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Add landmines #171
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Add landmines #171
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Took a quick look at this, (it's late right now I'll look at it properly tomorrow) seems relatively fine, but
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Yes, a lot of things were copy-pasted from tick notes. In the end landmines probably won't look like ticknotes if they end up being added, so DefaultLandmine and DefaultCircleLandmine are mostly placeholders |
…note (+ only trigger the landmine from user input if it is the first object in the lane)
+ don't count landmines in max combo
(wasn't supposed to be in yet, oops)
i suck at git pls forgive me :(
previously it just looked at the next HitObject. while this would probably be enough for most maps, if a mapper put way too many landmines right before a note, only the closest landmine would get removed earlier. with this change, every landmines in the "Okay" timing window of the next note will get removed earlier. (idk how to explain this better)
(probably requires additional modifications at other places, but rn this doens't seem to cause any issues)
# Conflicts: # fluXis/Skinning/Custom/CustomSkin.cs # fluXis/Skinning/Default/DefaultSkin.cs # fluXis/Skinning/ISkin.cs # fluXis/Skinning/SkinManager.cs
(do the same changes as 3eb3aa2 but for landmines)
- untrigered landmines are now judged as Flawless and are included in the map's MaxCombo - add `LandmineCount` to `RealmMapFilters` + realm migration - don't include landmine in average offset, and don't display flawless landmine judgements in HitErrorBar - the result screen now displays the correct max combo with the NLN and/or NMN mods
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latest commit contains a realm migration i haven't opened the fluxel pr yet because i didn't add the enum for the score submission payload yet, but here is the branch that supports landmines https://github.com/orwenn22/fluxel/tree/landmines |
i originally made that change to revert landmines that didn't get triggered, but now that they are judged as Flawless this is no longer needed
So, I recently tried to get into mapping, and I think the game could benefit from having some kind of "landmines" notes (I chose that name because it made sense to me, but I don't mind if it gets changed). Basically, these are notes that causes the player to miss if they hit them.
This is mostly a proof of concept, therefore I don't really expect this to go into the game without being reworked a lot.
As of right now, the timing window for hitting a mine and counting it as a miss is the same as "perfect" ratings, and holding a key while a mine is over the receptors
don'tcount as a miss.Also, landmines currently have the same appearance as tick notes but with a different colour.2025-09-21.18-17-07.mp4
These could be used for memorisation maps in which notes are too spaced from each other. In some situations, it is possible to get full accuracy by just spamming quads, and adding landmine notes could fix this issue.
Spamming quads, without landmines:
without_landmines.mp4
Smapping quads, with landmines:
with_landmines.mp4
Also, some stepmania/etterna maps have landmines in them, so this could also be used for imported maps
(this isn't implemented in this PR though).In addition, this would also allow the creation of gimmick maps similar to the ones from bms (https://www.youtube.com/watch?v=PZYh8iF29NA)
Since I don't know if there is any real interest in this, I didn't really focus on code quality (also I'm not that familiar with the code base), but if there is actual interest I'm willing to make all the necessary changes and clean-ups to get this in an acceptable state.