Comments (2)
The way to do this would be to add a parse_map
function on MapPool
which handles the numbers etc, since it stores the maps in a vector a not a hash map. Though, maybe the better would be to convert MapPool to use a hash map internally, and instead store the map vote numbers in the Extra (generic param, currently ()).
Or just get rid of MapPool entirely and add traits for HashMap<MapInPool>? Maybe while I'm at it, remove MapInPool too lol, and replace it with traits too. Hmm...
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Length consideration:
len("Vote with numbers or names:\n")
= 24len(tab-padded map name)
= 11- One option:
len("{}\t {}", number, tab-padded map name)
= 3 + 11 = 14 - One line:
\t + (3 options) + \n
= 2 + 3 * 14 = 44
So in total, for at most 6 options, you get an upper bound of 24 + 44 * 2 = 112 characters, which is less than 127 characters, so it'll work.
...And that's about as much as I have energy for, for the whole week, likely.
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Related Issues (20)
- Animate STV
- Remove case sensitivity in vote options HOT 2
- ... replaced with .
- Spacebar after name causes `"" not found` HOT 2
- Graciously permit votes: Parse map error ==> also accept
- Better logging
- `B` Try again. HOT 1
- Ballot assignments to players tracking issue. HOT 2
- Vote calcuation animation displays last frame needlessly.
- User interface useability and utilization for unification of the unilaterial unfestered ubiquitously implementation HOT 4
- Start mapvote one or two minutes after new map loads, not immediately. HOT 1
- Automatically set self-nominated map as first preference.
- Make squad manager
- Make balancer.
- Make Discord bot HOT 1
- Discord integration
- Create "harmless" mode for testing.
- MapManager: when switching map, allow more than just no/yes vehicles.
- Multiple RCON connections to prevent lag HOT 1
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