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Apply suggested changes to fix implementation + tests
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@ -26,14 +26,14 @@ namespace osu.Game.Rulesets.Scoring
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if (CheckDefaultFailCondition(result))
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if (CheckDefaultFailCondition(result))
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{
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{
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bool allowFail = false;
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bool allowFail = true;
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for (int i = 0; i < Mods.Value.Count; i++)
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for (int i = 0; i < Mods.Value.Count; i++)
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{
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{
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if (Mods.Value[i] is IBlockFail blockMod)
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if (Mods.Value[i] is IBlockFail blockMod)
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{
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{
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// Intentionally does not early return so that all mods have a chance to update internal states (e.g. ModEasyWithExtraLives).
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// Intentionally does not early return so that all mods have a chance to update internal states (e.g. ModEasyWithExtraLives).
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allowFail |= blockMod.AllowFail();
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allowFail &= blockMod.AllowFail();
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break;
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break;
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}
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}
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}
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}
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@ -40,12 +40,12 @@ namespace osu.Game.Tests.Visual
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protected override bool CheckModsAllowFailure() => true;
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protected override bool CheckModsAllowFailure() => true;
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public bool CheckFailed(bool failed)
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public bool CheckFailed(bool shouldHaveFailed)
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{
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{
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if (!failed)
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if (!shouldHaveFailed)
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return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
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return ScoreProcessor.HasCompleted.Value && !HealthProcessor.HasFailed;
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return HealthProcessor.HasFailed;
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return HealthProcessor.HasFailed || ScoreProcessor.HasFailed;
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}
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}
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}
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}
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