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Consolidate and move ruleset test projects
This commit is contained in:
12
osu.Game.Rulesets.Taiko/Properties/AssemblyInfo.cs
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12
osu.Game.Rulesets.Taiko/Properties/AssemblyInfo.cs
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu-framework/master/LICENCE
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using System.Runtime.CompilerServices;
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using osu.Framework.Testing;
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// We publish our internal attributes to other sub-projects of the framework.
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// Note, that we omit visual tests as they are meant to test the framework
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// behavior "in the wild".
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[assembly: InternalsVisibleTo("osu.Game.Rulesets.Taiko.Tests")]
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[assembly: InternalsVisibleTo(DynamicClassCompiler.DYNAMIC_ASSEMBLY_NAME)]
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public class TaikoBeatmapConversionTest : BeatmapConversionTest<ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
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private bool isForCurrentRuleset;
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[NonParallelizable]
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[TestCase("basic", false), Ignore("See: https://github.com/ppy/osu/issues/2152")]
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[TestCase("slider-generating-drumroll", false)]
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public void Test(string name, bool isForCurrentRuleset)
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{
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this.isForCurrentRuleset = isForCurrentRuleset;
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base.Test(name);
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}
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protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
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{
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yield return new ConvertValue
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{
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StartTime = hitObject.StartTime,
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EndTime = (hitObject as IHasEndTime)?.EndTime ?? hitObject.StartTime,
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IsRim = hitObject is RimHit,
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IsCentre = hitObject is CentreHit,
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IsDrumRoll = hitObject is DrumRoll,
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IsSwell = hitObject is Swell,
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IsStrong = ((TaikoHitObject)hitObject).IsStrong
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};
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}
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protected override IBeatmapConverter CreateConverter(Beatmap beatmap) => new TaikoBeatmapConverter(isForCurrentRuleset);
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}
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public struct ConvertValue : IEquatable<ConvertValue>
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{
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/// <summary>
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/// A sane value to account for osu!stable using ints everwhere.
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/// </summary>
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private const float conversion_lenience = 2;
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public double StartTime;
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public double EndTime;
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public bool IsRim;
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public bool IsCentre;
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public bool IsDrumRoll;
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public bool IsSwell;
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public bool IsStrong;
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public bool Equals(ConvertValue other)
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=> Precision.AlmostEquals(StartTime, other.StartTime, conversion_lenience)
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&& Precision.AlmostEquals(EndTime, other.EndTime, conversion_lenience)
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&& IsRim == other.IsRim
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&& IsCentre == other.IsCentre
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&& IsDrumRoll == other.IsDrumRoll
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&& IsSwell == other.IsSwell
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&& IsStrong == other.IsStrong;
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using OpenTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.Audio;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public class TestCaseInputDrum : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[]
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{
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typeof(InputDrum),
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typeof(DrumSampleMapping),
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typeof(SampleInfo),
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typeof(SampleControlPoint)
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};
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public TestCaseInputDrum()
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{
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Add(new TaikoInputManager(new RulesetInfo { ID = 1 })
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{
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RelativeSizeAxes = Axes.Both,
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Child = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200),
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Child = new InputDrum(new ControlPointInfo())
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}
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});
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}
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using NUnit.Framework;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public class TestCasePerformancePoints : Game.Tests.Visual.TestCasePerformancePoints
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{
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public TestCasePerformancePoints()
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: base(new TaikoRuleset())
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{
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}
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}
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}
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.MathUtils;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Tests.Beatmaps;
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using osu.Game.Tests.Visual;
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using OpenTK;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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[TestFixture]
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public class TestCaseTaikoPlayfield : OsuTestCase
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{
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private const double default_duration = 1000;
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private const float scroll_time = 1000;
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protected override double TimePerAction => default_duration * 2;
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private readonly Random rng = new Random(1337);
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private TaikoRulesetContainer rulesetContainer;
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private Container playfieldContainer;
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[BackgroundDependencyLoader]
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private void load(RulesetStore rulesets)
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{
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AddStep("Hit!", () => addHitJudgement(false));
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AddStep("Kiai hit", () => addHitJudgement(true));
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AddStep("Miss :(", addMissJudgement);
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AddStep("DrumRoll", () => addDrumRoll(false));
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AddStep("Strong DrumRoll", () => addDrumRoll(true));
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AddStep("Swell", () => addSwell());
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AddStep("Centre", () => addCentreHit(false));
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AddStep("Strong Centre", () => addCentreHit(true));
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AddStep("Rim", () => addRimHit(false));
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AddStep("Strong Rim", () => addRimHit(true));
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AddStep("Add bar line", () => addBarLine(false));
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AddStep("Add major bar line", () => addBarLine(true));
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AddStep("Height test 1", () => changePlayfieldSize(1));
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AddStep("Height test 2", () => changePlayfieldSize(2));
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AddStep("Height test 3", () => changePlayfieldSize(3));
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AddStep("Height test 4", () => changePlayfieldSize(4));
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AddStep("Height test 5", () => changePlayfieldSize(5));
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AddStep("Reset height", () => changePlayfieldSize(6));
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var controlPointInfo = new ControlPointInfo();
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controlPointInfo.TimingPoints.Add(new TimingControlPoint());
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WorkingBeatmap beatmap = new TestWorkingBeatmap(new Beatmap
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{
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HitObjects = new List<HitObject> { new CentreHit() },
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BeatmapInfo = new BeatmapInfo
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{
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BaseDifficulty = new BeatmapDifficulty(),
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Metadata = new BeatmapMetadata
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{
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Artist = @"Unknown",
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Title = @"Sample Beatmap",
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AuthorString = @"peppy",
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},
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},
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ControlPointInfo = controlPointInfo
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});
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var rateAdjustClock = new StopwatchClock(true) { Rate = 1 };
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Add(playfieldContainer = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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Height = 768,
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Clock = new FramedClock(rateAdjustClock),
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Children = new[] { rulesetContainer = new TaikoRulesetContainer(rulesets.GetRuleset(1).CreateInstance(), beatmap, true) }
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});
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}
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private void changePlayfieldSize(int step)
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{
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double delay = 0;
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// Add new hits
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switch (step)
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{
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case 1:
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addCentreHit(false);
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break;
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case 2:
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addCentreHit(true);
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break;
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case 3:
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addDrumRoll(false);
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break;
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case 4:
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addDrumRoll(true);
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break;
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case 5:
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addSwell();
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delay = scroll_time - 100;
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break;
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}
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// Tween playfield height
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switch (step)
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{
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default:
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playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
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break;
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case 6:
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playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_HEIGHT), 500);
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break;
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}
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}
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private void addHitJudgement(bool kiai)
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{
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HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Good : HitResult.Great;
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var cpi = new ControlPointInfo();
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cpi.EffectPoints.Add(new EffectControlPoint
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{
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KiaiMode = kiai
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});
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Hit hit = new Hit();
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hit.ApplyDefaults(cpi, new BeatmapDifficulty());
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var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
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((TaikoPlayfield)rulesetContainer.Playfield).OnJudgement(h, new TaikoJudgement { Result = hitResult });
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if (RNG.Next(10) == 0)
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{
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((TaikoPlayfield)rulesetContainer.Playfield).OnJudgement(h, new TaikoJudgement { Result = hitResult });
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((TaikoPlayfield)rulesetContainer.Playfield).OnJudgement(h, new TaikoStrongHitJudgement());
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}
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}
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private void addMissJudgement()
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{
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((TaikoPlayfield)rulesetContainer.Playfield).OnJudgement(new DrawableTestHit(new Hit()), new TaikoJudgement { Result = HitResult.Miss });
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}
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private void addBarLine(bool major, double delay = scroll_time)
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{
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BarLine bl = new BarLine { StartTime = rulesetContainer.Playfield.Time.Current + delay };
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rulesetContainer.Playfield.Add(major ? new DrawableBarLineMajor(bl) : new DrawableBarLine(bl));
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}
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private void addSwell(double duration = default_duration)
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{
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var swell = new Swell
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{
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StartTime = rulesetContainer.Playfield.Time.Current + scroll_time,
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Duration = duration,
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};
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swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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rulesetContainer.Playfield.Add(new DrawableSwell(swell));
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}
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private void addDrumRoll(bool strong, double duration = default_duration)
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{
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addBarLine(true);
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addBarLine(true, scroll_time + duration);
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var d = new DrumRoll
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{
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StartTime = rulesetContainer.Playfield.Time.Current + scroll_time,
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IsStrong = strong,
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Duration = duration,
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};
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d.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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rulesetContainer.Playfield.Add(new DrawableDrumRoll(d));
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}
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private void addCentreHit(bool strong)
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{
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Hit h = new Hit
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{
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StartTime = rulesetContainer.Playfield.Time.Current + scroll_time,
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IsStrong = strong
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};
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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if (strong)
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rulesetContainer.Playfield.Add(new DrawableCentreHitStrong(h));
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else
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rulesetContainer.Playfield.Add(new DrawableCentreHit(h));
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}
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private void addRimHit(bool strong)
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{
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Hit h = new Hit
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{
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StartTime = rulesetContainer.Playfield.Time.Current + scroll_time,
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IsStrong = strong
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};
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h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
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if (strong)
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rulesetContainer.Playfield.Add(new DrawableRimHitStrong(h));
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else
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rulesetContainer.Playfield.Add(new DrawableRimHit(h));
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}
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private class DrawableTestHit : DrawableHitObject<TaikoHitObject>
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{
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public DrawableTestHit(TaikoHitObject hitObject)
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: base(hitObject)
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{
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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}
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}
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}
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@ -12,18 +12,7 @@
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<Description>bash the drum. to the beat.</Description>
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<Product>osu.Game.Rulesets.Taiko</Product>
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</PropertyGroup>
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<ItemGroup Label="Service">
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<Service Include="{82a7f48d-3b50-4b1e-b82e-3ada8210c358}" />
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</ItemGroup>
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<ItemGroup Label="Project References">
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<ProjectReference Include="..\osu-framework\osu.Framework\osu.Framework.csproj" />
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<ProjectReference Include="..\osu.Game\osu.Game.csproj" />
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</ItemGroup>
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<ItemGroup Label="Package References">
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<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.0.1" />
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<PackageReference Include="NUnit" Version="3.8.1" />
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</ItemGroup>
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<ItemGroup Label="Resources">
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<EmbeddedResource Include="Resources\**\*.*" />
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</ItemGroup>
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</Project>
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Reference in New Issue
Block a user