Thomas Schaffer
Thomas Schaffer
Sure: ``` func main() { candidates := []string{"a", "b", "c", "d"} poll, _ := govote.Schulze.New(candidates) poll.AddBallot([]string{"a", "b"}) poll.AddBallot([]string{"a", "c"}) poll.AddBallot([]string{"c"}) fmt.Println(poll.Evaluate()) } ``` Results in: ``` [a d] [{a 3}...
And with instant runoff ``` func main() { candidates := []string{"a", "b", "c", "d"} poll, _ := govote.InstantRunoff.New(candidates) poll.AddBallot([]string{"a", "b"}) poll.AddBallot([]string{"a", "c"}) poll.AddBallot([]string{"c"}) fmt.Println(poll.Evaluate()) } ``` Result = ``` [a...
Have you had a chance to look into it ?
Thanks for the suggestion. For subtasks: We're working on improving the user interface to provide a list with status + details link for all the subtasks, in the parent task...
This is a good idea. For your specific need (forwarding from parent), how about this: - if no watcher_usernames is set, the subtask inherits the watchers from the parent by...
That's actually a really good suggestion. Initial thoughts: - This could be implemented via an `action plugin` - The callback instance should probably be uniquely identified, not just tied to...
Hey @pkalemba thanks for the offer, we'd gladly accept the help yes. No one is currently working on this afaik.
Panic seems very undesirable overall, and to me seems best left in those mustXXX functions which at least are explicitly named. A less harsh implementation could return (string, error) which...
I forgot to mention; the server side item count is correct, which means that a player joining mid game gets the correct count via level state
As discussed on discord, I moved the startmapscript eval right before `G_InitNew` (which unlatches cvars), so that the startmapscript can dynamically set latched cvars such as `co_allowdropoff` For a real-life...