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Refactor for readability
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@ -154,7 +154,7 @@ namespace osu.Game.Tournament.Tests.Screens
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}
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[Test]
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public void TestSingleTeamBan()
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public void TestPickBanOrder()
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{
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AddStep("set ban count", () => Ladder.CurrentMatch.Value!.Round.Value!.BanCount.Value = 1);
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@ -151,9 +151,7 @@ namespace osu.Game.Tournament.Screens.MapPool
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int totalBansRequired = CurrentMatch.Value.Round.Value.BanCount.Value * 2;
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const TeamColour roll_winner = TeamColour.Red; //todo: draw from match
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var previousColour = CurrentMatch.Value.PicksBans.LastOrDefault()?.Team ?? roll_winner;
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TeamColour lastPickColour = CurrentMatch.Value.PicksBans.LastOrDefault()?.Team ?? TeamColour.Red;
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TeamColour nextColour;
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@ -161,22 +159,17 @@ namespace osu.Game.Tournament.Screens.MapPool
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if (!hasAllBans)
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{
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// Ban phase.
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// Switch teams every second ban.
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// Ban phase: switch teams every second ban.
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nextColour = CurrentMatch.Value.PicksBans.Count % 2 == 1
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? getOppositeTeamColour(previousColour)
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: previousColour;
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}
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else if (pickType == ChoiceType.Ban)
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{
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// Switching from bans to picks - stay with the last team that was banning.
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nextColour = pickColour;
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? getOppositeTeamColour(lastPickColour)
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: lastPickColour;
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}
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else
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{
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// Pick phase.
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// Switch teams every pick.
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nextColour = getOppositeTeamColour(previousColour);
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// Pick phase : switch teams every pick, except for the first pick which generally goes to the team that placed the last ban.
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nextColour = pickType == ChoiceType.Pick
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? getOppositeTeamColour(lastPickColour)
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: lastPickColour;
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}
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setMode(nextColour, hasAllBans ? ChoiceType.Pick : ChoiceType.Ban);
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