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changed decay system to allow for customizing the currentStrain
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@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// <summary>
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/// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances.
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/// </summary>
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public class Aim : OsuStrainSkill
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public class Aim : OsuStrainDecaySkill
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{
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private const double angle_bonus_begin = Math.PI / 3;
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private const double timing_threshold = 107;
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@ -10,7 +10,7 @@ using osu.Framework.Utils;
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namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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{
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public abstract class OsuStrainSkill : StrainSkill
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public abstract class OsuStrainDecaySkill : StrainDecaySkill
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{
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/// <summary>
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/// The number of sections with the highest strains, which the peak strain reductions will apply to.
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@ -28,7 +28,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// </summary>
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protected virtual double DifficultyMultiplier => 1.06;
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protected OsuStrainSkill(Mod[] mods)
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protected OsuStrainDecaySkill(Mod[] mods)
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: base(mods)
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{
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}
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@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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/// <summary>
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/// Represents the skill required to press keys with regards to keeping up with the speed at which objects need to be hit.
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/// </summary>
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public class Speed : OsuStrainSkill
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public class Speed : OsuStrainDecaySkill
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{
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private const double single_spacing_threshold = 125;
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@ -151,14 +151,5 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
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return (1 + (speedBonus - 1) * 0.75) * angleBonus * (0.95 + speedBonus * Math.Pow(distance / single_spacing_threshold, 3.5)) / osuCurrent.StrainTime;
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}
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protected override double GetTotalCurrentStrain(DifficultyHitObject current)
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{
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return base.GetTotalCurrentStrain(current) * calculateRhythmBonus(current.StartTime);
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}
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protected override double GetPeakStrain(double time)
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{
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return base.GetPeakStrain(time);// * calculateRhythmBonus(current.StartTime);
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}
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}
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}
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