Refactor to pass clockrate in constructor rather than deriving from mods

This commit is contained in:
Samuel Cattini-Schultz
2021-06-03 16:09:37 +10:00
parent 7cdef5cb0a
commit f51413ead9
11 changed files with 16 additions and 17 deletions

View File

@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
}
}
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
{
halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
return new Skill[]
{
new Movement(mods, halfCatcherWidth),
new Movement(mods, halfCatcherWidth, clockRate),
};
}

View File

@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Difficulty.Skills;
@ -34,17 +33,16 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
/// </summary>
private readonly double catcherSpeedMultiplier;
public Movement(Mod[] mods, float halfCatcherWidth)
public Movement(Mod[] mods, float halfCatcherWidth, double clockRate)
: base(mods)
{
HalfCatcherWidth = halfCatcherWidth;
// In catch, rate adjustment mods do not only affect the timings of hitobjects,
// In catch, clockrate adjustments do not only affect the timings of hitobjects,
// but also the speed of the player's catcher, which has an impact on difficulty
// TODO: Support variable clockrates caused by mods such as ModTimeRamp
// (perhaps by using IApplicableToRate within the CatchDifficultyHitObject constructor to set a catcher speed for each object before processing)
var rateAdjustMod = mods.FirstOrDefault(m => m is ModRateAdjust);
catcherSpeedMultiplier = (rateAdjustMod as ModRateAdjust)?.SpeedChange.Value ?? 1;
catcherSpeedMultiplier = clockRate;
}
protected override double StrainValueOf(DifficultyHitObject current)