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Random level/pack selection #405
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9688f09
LCTRL random button + SHIFT combo
Ena-Shepherd 1c3d0be
PR clean
Ena-Shepherd def2034
Merge branch 'vittorioromeo:develop' into develop
Ena-Shepherd 3b56e04
Hardcoded KeyCombo Lambda / rework. New behavior now never goes back …
Ena-Shepherd 452b364
Merge branch 'vittorioromeo:develop' into develop
Ena-Shepherd 33921b2
Merge branch 'vittorioromeo:develop' into develop
Ena-Shepherd 251e842
Merge branch 'vittorioromeo:develop' into develop
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Why are all these checks necessary? Wouldn't the following just always work, or am I missing something?
Ditto for the other two similar functions.
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Without the checks, line 1025 sometimes returns what seems to be undefined behavior like "-124852".
This creates an out of bounds error segfault and crashes the program.
Another exception to check is if the pack contains only 1 level, like tutorial pack, or the favorites list.
There is also 2 Keybinds intended to act as the combo keys, but i checked on both Shift Keys instead of Focus, so i will rework on this. (didn't find how to check on Focus directly).
Edit :
Also declared randomLevel and RandomCollection as separated ints in each lambda for better readability.
(3 nested function calls is a bit heavy)
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ssvu::getRndI(a, b)
returns a number betweena
andb-1
. Sossvu::getRndI(0, lvlDrawer->levelDataIds->size())
should always give a valid index.The only case where it can go wrong is if
lvlDrawer->levelDataIds->size() == 0
, because it can underflow to a very large number. Maybe that's the only required check?There was a problem hiding this comment.
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Yes, absolutely.
I'll modify that, and make the keys reassignable and everything should be good :)
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Is there any chance you could add a bind for "random level in random pack" too? It is very commonly used in osu, for example.
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Yes, if @vittorioromeo is ok with that