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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.
Adds a field
Type: HitObjectType
that indicates whether the hit object is aNormal
note 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.