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Goes towards work on #6 I suppose |
if (od > 6.0d) | ||
{ | ||
difficulty = 4; | ||
} else if (od > 4.5d) | ||
{ | ||
difficulty = 3; | ||
} else if (od > 2d) | ||
{ | ||
difficulty = 2; | ||
} |
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please bear with me for a sec, but what is calculating OverallDifficulty
and why can't its value simply be propagated as-is to the DifficultyAttributes
constructor?
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OverallDifficulty is pulled from the standard map, as thats the only maps we have currently, since they are all converts
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i think it just makes it so the od of standard map and difficulty for this mode is not same, i think it works for now
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oh right, that works until #9 is worked on
but then why not just multiply it by sth like 0.6
to keep those sweet float values?
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oh i just noticed it shows the number of keys to be used in the map
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oh i just noticed it shows the number of keys to be used in the map
Mania doesn't do that, so is it really necessary for us?
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oh i just noticed it shows the number of keys to be used in the map
Mania doesn't do that, so is it really necessary for us?
Its a start as not only does OD generally tell a very basic difficulty of a map in STD, but the more keys here makes the game exponentially harder
PS (entirely off-topic): you can upload your GPG key to GitHub to get your commits shown as Verified, using |
and yeah ive been putting it off for awhile lol |
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We need to make sure this code doesn't come back to bite us in the future 👀
Co-authored-by: Karim Vergnes <[email protected]>
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This approach to diff calc is fine right now
Just shows the number of keys required, which in my experience with a bunch of maps roughly can show the basic difficulty, as the more keys, the more you have to keep track of
At the very least it stops everything from being 0