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Assign random statuses to beatmap sets in carousel test
Just to have visual coverage of the statuses before fixing them not propagating to split difficulty mode.
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@ -515,6 +515,7 @@ namespace osu.Game.Tests.Visual.SongSelect
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checkVisibleItemCount(false, local_set_count * local_diff_count);
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var firstAdded = TestResources.CreateTestBeatmapSetInfo(local_diff_count);
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firstAdded.Status = BeatmapOnlineStatus.Loved;
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AddStep("Add new set", () => carousel.UpdateBeatmapSet(firstAdded));
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@ -1176,12 +1177,18 @@ namespace osu.Game.Tests.Visual.SongSelect
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if (beatmapSets == null)
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{
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beatmapSets = new List<BeatmapSetInfo>();
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var statuses = Enum.GetValues<BeatmapOnlineStatus>()
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.Except(new[] { BeatmapOnlineStatus.None }) // make sure a badge is always shown.
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.ToArray();
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for (int i = 1; i <= (setCount ?? set_count); i++)
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{
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beatmapSets.Add(randomDifficulties
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var set = randomDifficulties
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? TestResources.CreateTestBeatmapSetInfo()
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: TestResources.CreateTestBeatmapSetInfo(diffCount ?? diff_count));
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: TestResources.CreateTestBeatmapSetInfo(diffCount ?? diff_count);
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set.Status = statuses[RNG.Next(statuses.Length)];
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beatmapSets.Add(set);
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}
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}
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