osu/osu.Game/Tests/Visual/ModFailConditionTestScene.cs

65 lines
2.1 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 osu.Game.Beatmaps;
using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Tests.Visual
{
public abstract partial class ModFailConditionTestScene : ModTestScene
{
private readonly ModFailCondition mod;
protected ModFailConditionTestScene(ModFailCondition mod)
{
this.mod = mod;
}
protected void CreateHitObjectTest(HitObjectTestData testData, bool shouldMiss) => CreateModTest(new ModTestData
{
Mod = mod,
Beatmap = new Beatmap
{
BeatmapInfo = { Ruleset = CreatePlayerRuleset().RulesetInfo },
HitObjects = { testData.HitObject }
},
Autoplay = !shouldMiss,
PassCondition = () => ((ModFailConditionTestPlayer)Player).CheckFailed(shouldMiss && testData.FailOnMiss)
});
protected override TestPlayer CreateModPlayer(Ruleset ruleset) => new ModFailConditionTestPlayer(CurrentTestData, AllowFail);
protected partial class ModFailConditionTestPlayer : ModTestPlayer
{
public ModFailConditionTestPlayer(ModTestData data, bool allowFail)
: base(data, allowFail)
{
}
protected override bool CheckModsAllowFailure() => true;
public bool CheckFailed(bool failed)
{
if (!failed)
return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
return HealthProcessor.HasFailed;
}
}
protected class HitObjectTestData
{
public readonly HitObject HitObject;
public readonly bool FailOnMiss;
public HitObjectTestData(HitObject hitObject, bool failOnMiss = true)
{
HitObject = hitObject;
FailOnMiss = failOnMiss;
}
}
}
}