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Add mines #200
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Add mines #200
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Pull Request Overview
This PR introduces support for mines by adding a new HitObjectType and updating scoring, replay, and hit object management to handle them appropriately.
- Adds a new HitObjectType field and associated logic to differentiate normal notes from mines.
- Updates scoring methods and replay handling to account for mines, including separate tracking and removal of active mines.
- Adjusts replay key press handling and hit object retrieval to integrate the new mine behavior.
Reviewed Changes
Copilot reviewed 8 out of 8 changed files in this pull request and generated no comments.
Show a summary per file
| File | Description |
|---|---|
| Quaver.Tools/Commands/RecalculateCommand.cs | Updated CalculateScore calls to pass additional parameters. |
| Quaver.API/Replays/Virtual/VirtualReplayPlayer.cs | Added ActiveMines tracking and integrated mine handling logic. |
| Quaver.API/Replays/Replay.cs | Skips mine objects during autoplay key generation. |
| Quaver.API/Maps/Structures/HitObjectInfo.cs | Added Type property and updated judgement count logic. |
| Quaver.API/Maps/Qua.cs | Propagates the new Type and adjusts hit object indexing. |
| Quaver.API/Maps/Processors/Scoring/ScoreProcessorKeys.cs | Overloaded CalculateScore methods with mine support. |
| Quaver.API/Maps/Processors/Scoring/ScoreProcessor.cs | Updated abstract CalculateScore signature for mine handling. |
| Quaver.API/Enums/HitObjectType.cs | Introduces the new HitObjectType enum with Normal and Mine. |
Comments suppressed due to low confidence (2)
Quaver.API/Replays/Virtual/VirtualReplayPlayer.cs:123
- Consider adding a descriptive message to the ArgumentOutOfRangeException to clarify that an unsupported HitObjectType was encountered.
throw new ArgumentOutOfRangeException();
Quaver.API/Replays/Virtual/VirtualReplayPlayer.cs:463
- Update this comment to accurately reflect that a marvelous judgement is applied for mines when not triggered, rather than a miss.
// Add a miss to the score.
…merging shared soon
# Conflicts: # Quaver.API/Replays/Virtual/VirtualReplayPlayer.cs
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Pull request overview
Copilot reviewed 8 out of 8 changed files in this pull request and generated 4 comments.
Comments suppressed due to low confidence (1)
Quaver.API/Replays/Replay.cs:347
- This foreach loop implicitly filters its target sequence - consider filtering the sequence explicitly using '.Where(...)'.
foreach (var hitObject in map.HitObjects)
{
if (hitObject.Type is HitObjectType.Mine)
continue;
// Add key press frame
nonCombined.Add(new ReplayAutoplayFrame(hitObject, ReplayAutoplayFrameType.Press, hitObject.StartTime, KeyLaneToPressState(hitObject.Lane)));
// If LN, add key up state at end time
if (hitObject.IsLongNote)
nonCombined.Add(new ReplayAutoplayFrame(hitObject, ReplayAutoplayFrameType.Release, hitObject.EndTime - 1, KeyLaneToPressState(hitObject.Lane)));
// If not ln, add key up frame 1ms after object.
else
nonCombined.Add(new ReplayAutoplayFrame(hitObject, ReplayAutoplayFrameType.Release, hitObject.StartTime + 30, KeyLaneToPressState(hitObject.Lane)));
}
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|
requesting support for utils.createhitobject to have a mine parameter |
…in the logic within VirtualReplayPlayer.cs
This should be possible. |
|
ah i see it in the other PR my glorious king |
Adds a field
Type: HitObjectTypethat indicates whether the hit object is aNormalnote or aMine. With this design you would actually be able to make long mines?When the player is pressing on the lane where a mine is present, and the timing falls into the marvelous timing window, then it is considered a miss. If the player does not press the mine and passes the marvelous window of the mine, a marvelous judgement is generated, indicating that the mine is not set off.