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Add a list of mods to Skill class
Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation. For example, accounting for the effects of visual mods.
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@ -68,9 +68,9 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
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protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
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protected override Skill[] CreateSkills(IBeatmap beatmap) => new Skill[]
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
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{
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new Strain(((ManiaBeatmap)beatmap).TotalColumns)
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new Strain(mods, ((ManiaBeatmap)beatmap).TotalColumns)
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};
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protected override Mod[] DifficultyAdjustmentMods
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@ -6,6 +6,7 @@ using osu.Framework.Utils;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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using osu.Game.Rulesets.Mania.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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@ -24,7 +25,8 @@ namespace osu.Game.Rulesets.Mania.Difficulty.Skills
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private double individualStrain;
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private double overallStrain;
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public Strain(int totalColumns)
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public Strain(Mod[] mods, int totalColumns)
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: base(mods)
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{
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holdEndTimes = new double[totalColumns];
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individualStrains = new double[totalColumns];
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