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simplify context creation logic in CheckLowestDiffDrainTimeTest
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@@ -7,7 +7,6 @@ using System.Linq;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Extensions;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Edit.Checks;
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using osu.Game.Rulesets.Objects;
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@@ -229,24 +228,14 @@ namespace osu.Game.Tests.Editing.Checks
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private BeatmapVerifierContext createContextWithMultipleDifficulties(IBeatmap currentBeatmap, IEnumerable<IBeatmap> allDifficulties)
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{
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var beatmapSet = new BeatmapSetInfo();
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var beatmapInfos = allDifficulties.Select(d => d.BeatmapInfo).ToList();
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// Set up the beatmapset with all difficulties
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beatmapSet.Beatmaps.AddRange(beatmapInfos);
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currentBeatmap.BeatmapInfo.BeatmapSet = beatmapSet;
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// Create a resolver that returns the appropriate working beatmap for each difficulty
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var difficultyDict = allDifficulties.ToDictionary(d => d.BeatmapInfo, d => new TestWorkingBeatmap(d));
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// Use the current beatmap's star rating to determine its difficulty rating
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var difficultiesArray = allDifficulties.ToArray();
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var currentDifficultyRating = StarDifficulty.GetDifficultyRating(currentBeatmap.BeatmapInfo.StarRating);
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return BeatmapVerifierContext.CreateWithBeatmapResolver(
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return new BeatmapVerifierContext(
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currentBeatmap,
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new TestWorkingBeatmap(currentBeatmap),
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currentDifficultyRating,
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beatmapInfo => allDifficulties.FirstOrDefault(b => b.BeatmapInfo.Equals(beatmapInfo))
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difficultiesArray
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);
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}
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