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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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Dean Herbert 2024-10-14 23:09:13 +09:00 committed by GitHub
commit 790f863e06
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@ -376,11 +376,19 @@ namespace osu.Game.Overlays
{
Live<BeatmapSetInfo> result;
var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToArray();
var possibleSets = getBeatmapSets().Where(s => !s.Value.Protected || allowProtectedTracks).ToList();
if (possibleSets.Length == 0)
if (possibleSets.Count == 0)
return null;
// if there is only one possible set left, play it, even if it is the same as the current track.
// looping is preferable over playing nothing.
if (possibleSets.Count == 1)
return possibleSets.Single();
// now that we actually know there is a choice, do not allow the current track to be played again.
possibleSets.RemoveAll(s => s.Value.Equals(current?.BeatmapSetInfo));
// condition below checks if the signs of `randomHistoryDirection` and `direction` are opposite and not zero.
// if that is the case, it means that the user had previously chosen next track `randomHistoryDirection` times and wants to go back,
// or that the user had previously chosen previous track `randomHistoryDirection` times and wants to go forward.
@ -410,20 +418,20 @@ namespace osu.Game.Overlays
switch (randomSelectAlgorithm.Value)
{
case RandomSelectAlgorithm.Random:
result = possibleSets[RNG.Next(possibleSets.Length)];
result = possibleSets[RNG.Next(possibleSets.Count)];
break;
case RandomSelectAlgorithm.RandomPermutation:
var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToArray();
var notYetPlayedSets = possibleSets.Except(previousRandomSets).ToList();
if (notYetPlayedSets.Length == 0)
if (notYetPlayedSets.Count == 0)
{
notYetPlayedSets = possibleSets;
previousRandomSets.Clear();
randomHistoryDirection = 0;
}
result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Length)];
result = notYetPlayedSets[RNG.Next(notYetPlayedSets.Count)];
break;
default: