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Merge pull request #30277 from bdach/fix-shuffle-more
Fix shuffle not actually changing the track sometimes
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commit
790f863e06
@ -376,11 +376,19 @@ namespace osu.Game.Overlays
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{
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Live<BeatmapSetInfo> result;
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var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToArray();
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var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToList();
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if (possibleSets.Length == 0)
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if (possibleSets.Count == 0)
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return null;
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// if there is only one possible set left, play it, even if it is the same as the current track.
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// looping is preferable over playing nothing.
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if (possibleSets.Count == 1)
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return possibleSets.Single();
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// now that we actually know there is a choice, do not allow the current track to be played again.
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possibleSets.RemoveAll(s => s.Value.Equals(current?.BeatmapSetInfo));
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// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
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// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
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// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
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@ -410,20 +418,20 @@ namespace osu.Game.Overlays
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switch (randomSelectAlgorithm.Value)
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{
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case RandomSelectAlgorithm.Random:
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result = possibleSets[RNG.Next(possibleSets.Length)];
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result = possibleSets[RNG.Next(possibleSets.Count)];
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break;
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case RandomSelectAlgorithm.RandomPermutation:
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var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToArray();
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var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToList();
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if (notYetPlayedSets.Length == 0)
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if (notYetPlayedSets.Count == 0)
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{
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notYetPlayedSets = possibleSets;
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previousRandomSets.Clear();
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randomHistoryDirection = 0;
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}
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result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Length)];
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result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Count)];
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break;
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default:
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