Merge pull request #20758 from frenzibyte/maintain-common-mod-selection

Maintain selection of common mods when switching rulesets
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Dean Herbert 2022-11-03 20:08:32 +09:00 committed by GitHub
commit 486515ed90
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4 changed files with 24 additions and 42 deletions

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@ -2,7 +2,6 @@
// 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;
using System.Collections.Generic;
using System.Diagnostics; using System.Diagnostics;
using System.Linq; using System.Linq;
using System.Threading.Tasks; using System.Threading.Tasks;
@ -32,7 +31,6 @@ using osu.Game.Rulesets;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Taiko;
using osu.Game.Scoring; using osu.Game.Scoring;
using osu.Game.Screens.Play; using osu.Game.Screens.Play;
using osu.Game.Screens.Select; using osu.Game.Screens.Select;
@ -538,36 +536,6 @@ namespace osu.Game.Tests.Visual.SongSelect
AddUntilStep("selection shown on wedge", () => songSelect!.CurrentBeatmapDetailsBeatmap.BeatmapInfo.MatchesOnlineID(target)); AddUntilStep("selection shown on wedge", () => songSelect!.CurrentBeatmapDetailsBeatmap.BeatmapInfo.MatchesOnlineID(target));
} }
[Test]
public void TestRulesetChangeResetsMods()
{
createSongSelect();
changeRuleset(0);
changeMods(new OsuModHardRock());
int actionIndex = 0;
int modChangeIndex = 0;
int rulesetChangeIndex = 0;
AddStep("change ruleset", () =>
{
SelectedMods.ValueChanged += onModChange;
songSelect!.Ruleset.ValueChanged += onRulesetChange;
Ruleset.Value = new TaikoRuleset().RulesetInfo;
SelectedMods.ValueChanged -= onModChange;
songSelect!.Ruleset.ValueChanged -= onRulesetChange;
});
AddAssert("mods changed before ruleset", () => modChangeIndex < rulesetChangeIndex);
AddAssert("empty mods", () => !SelectedMods.Value.Any());
void onModChange(ValueChangedEvent<IReadOnlyList<Mod>> e) => modChangeIndex = actionIndex++;
void onRulesetChange(ValueChangedEvent<RulesetInfo> e) => rulesetChangeIndex = actionIndex++;
}
[Test] [Test]
public void TestModsRetainedBetweenSongSelect() public void TestModsRetainedBetweenSongSelect()
{ {

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@ -17,6 +17,7 @@ using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Mods; using osu.Game.Overlays.Mods;
using osu.Game.Overlays.Settings; using osu.Game.Overlays.Settings;
using osu.Game.Rulesets; using osu.Game.Rulesets;
using osu.Game.Rulesets.Catch.Mods;
using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu; using osu.Game.Rulesets.Osu;
using osu.Game.Rulesets.Osu.Mods; using osu.Game.Rulesets.Osu.Mods;
@ -338,26 +339,36 @@ namespace osu.Game.Tests.Visual.UserInterface
} }
[Test] [Test]
public void TestRulesetChanges() public void TestCommonModsMaintainedOnRulesetChange()
{ {
createScreen(); createScreen();
changeRuleset(0); changeRuleset(0);
var noFailMod = new OsuRuleset().GetModsFor(ModType.DifficultyReduction).FirstOrDefault(m => m is OsuModNoFail); AddStep("select relax mod", () => SelectedMods.Value = new[] { Ruleset.Value.CreateInstance().CreateMod<ModRelax>() });
AddStep("set mods externally", () => { SelectedMods.Value = new[] { noFailMod }; });
changeRuleset(0); changeRuleset(0);
AddAssert("ensure mod still selected", () => SelectedMods.Value.SingleOrDefault() is OsuModRelax);
AddAssert("ensure mods still selected", () => SelectedMods.Value.SingleOrDefault(m => m is OsuModNoFail) != null); changeRuleset(2);
AddAssert("catch variant selected", () => SelectedMods.Value.SingleOrDefault() is CatchModRelax);
changeRuleset(3); changeRuleset(3);
AddAssert("no mod selected", () => SelectedMods.Value.Count == 0);
}
AddAssert("ensure mods not selected", () => SelectedMods.Value.Count == 0); [Test]
public void TestUncommonModsDiscardedOnRulesetChange()
{
createScreen();
changeRuleset(0); changeRuleset(0);
AddAssert("ensure mods not selected", () => SelectedMods.Value.Count == 0); AddStep("select single tap mod", () => SelectedMods.Value = new[] { new OsuModSingleTap() });
changeRuleset(0);
AddAssert("ensure mod still selected", () => SelectedMods.Value.SingleOrDefault() is OsuModSingleTap);
changeRuleset(3);
AddAssert("no mod selected", () => SelectedMods.Value.Count == 0);
} }
[Test] [Test]

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@ -616,11 +616,16 @@ namespace osu.Game
return; return;
} }
var previouslySelectedMods = SelectedMods.Value.ToArray();
if (!SelectedMods.Disabled) if (!SelectedMods.Disabled)
SelectedMods.Value = Array.Empty<Mod>(); SelectedMods.Value = Array.Empty<Mod>();
AvailableMods.Value = dict; AvailableMods.Value = dict;
if (!SelectedMods.Disabled)
SelectedMods.Value = previouslySelectedMods.Select(m => instance.CreateModFromAcronym(m.Acronym)).Where(m => m != null).ToArray();
void revertRulesetChange() => Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First(); void revertRulesetChange() => Ruleset.Value = r.OldValue?.Available == true ? r.OldValue : RulesetStore.AvailableRulesets.First();
} }

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@ -502,8 +502,6 @@ namespace osu.Game.Screens.Select
if (transferRulesetValue()) if (transferRulesetValue())
{ {
Mods.Value = Array.Empty<Mod>();
// transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it. // transferRulesetValue() may trigger a re-filter. If the current selection does not match the new ruleset, we want to switch away from it.
// The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here. // The default logic on WorkingBeatmap change is to switch to a matching ruleset (see workingBeatmapChanged()), but we don't want that here.
// We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert). // We perform an early selection attempt and clear out the beatmap selection to avoid a second ruleset change (revert).