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Yacht Dice: Fix logic (again) so that score doesn't drop when receiving item #4044
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This reverts commit 7c2b3df.
Will still need to check difficulty and weights of adding items. Website is not ready yet, so this version is not usable yet :)
Fix when goal and max are same Options: changed chance to weight
Now you put an array of mults and the cpu gets a couple of tries
…nto ArchipelagoMW-main
Yacht Dice local to AP+changes to main
Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.
add archipelago into yacht dice fork
MERGE TO YACHT DICE LOCAL
This reverts commit c2f7d67.
This reverts commit e9432f9.
YACHT DICE changes to local
@NewSoupVi I should probably ping you here just to let you know :) |
In the trimming of the weights, sometimes it having 4 rolls would be better than having 5 rolls. I did a check that this does not happen for any dice increment or roll increment
Ftr, I'm not that bothered about this one making 0.5.1, because it is quite rare. But if we can make it happen it would be preferrable ofc |
Agreed, the issue is rare and it feels strange to have all generations be a bit slower to avoid a 1 in 10000+ error. |
This method is faster if the first for-loop contains fewer items. Since the function is called with, typically, `dist2` having less items, let's loop over `dist2` first. This makes the entire program 10% faster.
Update: |
15/10/2024: ready for review
What is this fixing or adding?
There was an instance of score in logic dropping when receiving an item...
After investigating, there were two ways this could happen:
To counter the above issues, we:
As a bonus, I swapped two for-loops in
add_distributions
which leads to a 10% decrease in total running time.How was this tested?
This was tested on 29000+ default yaml single-player games and a couple of non-default single-player games.
The website and game are ready for either version :3