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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Utils;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Difficulty.Skills
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{
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/// <summary>
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/// A bare minimal abstract skill for fully custom skill implementations.
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/// </summary>
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/// <remarks>
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/// This class should be considered a "processing" class and not persisted, as it keeps references to
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/// gameplay objects after processing is run (see <see cref="Previous"/>).
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/// </remarks>
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public abstract class Skill
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{
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/// <summary>
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/// <see cref="DifficultyHitObject"/>s that were processed previously. They can affect the strain values of the following objects.
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/// </summary>
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protected readonly ReverseQueue<DifficultyHitObject> Previous;
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/// <summary>
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/// Number of previous <see cref="DifficultyHitObject"/>s to keep inside the <see cref="Previous"/> queue.
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/// </summary>
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protected virtual int HistoryLength => 1;
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/// <summary>
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/// Mods for use in skill calculations.
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/// </summary>
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protected IReadOnlyList<Mod> Mods => mods;
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private readonly Mod[] mods;
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protected Skill(Mod[] mods)
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{
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this.mods = mods;
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Previous = new ReverseQueue<DifficultyHitObject>(HistoryLength + 1);
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}
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internal void ProcessInternal(DifficultyHitObject current)
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{
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while (Previous.Count > HistoryLength)
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Previous.Dequeue();
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Process(current);
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Previous.Enqueue(current);
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}
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/// <summary>
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/// Process a <see cref="DifficultyHitObject"/>.
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/// </summary>
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/// <param name="current">The <see cref="DifficultyHitObject"/> to process.</param>
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protected abstract void Process(DifficultyHitObject current);
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/// <summary>
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/// Returns the calculated difficulty value representing all <see cref="DifficultyHitObject"/>s that have been processed up to this point.
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/// </summary>
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public abstract double DifficultyValue();
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}
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}
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