Use fresh mods for each difficulty calculation iteration

This commit is contained in:
smoogipoo 2019-03-14 23:39:45 +09:00
parent bbf42fdd00
commit 6df275c83a
2 changed files with 9 additions and 2 deletions

View File

@ -37,6 +37,8 @@ namespace osu.Game.Rulesets.Difficulty
/// <returns>A structure describing the difficulty of the beatmap.</returns>
public DifficultyAttributes Calculate(params Mod[] mods)
{
mods = mods.Select(m => m.CreateCopy()).ToArray();
beatmap.Mods.Value = mods;
IBeatmap playableBeatmap = beatmap.GetPlayableBeatmap(ruleset.RulesetInfo);
@ -55,9 +57,9 @@ namespace osu.Game.Rulesets.Difficulty
foreach (var combination in CreateDifficultyAdjustmentModCombinations())
{
if (combination is MultiMod multi)
yield return Calculate(multi.Mods);
yield return Calculate(multi.Mods.Select(m => m.CreateCopy()).ToArray());
else
yield return Calculate(combination);
yield return Calculate(combination.CreateCopy());
}
}

View File

@ -65,5 +65,10 @@ namespace osu.Game.Rulesets.Mods
/// </summary>
[JsonIgnore]
public virtual Type[] IncompatibleMods => new Type[] { };
/// <summary>
/// Creates a copy of this <see cref="Mod"/> initialised to a default state.
/// </summary>
public virtual Mod CreateCopy() => (Mod)Activator.CreateInstance(GetType());
}
}