Remove settings

This commit is contained in:
Spooghetti420
2022-01-30 17:40:15 +00:00
parent c7580a5177
commit b52153e73d
2 changed files with 10 additions and 76 deletions

View File

@ -1,7 +1,6 @@
// 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;
using System.Linq;
using NUnit.Framework;
using osu.Game.Beatmaps;
@ -11,8 +10,6 @@ using System.Collections.Generic;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Difficulty;
using osu.Game.Tests.Beatmaps;
namespace osu.Game.Rulesets.Mania.Tests.Mods
{
@ -42,24 +39,17 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
Assert.AreEqual(noteValues, new List<double> { 0.125, 0.250, 0.500, 1.000, 2.000 });
}
[TestCase(ManiaModHoldOff.BeatDivisors.Whole)]
[TestCase(ManiaModHoldOff.BeatDivisors.Half)]
[TestCase(ManiaModHoldOff.BeatDivisors.Quarter)]
[TestCase(ManiaModHoldOff.BeatDivisors.Eighth)]
public void TestCorrectObjectCount(ManiaModHoldOff.BeatDivisors minBeatSnap)
[Test]
public void TestCorrectObjectCount()
{
/*
This test is to ensure that, given that end notes are enabled,
the mod produces the expected number of objects when the mod is applied.
*/
// Ensure that the mod produces the expected number of objects when applied.
// Mod settings will be set to include the correct beat snap value
var rawBeatmap = createRawBeatmap();
var testBeatmap = createModdedBeatmap(minBeatSnap);
var testBeatmap = createModdedBeatmap();
// Calculate expected number of objects
int expectedObjectCount = 0;
double beatSnapValue = 1 / (Math.Pow(2, (int)minBeatSnap));
double beatSnapValue = ManiaModHoldOff.Threshold;
foreach (ManiaHitObject h in rawBeatmap.HitObjects)
{
@ -81,44 +71,10 @@ namespace osu.Game.Rulesets.Mania.Tests.Mods
Assert.That(testBeatmap.HitObjects.Count == expectedObjectCount);
}
[Test]
public void TestDifficultyIncrease()
{
// A lower minimum beat snap divisor should only make the map harder, never easier
// (as more notes can be spawned)
var beatmaps = new[]
{
createModdedBeatmap(),
createModdedBeatmap(ManiaModHoldOff.BeatDivisors.Half),
createModdedBeatmap(ManiaModHoldOff.BeatDivisors.Quarter),
createModdedBeatmap(ManiaModHoldOff.BeatDivisors.Eighth),
createModdedBeatmap(ManiaModHoldOff.BeatDivisors.Sixteenth)
};
double[] mapDifficulties = new double[beatmaps.Length];
for (int i = 0; i < mapDifficulties.Length; i++)
{
var workingBeatmap = new TestWorkingBeatmap(beatmaps[i]);
var difficultyCalculator = new ManiaDifficultyCalculator(new ManiaRuleset().RulesetInfo, workingBeatmap);
mapDifficulties[i] = difficultyCalculator.Calculate().StarRating;
if (i > 0)
{
Assert.LessOrEqual(mapDifficulties[i - 1], mapDifficulties[i]);
Assert.LessOrEqual(beatmaps[i - 1].HitObjects.Count, beatmaps[i].HitObjects.Count);
}
}
}
private static ManiaBeatmap createModdedBeatmap(ManiaModHoldOff.BeatDivisors minBeatSnap = ManiaModHoldOff.BeatDivisors.Whole)
private static ManiaBeatmap createModdedBeatmap()
{
var beatmap = createRawBeatmap();
var holdOffMod = new ManiaModHoldOff
{
MinBeatSnap = { Value = minBeatSnap }
};
Assert.AreEqual(holdOffMod.MinBeatSnap.Value, minBeatSnap);
var holdOffMod = new ManiaModHoldOff();
foreach (var hitObject in beatmap.HitObjects)
hitObject.ApplyDefaults(beatmap.ControlPointInfo, new BeatmapDifficulty());