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