Files
Ez2Lazer/osu.Game.Rulesets.Mania.Tests/TestSceneReplayRewinding.cs

126 lines
4.7 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.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Replays;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Tests.Visual;
namespace osu.Game.Rulesets.Mania.Tests
{
public partial class TestSceneReplayRewinding : RateAdjustedBeatmapTestScene
{
private ReplayPlayer currentPlayer = null!;
[Test]
public void TestRewindingToMiddleOfHoldNote()
{
Score score = null!;
var beatmap = new ManiaBeatmap(new StageDefinition(4))
{
HitObjects =
{
new HoldNote
{
StartTime = 500,
EndTime = 1500,
Column = 2
}
}
};
AddStep(@"create replay", () => score = new Score
{
Replay = new Replay
{
Frames =
{
new ManiaReplayFrame(500, ManiaAction.Key3),
new ManiaReplayFrame(1500),
}
},
ScoreInfo = new ScoreInfo()
});
AddStep(@"set beatmap", () => Beatmap.Value = CreateWorkingBeatmap(beatmap));
AddStep(@"set ruleset", () => Ruleset.Value = beatmap.BeatmapInfo.Ruleset);
AddStep(@"push player", () => LoadScreen(currentPlayer = new ReplayPlayer(score)));
AddUntilStep(@"wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep(@"wait for hold to be judged", () => currentPlayer.ChildrenOfType<IFrameStableClock>().Single().CurrentTime, () => Is.GreaterThan(1600));
AddStep(@"seek to middle of hold note", () => currentPlayer.Seek(1000));
AddUntilStep(@"wait for gameplay to complete", () => currentPlayer.GameplayState.HasCompleted);
AddAssert(@"no misses registered", () => currentPlayer.GameplayState.ScoreProcessor.Statistics.GetValueOrDefault(HitResult.Miss), () => Is.Zero);
AddStep(@"exit player", () => currentPlayer.Exit());
}
[Test]
public void TestCorrectComboAccountingForConcurrentObjects()
{
Score score = null!;
var beatmap = new ManiaBeatmap(new StageDefinition(4))
{
HitObjects =
{
new Note
{
StartTime = 500,
Column = 0,
},
new Note
{
StartTime = 500,
Column = 2,
},
new HoldNote
{
StartTime = 1000,
EndTime = 1500,
Column = 1,
}
}
};
AddStep(@"create replay", () => score = new Score
{
Replay = new Replay
{
Frames =
{
new ManiaReplayFrame(500, ManiaAction.Key1, ManiaAction.Key3),
new ManiaReplayFrame(520),
new ManiaReplayFrame(1000, ManiaAction.Key2),
new ManiaReplayFrame(1500),
}
},
ScoreInfo = new ScoreInfo()
});
AddStep(@"set beatmap", () => Beatmap.Value = CreateWorkingBeatmap(beatmap));
AddStep(@"set ruleset", () => Ruleset.Value = beatmap.BeatmapInfo.Ruleset);
AddStep(@"push player", () => LoadScreen(currentPlayer = new ReplayPlayer(score)));
AddUntilStep(@"wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep(@"wait for objects to be judged", () => currentPlayer.ChildrenOfType<IFrameStableClock>().Single().CurrentTime, () => Is.GreaterThan(1600));
AddStep(@"stop gameplay", () => currentPlayer.ChildrenOfType<GameplayClockContainer>().Single().Stop());
AddStep(@"seek to start", () => currentPlayer.Seek(0));
AddAssert(@"combo is 0", () => currentPlayer.GameplayState.ScoreProcessor.Combo.Value, () => Is.Zero);
AddStep(@"exit player", () => currentPlayer.Exit());
}
}
}