Major DRYing of code

This commit is contained in:
Endrik Tombak 2020-04-04 15:10:54 +03:00
parent ce2fa23baf
commit c3f0ef1bd4

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@ -1,8 +1,10 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence. // 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. // See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq; using System.Linq;
using Humanizer;
using NUnit.Framework; using NUnit.Framework;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Audio; using osu.Framework.Audio;
@ -38,6 +40,9 @@ namespace osu.Game.Rulesets.Osu.Tests
private readonly Bindable<bool> snakingIn = new Bindable<bool>(); private readonly Bindable<bool> snakingIn = new Bindable<bool>();
private readonly Bindable<bool> snakingOut = new Bindable<bool>(); private readonly Bindable<bool> snakingOut = new Bindable<bool>();
private const double duration_of_span = 3605;
private const double fade_in_modifier = -1200;
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null) protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
{ {
var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager); var working = new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
@ -55,7 +60,7 @@ namespace osu.Game.Rulesets.Osu.Tests
private DrawableSlider slider; private DrawableSlider slider;
private DrawableSliderRepeat repeat; private DrawableSliderRepeat repeat;
private Vector2 vector; private Vector2 savedVector;
[SetUpSteps] [SetUpSteps]
public override void SetUpSteps() { } public override void SetUpSteps() { }
@ -67,25 +72,18 @@ namespace osu.Game.Rulesets.Osu.Tests
base.SetUpSteps(); base.SetUpSteps();
AddUntilStep("wait for track to start running", () => track.IsRunning); AddUntilStep("wait for track to start running", () => track.IsRunning);
AddStep("retrieve 1st slider", () => slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.First()); for (int i = 0; i < 3; i++)
testLinear(true); {
testLinear(false); testSlider(i, true);
AddStep("retrieve 2nd slider", () => slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.Skip(1).First()); testSlider(i, false);
testRepeating(true); }
testRepeating(false);
AddStep("retrieve 3rd slider", () => slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.Skip(2).First());
testDoubleRepeating(true);
testDoubleRepeating(false);
} }
[TestCase(true)] [TestCase(true)]
[TestCase(false)] [TestCase(false)]
public void TestArrowStays(bool isHit) public void TestArrowStays(bool isHit)
{ {
var isSame = isHit ? "is same" : "decreased"; AddStep($"{(isHit ? "enable" : "disable")} autoplay", () => autoplay = isHit);
var enable = isHit ? "enable" : "disable";
AddStep($"{enable} autoplay", () => autoplay = isHit);
setSnaking(true); setSnaking(true);
base.SetUpSteps(); base.SetUpSteps();
@ -95,154 +93,67 @@ namespace osu.Game.Rulesets.Osu.Tests
var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.Skip(1).First(); var drawable = Player.DrawableRuleset.Playfield.AllHitObjects.Skip(1).First();
repeat = drawable.ChildrenOfType<Container<DrawableSliderRepeat>>().First().Children.First(); repeat = drawable.ChildrenOfType<Container<DrawableSliderRepeat>>().First().Children.First();
}); });
AddStep("Save repeat vector", () => vector = repeat.Position); AddStep("Save repeat vector", () => savedVector = repeat.Position);
addSeekStep(13700); addSeekStep(13700);
AddAssert($"Repeat vector {isSame}", () => isHit ? Precision.AlmostEquals(vector.X, repeat.X, 1) && Precision.AlmostEquals(vector.Y, repeat.Y, 1) : repeat.X < vector.X && repeat.Y < vector.Y); // Precision.AlmostEquals is used because repeat might have a chance to update its position depending on where in the frame its hit
AddAssert($"Repeat vector {(isHit ? "is same" : "decreased")}", () => isHit ? Precision.AlmostEquals(savedVector.X, repeat.X, 1) && Precision.AlmostEquals(savedVector.Y, repeat.Y, 1) : repeat.X < savedVector.X && repeat.Y < savedVector.Y);
} }
private void testLinear(bool snaking) private void testSlider(int index, bool snaking)
{ {
var increased = snaking ? "increased" : "is same"; double startTime = index * 10000 + 3000;
int repeats = index;
AddStep($"retrieve {(index + 1).ToOrdinalWords()} slider", () =>
{
slider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.Skip(index).First();
});
setSnaking(snaking); setSnaking(snaking);
addSeekStep(1800); testSnakingIn(startTime + fade_in_modifier, snaking);
AddStep("Save end vector", () => for (int i = 0; i < repeats + 1; i++)
{ {
var body = (PlaySliderBody)slider.Body.Drawable; testSnakingOut(startTime + 100 + duration_of_span * i, snaking && i == repeats, i%2 == 1);
vector = body.CurrentCurve.Last(); }
}); }
addSeekStep(1900);
AddAssert($"End vector {increased}", () => private void testSnakingIn(double startTime, bool isSnakingExpected)
{
addSeekStep(startTime);
AddStep("Save end vector", () => savedVector = getCurrentSliderVector(true));
addSeekStep(startTime + 100);
AddAssert($"End vector increased", () =>
{ {
var body = (PlaySliderBody)slider.Body.Drawable; var currentVector = getCurrentSliderVector(true);
var last = body.CurrentCurve.Last(); return isSnakingExpected ? currentVector.X > savedVector.X && currentVector.Y > savedVector.Y : currentVector == savedVector;
return snaking ? last.X > vector.X && last.Y > vector.Y : last == vector;
});
addSeekStep(3100);
AddStep("Save start vector", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
vector = body.CurrentCurve.First();
});
addSeekStep(3200);
AddAssert($"Start vector {increased}", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
var first = body.CurrentCurve.First();
return snaking ? first.X > vector.X && first.Y > vector.Y : first == vector;
}); });
} }
private void testRepeating(bool snaking) private void testSnakingOut(double startTime, bool isSnakingExpected, bool testSliderEnd)
{ {
var increased = snaking ? "increased" : "is same"; addSeekStep(startTime);
var decreased = snaking ? "decreased" : "is same"; AddStep($"Save {(testSliderEnd ? "end" : "start")} vector", () => savedVector = getCurrentSliderVector(testSliderEnd));
addSeekStep(startTime + 100);
setSnaking(snaking); AddAssert($"{(testSliderEnd ? "End" : "Start")} vector {(isSnakingExpected ? (testSliderEnd ? "decreased" : "increased") : "is same")}", () =>
addSeekStep(8800);
AddStep("Save end vector", () =>
{ {
var body = (PlaySliderBody)slider.Body.Drawable; var currentVector = getCurrentSliderVector(testSliderEnd);
vector = body.CurrentCurve.Last(); bool check(Vector2 a, Vector2 b)
}); {
addSeekStep(8900); if (testSliderEnd)
AddAssert($"End vector {increased}", () => return a.X < b.X && a.Y < b.Y;
{ return a.X > b.X && a.Y > b.Y;
var body = (PlaySliderBody)slider.Body.Drawable; }
var last = body.CurrentCurve.Last(); return isSnakingExpected ? check(currentVector, savedVector) : currentVector == savedVector;
return snaking ? last.X > vector.X && last.Y > vector.Y : last == vector;
});
addSeekStep(10100);
AddStep("Save start vector", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
vector = body.CurrentCurve.First();
});
addSeekStep(10200);
AddAssert("Start vector is same", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
var first = body.CurrentCurve.First();
return first == vector;
});
addSeekStep(13700);
AddStep("Save end vector", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
vector = body.CurrentCurve.Last();
});
addSeekStep(13800);
AddAssert($"End vector {decreased}", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
var last = body.CurrentCurve.Last();
return snaking ? last.X < vector.X && last.Y < vector.Y : last == vector;
}); });
} }
private void testDoubleRepeating(bool snaking) private Vector2 getCurrentSliderVector(bool getEndOne)
{ {
var increased = snaking ? "increased" : "is same"; var body = (PlaySliderBody)slider.Body.Drawable;
return getEndOne ? body.CurrentCurve.Last() : body.CurrentCurve.First();
setSnaking(snaking);
addSeekStep(18800);
AddStep("Save end vector", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
vector = body.CurrentCurve.Last();
});
addSeekStep(18900);
AddAssert($"End vector {increased}", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
var last = body.CurrentCurve.Last();
return snaking ? last.X > vector.X && last.Y > vector.Y : last == vector;
});
addSeekStep(20100);
AddStep("Save start vector", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
vector = body.CurrentCurve.First();
});
addSeekStep(20200);
AddAssert("Start vector is same", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
var first = body.CurrentCurve.First();
return first == vector;
});
addSeekStep(23700);
AddStep("Save end vector", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
vector = body.CurrentCurve.Last();
});
addSeekStep(23800);
AddAssert("End vector is same", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
var last = body.CurrentCurve.Last();
return last == vector;
});
addSeekStep(27300);
AddStep("Save start vector", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
vector = body.CurrentCurve.First();
});
addSeekStep(27400);
AddAssert($"Start vector {increased}", () =>
{
var body = (PlaySliderBody)slider.Body.Drawable;
var first = body.CurrentCurve.First();
return snaking ? first.X > vector.X && first.Y > vector.Y : first == vector;
});
} }
private void setSnaking(bool value) private void setSnaking(bool value)
{ {
var text = value ? "Enable" : "Disable"; AddStep($"{(value ? "Enable" : "Disable")} snaking", () =>
AddStep($"{text} snaking", () =>
{ {
snakingIn.Value = value; snakingIn.Value = value;
snakingOut.Value = value; snakingOut.Value = value;
@ -272,7 +183,7 @@ namespace osu.Game.Rulesets.Osu.Tests
}, },
new Slider new Slider
{ {
StartTime = 10000, StartTime = 13000,
Position = new Vector2(100, 100), Position = new Vector2(100, 100),
Path = new SliderPath(PathType.PerfectCurve, new[] Path = new SliderPath(PathType.PerfectCurve, new[]
{ {
@ -284,7 +195,7 @@ namespace osu.Game.Rulesets.Osu.Tests
new Slider new Slider
{ {
StartTime = 20000, StartTime = 23000,
Position = new Vector2(100, 100), Position = new Vector2(100, 100),
Path = new SliderPath(PathType.PerfectCurve, new[] Path = new SliderPath(PathType.PerfectCurve, new[]
{ {
@ -296,7 +207,7 @@ namespace osu.Game.Rulesets.Osu.Tests
new HitCircle new HitCircle
{ {
StartTime = 99999, StartTime = 199999,
} }
} }
}; };