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Merge pull request #15522 from bdach/taiko-slider-multiplier-saving
Fix taiko beatmap scroll speed increasing after every save in editor
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osu.Game.Rulesets.Taiko.Tests/Editor/TestSceneEditorSaving.cs
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// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. | ||
// See the LICENCE file in the repository root for full licence text. | ||
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using System.Linq; | ||
using NUnit.Framework; | ||
using osu.Framework.Input; | ||
using osu.Framework.Testing; | ||
using osu.Framework.Utils; | ||
using osu.Game.Beatmaps; | ||
using osu.Game.Rulesets.Edit; | ||
using osu.Game.Rulesets.Taiko.Beatmaps; | ||
using osu.Game.Screens.Edit; | ||
using osu.Game.Screens.Edit.Setup; | ||
using osu.Game.Screens.Menu; | ||
using osu.Game.Screens.Select; | ||
using osu.Game.Tests.Visual; | ||
using osuTK.Input; | ||
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namespace osu.Game.Rulesets.Taiko.Tests.Editor | ||
{ | ||
public class TestSceneEditorSaving : OsuGameTestScene | ||
{ | ||
private Screens.Edit.Editor editor => Game.ChildrenOfType<Screens.Edit.Editor>().FirstOrDefault(); | ||
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private EditorBeatmap editorBeatmap => (EditorBeatmap)editor.Dependencies.Get(typeof(EditorBeatmap)); | ||
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/// <summary> | ||
/// Tests the general expected flow of creating a new beatmap, saving it, then loading it back from song select. | ||
/// Emphasis is placed on <see cref="BeatmapDifficulty.SliderMultiplier"/>, since taiko has special handling for it to keep compatibility with stable. | ||
/// </summary> | ||
[Test] | ||
public void TestNewBeatmapSaveThenLoad() | ||
{ | ||
AddStep("set default beatmap", () => Game.Beatmap.SetDefault()); | ||
AddStep("set taiko ruleset", () => Ruleset.Value = new TaikoRuleset().RulesetInfo); | ||
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PushAndConfirm(() => new EditorLoader()); | ||
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AddUntilStep("wait for editor load", () => editor?.IsLoaded == true); | ||
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AddUntilStep("wait for metadata screen load", () => editor.ChildrenOfType<MetadataSection>().FirstOrDefault()?.IsLoaded == true); | ||
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// We intentionally switch away from the metadata screen, else there is a feedback loop with the textbox handling which causes metadata changes below to get overwritten. | ||
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AddStep("Enter compose mode", () => InputManager.Key(Key.F1)); | ||
AddUntilStep("Wait for compose mode load", () => editor.ChildrenOfType<HitObjectComposer>().FirstOrDefault()?.IsLoaded == true); | ||
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AddStep("Set slider multiplier", () => editorBeatmap.Difficulty.SliderMultiplier = 2); | ||
AddStep("Set artist and title", () => | ||
{ | ||
editorBeatmap.BeatmapInfo.Metadata.Artist = "artist"; | ||
editorBeatmap.BeatmapInfo.Metadata.Title = "title"; | ||
}); | ||
AddStep("Set difficulty name", () => editorBeatmap.BeatmapInfo.Version = "difficulty"); | ||
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checkMutations(); | ||
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AddStep("Save", () => InputManager.Keys(PlatformAction.Save)); | ||
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checkMutations(); | ||
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AddStep("Exit", () => InputManager.Key(Key.Escape)); | ||
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AddUntilStep("Wait for main menu", () => Game.ScreenStack.CurrentScreen is MainMenu); | ||
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PushAndConfirm(() => new PlaySongSelect()); | ||
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AddUntilStep("Wait for beatmap selected", () => !Game.Beatmap.IsDefault); | ||
AddStep("Open options", () => InputManager.Key(Key.F3)); | ||
AddStep("Enter editor", () => InputManager.Key(Key.Number5)); | ||
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AddUntilStep("Wait for editor load", () => editor != null); | ||
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checkMutations(); | ||
} | ||
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private void checkMutations() | ||
{ | ||
AddAssert("Beatmap has correct slider multiplier", () => | ||
{ | ||
// we can only assert value correctness on TaikoMultiplierAppliedDifficulty, because that is the final difficulty converted taiko beatmaps use. | ||
// therefore, ensure that we have that difficulty type by calling .CopyFrom(), which is a no-op if the type is already correct. | ||
var taikoDifficulty = new TaikoBeatmapConverter.TaikoMultiplierAppliedDifficulty(); | ||
taikoDifficulty.CopyFrom(editorBeatmap.Difficulty); | ||
return Precision.AlmostEquals(taikoDifficulty.SliderMultiplier, 2); | ||
}); | ||
AddAssert("Beatmap has correct metadata", () => editorBeatmap.BeatmapInfo.Metadata.Artist == "artist" && editorBeatmap.BeatmapInfo.Metadata.Title == "title"); | ||
AddAssert("Beatmap has correct difficulty name", () => editorBeatmap.BeatmapInfo.Version == "difficulty"); | ||
} | ||
} | ||
} |
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