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Add failing test for new difficulty creation
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@ -20,6 +20,8 @@ using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Taiko;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Screens.Edit.Setup;
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using osu.Game.Storyboards;
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using osu.Game.Storyboards;
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@ -395,5 +397,52 @@ namespace osu.Game.Tests.Visual.Editing
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
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});
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});
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}
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}
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[Test]
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public void TestCreateNewDifficultyForInconvertibleRuleset()
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{
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Guid setId = Guid.Empty;
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AddStep("retrieve set ID", () => setId = EditorBeatmap.BeatmapInfo.BeatmapSet!.ID);
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AddStep("save beatmap", () => Editor.Save());
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AddStep("try to create new taiko difficulty", () => Editor.CreateNewDifficulty(new TaikoRuleset().RulesetInfo));
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AddUntilStep("wait for created", () =>
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{
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string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName == "New Difficulty";
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});
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AddAssert("new difficulty persisted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 2 && s.Files.Count == 2);
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});
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AddStep("add timing point", () => EditorBeatmap.ControlPointInfo.Add(0, new TimingControlPoint { BeatLength = 1000 }));
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AddStep("add hitobjects", () => EditorBeatmap.AddRange(new[]
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{
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new Hit
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{
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StartTime = 0
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},
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new Hit
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{
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StartTime = 1000
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}
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}));
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AddStep("save beatmap", () => Editor.Save());
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AddStep("try to create new catch difficulty", () => Editor.CreateNewDifficulty(new CatchRuleset().RulesetInfo));
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AddUntilStep("wait for created", () =>
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{
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string? difficultyName = Editor.ChildrenOfType<EditorBeatmap>().SingleOrDefault()?.BeatmapInfo.DifficultyName;
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return difficultyName != null && difficultyName == "New Difficulty (1)";
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});
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AddAssert("new difficulty persisted", () =>
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{
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var set = beatmapManager.QueryBeatmapSet(s => s.ID == setId);
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 3 && s.Files.Count == 3);
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});
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}
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}
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}
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}
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}
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