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@WilliamQiufeng WilliamQiufeng commented May 23, 2025

Adds a field Type: HitObjectType that indicates whether the hit object is a Normal note or a Mine. 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.

@WilliamQiufeng WilliamQiufeng mentioned this pull request May 23, 2025
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@AiAe AiAe requested a review from Copilot June 9, 2025 21:59
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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.

@Warp9000 Warp9000 marked this pull request as draft December 6, 2025 12:08
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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

            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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// Add a new hit stat to the score processor.
var stat = new HitStat(HitStatType.Miss, KeyPressType.Press, mine, Time, Judgement.Miss, hitDifference,
ScoreProcessor.Accuracy, ScoreProcessor.Health);

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The CalculateScore method should be called before adding the HitStat to ScoreProcessor.Stats. This is inconsistent with the pattern used throughout the rest of the code (e.g., lines 156-161, 408-416, 438-445) where CalculateScore is always called first to update the score processor state, and then the stat is added to the Stats list.

Suggested change
ScoreProcessor.CalculateScore(stat);

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var stat = new HitStat(HitStatType.Hit, KeyPressType.None, hitObject, hitObject.StartTime, Judgement.Marv, 0,
ScoreProcessor.Accuracy, ScoreProcessor.Health);

// Add a miss to the score.
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The comment says "Add a miss to the score" but the code is actually adding a Marvelous judgement (Judgement.Marv), which represents successfully avoiding the mine. The comment should be corrected to reflect that this is awarding a Marvelous for avoiding the mine, not a miss.

Suggested change
// Add a miss to the score.
// Award a Marvelous for successfully avoiding the mine.

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.Concat(previousFramePressed.Except(currentFramePressed))
.ToList();

foreach (var lane in previousFramePressed)
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The mine detection logic iterates over previousFramePressed (keys held from the previous frame) instead of newly pressed keys. This means mines won't be triggered when a key is freshly pressed during the current frame - only when a key that was already held continues to be held. According to the PR description, mines should trigger when the player presses on the lane where a mine is present within the timing window. Consider checking against currentFramePressed.Except(previousFramePressed) to detect newly pressed keys instead.

Suggested change
foreach (var lane in previousFramePressed)
foreach (var lane in currentFramePressed.Except(previousFramePressed))

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Comment on lines +240 to +243
var hitDifference =
mine.StartTime - ScoreProcessor.JudgementWindow[Judgement.Marv] > previousFrameTime
? (int)ScoreProcessor.JudgementWindow[Judgement.Marv]
: mine.StartTime - previousFrameTime;
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The hitDifference calculation logic seems unusual. When previousFrameTime is before the mine's window start (mine.StartTime - JudgementWindow), it sets hitDifference to JudgementWindow. Otherwise, it sets hitDifference to mine.StartTime - previousFrameTime. This doesn't follow the typical pattern where hitDifference represents the timing offset from when the object should be hit. For consistency with normal hit objects (line 279), consider using a calculation like mine.StartTime - Time or similar to represent the actual timing error.

Suggested change
var hitDifference =
mine.StartTime - ScoreProcessor.JudgementWindow[Judgement.Marv] > previousFrameTime
? (int)ScoreProcessor.JudgementWindow[Judgement.Marv]
: mine.StartTime - previousFrameTime;
var hitDifference = mine.StartTime - Time;

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@ESV-Sweetplum
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requesting support for utils.createhitobject to have a mine parameter

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