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Adjust existing test coverage to pass
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@ -10,6 +10,7 @@ using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Setup;
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@ -92,7 +93,7 @@ namespace osu.Game.Tests.Visual.Editing
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}
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[Test]
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public void TestCreateNewDifficulty()
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public void TestCreateNewDifficulty([Values] bool sameRuleset)
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{
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string firstDifficultyName = Guid.NewGuid().ToString();
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string secondDifficultyName = Guid.NewGuid().ToString();
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@ -111,7 +112,14 @@ namespace osu.Game.Tests.Visual.Editing
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});
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AddAssert("can save again", () => Editor.Save());
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(sameRuleset ? new OsuRuleset().RulesetInfo : new CatchRuleset().RulesetInfo));
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if (sameRuleset)
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{
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AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
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AddStep("confirm creation with no objects", () => DialogOverlay.CurrentDialog.PerformOkAction());
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}
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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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@ -154,7 +162,7 @@ namespace osu.Game.Tests.Visual.Editing
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}
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[Test]
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public void TestCreateNewBeatmapFailsWithSameNamedDifficulties()
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public void TestCreateNewBeatmapFailsWithSameNamedDifficulties([Values] bool sameRuleset)
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{
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Guid setId = Guid.Empty;
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const string duplicate_difficulty_name = "duplicate";
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@ -168,7 +176,14 @@ namespace osu.Game.Tests.Visual.Editing
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return set != null && set.PerformRead(s => s.Beatmaps.Count == 1 && s.Files.Count == 1);
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});
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(new OsuRuleset().RulesetInfo));
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AddStep("create new difficulty", () => Editor.CreateNewDifficulty(sameRuleset ? new OsuRuleset().RulesetInfo : new CatchRuleset().RulesetInfo));
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if (sameRuleset)
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{
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AddUntilStep("wait for dialog", () => DialogOverlay.CurrentDialog is CreateNewDifficultyDialog);
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AddStep("confirm creation with no objects", () => DialogOverlay.CurrentDialog.PerformOkAction());
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}
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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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