osu/osu.Game.Rulesets.Mania.Tests/Mods/TestSceneManiaModHoldOff.cs

104 lines
3.8 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.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Mods;
using osu.Game.Tests.Visual;
using System.Collections.Generic;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mania.Beatmaps;
namespace osu.Game.Rulesets.Mania.Tests.Mods
{
public class TestSceneManiaModHoldOff : ModTestScene
{
protected override Ruleset CreatePlayerRuleset() => new ManiaRuleset();
[Test]
public void TestMapHasNoHoldNotes()
{
var testBeatmap = createModdedBeatmap();
Assert.False(testBeatmap.HitObjects.OfType<HoldNote>().Any());
}
[Test]
public void TestCorrectNoteValues()
{
var testBeatmap = createRawBeatmap();
var noteValues = new List<double>(testBeatmap.HitObjects.OfType<HoldNote>().Count());
foreach (HoldNote h in testBeatmap.HitObjects.OfType<HoldNote>())
{
noteValues.Add(ManiaModHoldOff.GetNoteDurationInBeatLength(h, testBeatmap));
}
noteValues.Sort();
Assert.AreEqual(noteValues, new List<double> { 0.125, 0.250, 0.500, 1.000, 2.000 });
}
[Test]
public void TestCorrectObjectCount()
{
// Ensure that the mod produces the expected number of objects when applied.
var rawBeatmap = createRawBeatmap();
var testBeatmap = createModdedBeatmap();
// Calculate expected number of objects
int expectedObjectCount = 0;
foreach (ManiaHitObject h in rawBeatmap.HitObjects)
{
// Both notes and hold notes account for at least one object
expectedObjectCount++;
if (h.GetType() == typeof(HoldNote))
{
double noteValue = ManiaModHoldOff.GetNoteDurationInBeatLength((HoldNote)h, rawBeatmap);
if (noteValue >= ManiaModHoldOff.END_NOTE_ALLOW_THRESHOLD)
{
// Should generate an end note if it's longer than the minimum note value
expectedObjectCount++;
}
}
}
Assert.That(testBeatmap.HitObjects.Count == expectedObjectCount);
}
private static ManiaBeatmap createModdedBeatmap()
{
var beatmap = createRawBeatmap();
var holdOffMod = new ManiaModHoldOff();
foreach (var hitObject in beatmap.HitObjects)
hitObject.ApplyDefaults(beatmap.ControlPointInfo, new BeatmapDifficulty());
holdOffMod.ApplyToBeatmap(beatmap);
return beatmap;
}
private static ManiaBeatmap createRawBeatmap()
{
var beatmap = new ManiaBeatmap(new StageDefinition { Columns = 1 });
beatmap.ControlPointInfo.Add(0.0, new TimingControlPoint { BeatLength = 1000 }); // Set BPM to 60
// Add test hit objects
beatmap.HitObjects.Add(new Note { StartTime = 4000 });
beatmap.HitObjects.Add(new Note { StartTime = 4500 });
beatmap.HitObjects.Add(new HoldNote { StartTime = 0, EndTime = 125 }); // 1/8 note
beatmap.HitObjects.Add(new HoldNote { StartTime = 0, EndTime = 250 }); // 1/4 note
beatmap.HitObjects.Add(new HoldNote { StartTime = 0, EndTime = 500 }); // 1/2 note
beatmap.HitObjects.Add(new HoldNote { StartTime = 0, EndTime = 1000 }); // 1/1 note
beatmap.HitObjects.Add(new HoldNote { StartTime = 0, EndTime = 2000 }); // 2/1 note
return beatmap;
}
}
}