.Rotation, finalTrackerRotation, trackerRotationTolerance));
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AddAssert("is symbol rotation almost same",
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() => Precision.AlmostEquals(spinnerSymbol.Rotation, finalSpinnerSymbolRotation, spinnerSymbolRotationTolerance));
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AddAssert("is cumulative rotation almost same",
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() => Precision.AlmostEquals(drawableSpinner.Result.RateAdjustedRotation, finalCumulativeTrackerRotation, 100));
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}
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[Test]
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public void TestRotationDirection([Values(true, false)] bool clockwise)
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{
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if (clockwise)
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transformReplay(flip);
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addSeekStep(5000);
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AddAssert("disc spin direction correct", () => clockwise ? drawableSpinner.RotationTracker.Rotation > 0 : drawableSpinner.RotationTracker.Rotation < 0);
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AddAssert("spinner symbol direction correct", () => clockwise ? spinnerSymbol.Rotation > 0 : spinnerSymbol.Rotation < 0);
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}
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private Replay flip(Replay scoreReplay) => new Replay
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{
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Frames = scoreReplay
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.Frames
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.Cast<OsuReplayFrame>()
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.Select(replayFrame =>
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{
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var flippedPosition = new Vector2(OsuPlayfield.BASE_SIZE.X - replayFrame.Position.X, replayFrame.Position.Y);
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return new OsuReplayFrame(replayFrame.Time, flippedPosition, replayFrame.Actions.ToArray());
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})
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.Cast<ReplayFrame>()
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.ToList()
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};
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[Test]
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public void TestSpinnerNormalBonusRewinding()
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{
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addSeekStep(1000);
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AddAssert("player score matching expected bonus score", () =>
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{
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// multipled by 2 to nullify the score multiplier. (autoplay mod selected)
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var totalScore = ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value * 2;
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return totalScore == (int)(drawableSpinner.Result.RateAdjustedRotation / 360) * new SpinnerTick().CreateJudgement().MaxNumericResult;
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});
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addSeekStep(0);
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AddAssert("player score is 0", () => ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value == 0);
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}
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[Test]
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public void TestSpinnerCompleteBonusRewinding()
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{
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addSeekStep(2500);
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addSeekStep(0);
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AddAssert("player score is 0", () => ((ScoreExposedPlayer)Player).ScoreProcessor.TotalScore.Value == 0);
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}
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[Test]
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public void TestSpinPerMinuteOnRewind()
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{
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double estimatedSpm = 0;
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addSeekStep(1000);
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AddStep("retrieve spm", () => estimatedSpm = drawableSpinner.SpinsPerMinute.Value);
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addSeekStep(2000);
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AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0));
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addSeekStep(1000);
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AddAssert("spm still valid", () => Precision.AlmostEquals(drawableSpinner.SpinsPerMinute.Value, estimatedSpm, 1.0));
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}
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[TestCase(0.5)]
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[TestCase(2.0)]
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public void TestSpinUnaffectedByClockRate(double rate)
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{
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double expectedProgress = 0;
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double expectedSpm = 0;
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addSeekStep(1000);
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AddStep("retrieve spinner state", () =>
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{
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expectedProgress = drawableSpinner.Progress;
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expectedSpm = drawableSpinner.SpinsPerMinute.Value;
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});
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addSeekStep(0);
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AddStep("adjust track rate", () => ((MasterGameplayClockContainer)Player.GameplayClockContainer).UserPlaybackRate.Value = rate);
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addSeekStep(1000);
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AddAssert("progress almost same", () => Precision.AlmostEquals(expectedProgress, drawableSpinner.Progress, 0.05));
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AddAssert("spm almost same", () => Precision.AlmostEquals(expectedSpm, drawableSpinner.SpinsPerMinute.Value, 2.0));
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}
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private Replay applyRateAdjustment(Replay scoreReplay, double rate) => new Replay
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{
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Frames = scoreReplay
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.Frames
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.Cast<OsuReplayFrame>()
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.Select(replayFrame =>
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{
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var adjustedTime = replayFrame.Time * rate;
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return new OsuReplayFrame(adjustedTime, replayFrame.Position, replayFrame.Actions.ToArray());
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})
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.Cast<ReplayFrame>()
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.ToList()
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};
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private void addSeekStep(double time)
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{
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AddStep($"seek to {time}", () => MusicController.SeekTo(time));
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AddUntilStep("wait for seek to finish", () => Precision.AlmostEquals(time, Player.DrawableRuleset.FrameStableClock.CurrentTime, 100));
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}
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private void transformReplay(Func<Replay, Replay> replayTransformation) => AddStep("set replay", () =>
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{
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var drawableRuleset = this.ChildrenOfType<DrawableOsuRuleset>().Single();
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var score = drawableRuleset.ReplayScore;
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var transformedScore = new Score
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{
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ScoreInfo = score.ScoreInfo,
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Replay = replayTransformation.Invoke(score.Replay)
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};
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drawableRuleset.SetReplayScore(transformedScore);
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});
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) => new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new Spinner
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{
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Position = new Vector2(256, 192),
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EndTime = 6000,
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},
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}
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};
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private class ScoreExposedPlayer : TestPlayer
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public ScoreExposedPlayer()
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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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