// Copyright (c) ppy Pty Ltd <[email protected]>. Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using osu.Framework.Bindables; using osu.Game.Rulesets; using osu.Game.Rulesets.Mods; using osu.Game.Scoring; using osu.Game.Screens.Play; using osu.Game.Tests.Beatmaps; namespace osu.Game.Tests.Gameplay { /// <summary> /// Static class providing a <see cref="Create"/> convenience method to retrieve a correctly-initialised <see cref="GameplayState"/> instance in testing scenarios. /// </summary> public static class TestGameplayState { /// <summary> /// Creates a correctly-initialised <see cref="GameplayState"/> instance for use in testing. /// </summary> public static GameplayState Create(Ruleset ruleset, IReadOnlyList<Mod>? mods = null, Score? score = null, IBindable<LocalUserPlayingState>? playState = null) { var beatmap = new TestBeatmap(ruleset.RulesetInfo); var workingBeatmap = new TestWorkingBeatmap(beatmap); var playableBeatmap = workingBeatmap.GetPlayableBeatmap(ruleset.RulesetInfo, mods); var scoreProcessor = ruleset.CreateScoreProcessor(); scoreProcessor.ApplyBeatmap(playableBeatmap); var healthProcessor = ruleset.CreateHealthProcessor(beatmap.HitObjects[0].StartTime); return new GameplayState(playableBeatmap, ruleset, mods, score, scoreProcessor, healthProcessor, localUserPlayingState: playState); } } }