Refactor to abstract out strain logic into StrainSkill class

While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
This commit is contained in:
Samuel Cattini-Schultz
2021-04-03 20:52:36 +11:00
parent 5b2dcea8a8
commit 85d2b1232a
9 changed files with 150 additions and 116 deletions

View File

@ -9,7 +9,7 @@ using osu.Game.Rulesets.Mods;
namespace osu.Game.Rulesets.Catch.Difficulty.Skills
{
public class Movement : Skill
public class Movement : StrainSkill
{
private const float absolute_player_positioning_error = 16f;
private const float normalized_hitobject_radius = 41.0f;