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Tidy up function passing, naming, ordering etc.
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@ -49,6 +49,11 @@ namespace osu.Game.Screens.Select
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/// </summary>
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public BeatmapSetInfo SelectedBeatmapSet => selectedBeatmapSet?.BeatmapSet;
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/// <summary>
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/// A function to optionally decide on a recommended difficulty from a beatmap set.
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/// </summary>
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public Func<IEnumerable<BeatmapInfo>, BeatmapInfo> GetRecommendedBeatmap;
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private CarouselBeatmapSet selectedBeatmapSet;
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/// <summary>
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@ -120,8 +125,6 @@ namespace osu.Game.Screens.Select
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private CarouselRoot root;
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public DifficultyRecommender DifficultyRecommender;
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public BeatmapCarousel()
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{
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root = new CarouselRoot(this);
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@ -586,12 +589,10 @@ namespace osu.Game.Screens.Select
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b.Metadata = beatmapSet.Metadata;
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}
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BeatmapInfo recommender(IEnumerable<BeatmapInfo> beatmaps)
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var set = new CarouselBeatmapSet(beatmapSet)
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{
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return DifficultyRecommender?.GetRecommendedBeatmap(beatmaps);
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}
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var set = new CarouselBeatmapSet(beatmapSet, recommender);
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GetRecommendedBeatmap = beatmaps => GetRecommendedBeatmap?.Invoke(beatmaps)
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};
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foreach (var c in set.Beatmaps)
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{
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@ -12,13 +12,13 @@ namespace osu.Game.Screens.Select.Carousel
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{
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public class CarouselBeatmapSet : CarouselGroupEagerSelect
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{
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private readonly Func<IEnumerable<BeatmapInfo>, BeatmapInfo> getRecommendedBeatmap;
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public IEnumerable<CarouselBeatmap> Beatmaps => InternalChildren.OfType<CarouselBeatmap>();
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public BeatmapSetInfo BeatmapSet;
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public CarouselBeatmapSet(BeatmapSetInfo beatmapSet, Func<IEnumerable<BeatmapInfo>, BeatmapInfo> getRecommendedBeatmap)
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public Func<IEnumerable<BeatmapInfo>, BeatmapInfo> GetRecommendedBeatmap;
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public CarouselBeatmapSet(BeatmapSetInfo beatmapSet)
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{
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BeatmapSet = beatmapSet ?? throw new ArgumentNullException(nameof(beatmapSet));
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@ -26,8 +26,6 @@ namespace osu.Game.Screens.Select.Carousel
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.Where(b => !b.Hidden)
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.Select(b => new CarouselBeatmap(b))
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.ForEach(AddChild);
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this.getRecommendedBeatmap = getRecommendedBeatmap;
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}
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protected override DrawableCarouselItem CreateDrawableRepresentation() => new DrawableCarouselBeatmapSet(this);
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@ -36,9 +34,8 @@ namespace osu.Game.Screens.Select.Carousel
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{
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if (LastSelected == null)
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{
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var recommendedBeatmapInfo = getRecommendedBeatmap(Children.OfType<CarouselBeatmap>().Where(b => !b.Filtered.Value).Select(b => b.Beatmap));
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if (recommendedBeatmapInfo != null)
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return Children.OfType<CarouselBeatmap>().First(b => b.Beatmap == recommendedBeatmapInfo);
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if (GetRecommendedBeatmap?.Invoke(Children.OfType<CarouselBeatmap>().Where(b => !b.Filtered.Value).Select(b => b.Beatmap)) is BeatmapInfo recommended)
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return Children.OfType<CarouselBeatmap>().First(b => b.Beatmap == recommended);
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}
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return base.GetNextToSelect();
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@ -33,10 +33,33 @@ namespace osu.Game.Screens.Select
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[BackgroundDependencyLoader]
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private void load()
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{
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updateRecommended();
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calculateRecommendedDifficulties();
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}
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private void updateRecommended()
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/// <summary>
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/// Find the recommended difficulty from a selection of available difficulties for the current local user.
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/// </summary>
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/// <remarks>
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/// This requires the user to be online for now.
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/// </remarks>
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/// <param name="beatmaps">A collection of beatmaps to select a difficulty from.</param>
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/// <returns>The recommended difficulty, or null if a recommendation could not be provided.</returns>
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public BeatmapInfo GetRecommendedBeatmap(IEnumerable<BeatmapInfo> beatmaps)
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{
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if (!recommendedStarDifficulty.ContainsKey(ruleset.Value))
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{
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calculateRecommendedDifficulties();
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return null;
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}
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return beatmaps.OrderBy(b =>
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{
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var difference = b.StarDifficulty - recommendedStarDifficulty[ruleset.Value];
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return difference >= 0 ? difference * 2 : difference * -1; // prefer easier over harder
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}).FirstOrDefault();
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}
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private void calculateRecommendedDifficulties()
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{
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if (pendingAPIRequests > 0)
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return;
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@ -60,20 +83,5 @@ namespace osu.Game.Screens.Select
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api.Queue(req);
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});
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}
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public BeatmapInfo GetRecommendedBeatmap(IEnumerable<BeatmapInfo> beatmaps)
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{
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if (!recommendedStarDifficulty.ContainsKey(ruleset.Value))
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{
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updateRecommended();
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return null;
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}
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return beatmaps.OrderBy(b =>
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{
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var difference = b.StarDifficulty - recommendedStarDifficulty[ruleset.Value];
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return difference >= 0 ? difference * 2 : difference * -1; // prefer easier over harder
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}).FirstOrDefault();
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}
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}
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}
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@ -80,7 +80,8 @@ namespace osu.Game.Screens.Select
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protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
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protected BeatmapCarousel Carousel { get; private set; }
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private DifficultyRecommender difficultyRecommender;
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private DifficultyRecommender recommender;
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private BeatmapInfoWedge beatmapInfoWedge;
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private DialogOverlay dialogOverlay;
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@ -108,10 +109,9 @@ namespace osu.Game.Screens.Select
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// initial value transfer is required for FilterControl (it uses our re-cached bindables in its async load for the initial filter).
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transferRulesetValue();
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AddInternal(difficultyRecommender = new DifficultyRecommender());
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AddRangeInternal(new Drawable[]
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{
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recommender = new DifficultyRecommender(),
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new ResetScrollContainer(() => Carousel.ScrollToSelected())
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{
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RelativeSizeAxes = Axes.Y,
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@ -159,7 +159,7 @@ namespace osu.Game.Screens.Select
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RelativeSizeAxes = Axes.Both,
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SelectionChanged = updateSelectedBeatmap,
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BeatmapSetsChanged = carouselBeatmapsLoaded,
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DifficultyRecommender = difficultyRecommender,
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GetRecommendedBeatmap = recommender.GetRecommendedBeatmap,
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},
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}
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},
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