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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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@ -13,7 +13,7 @@ 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 : Skill
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public class Aim : StrainSkill
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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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@ -13,7 +13,7 @@ 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 : Skill
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public class Speed : StrainSkill
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{
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private const double single_spacing_threshold = 125;
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