Implement random mod for osu!standard
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- Dominant language
- Rust
- Stars
- 139
- Forks
- 69
- PR merge metrics
- No merged PRs in 30d
Description
Commit https://github.com/MaxOhn/rosu-pp/pull/51/commits/6d4058f240e1563ce5bd537ebda1620a547a2a46 introduced random mod implementations for taiko and mania but osu!standard was left out because its implementation relies on hitobjects' combo index which is never stored as of now.
If difficulty or performance calculation in the future ever relies on combo indices, making it mandatory to parse them out of .osu files, the random mod can be implemented for osu!standard as well. Otherwise, I don't think it's worth parsing out combo data just for the random mod which presumably occurs only very rarely.
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Review commit 6d4058f240e1563ce5bd537ebda1620a547a2a46 and the existing taiko and mania random-mod implementations. First determine whether difficulty or performance calculation now requires combo indices from .osu files; only then define the osu!standard behavior. Done means standard random mod works with the required combo data without affecting the existing modes.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100