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Refactor to pass clockrate in constructor rather than deriving from mods
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@ -25,6 +25,6 @@ namespace osu.Game.Rulesets.EmptyFreeform
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[0];
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
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}
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}
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@ -25,6 +25,6 @@ namespace osu.Game.Rulesets.Pippidon
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[0];
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
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}
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}
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@ -25,6 +25,6 @@ namespace osu.Game.Rulesets.EmptyScrolling
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[0];
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
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}
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}
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@ -25,6 +25,6 @@ namespace osu.Game.Rulesets.Pippidon
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protected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Enumerable.Empty<DifficultyHitObject>();
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[0];
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[0];
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}
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}
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@ -67,7 +67,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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}
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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halfCatcherWidth = Catcher.CalculateCatchWidth(beatmap.BeatmapInfo.BaseDifficulty) * 0.5f;
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Catch.Difficulty
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return new Skill[]
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{
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new Movement(mods, halfCatcherWidth),
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new Movement(mods, halfCatcherWidth, clockRate),
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};
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}
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Catch.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Preprocessing;
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using osu.Game.Rulesets.Difficulty.Skills;
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@ -34,17 +33,16 @@ namespace osu.Game.Rulesets.Catch.Difficulty.Skills
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/// </summary>
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private readonly double catcherSpeedMultiplier;
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public Movement(Mod[] mods, float halfCatcherWidth)
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public Movement(Mod[] mods, float halfCatcherWidth, double clockRate)
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: base(mods)
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{
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HalfCatcherWidth = halfCatcherWidth;
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// In catch, rate adjustment mods do not only affect the timings of hitobjects,
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// In catch, clockrate adjustments do not only affect the timings of hitobjects,
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// but also the speed of the player's catcher, which has an impact on difficulty
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// TODO: Support variable clockrates caused by mods such as ModTimeRamp
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// (perhaps by using IApplicableToRate within the CatchDifficultyHitObject constructor to set a catcher speed for each object before processing)
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var rateAdjustMod = mods.FirstOrDefault(m => m is ModRateAdjust);
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catcherSpeedMultiplier = (rateAdjustMod as ModRateAdjust)?.SpeedChange.Value ?? 1;
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catcherSpeedMultiplier = clockRate;
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}
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protected override double StrainValueOf(DifficultyHitObject current)
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Mania.Difficulty
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// Sorting is done in CreateDifficultyHitObjects, since the full list of hitobjects is required.
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protected override IEnumerable<DifficultyHitObject> SortObjects(IEnumerable<DifficultyHitObject> input) => input;
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Strain(mods, ((ManiaBeatmap)beatmap).TotalColumns)
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};
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@ -79,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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}
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Aim(mods),
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new Speed(mods)
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@ -29,7 +29,7 @@ namespace osu.Game.Rulesets.Taiko.Difficulty
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{
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods) => new Skill[]
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate) => new Skill[]
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{
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new Colour(mods),
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new Rhythm(mods),
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@ -217,7 +217,7 @@ namespace osu.Game.Tests.NonVisual
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throw new NotImplementedException();
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}
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods)
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protected override Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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throw new NotImplementedException();
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}
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@ -59,7 +59,7 @@ namespace osu.Game.Rulesets.Difficulty
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private DifficultyAttributes calculate(IBeatmap beatmap, Mod[] mods, double clockRate)
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{
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var skills = CreateSkills(beatmap, mods);
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var skills = CreateSkills(beatmap, mods, clockRate);
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if (!beatmap.HitObjects.Any())
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return CreateDifficultyAttributes(beatmap, mods, skills, clockRate);
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@ -180,7 +180,8 @@ namespace osu.Game.Rulesets.Difficulty
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/// </summary>
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/// <param name="beatmap">The <see cref="IBeatmap"/> whose difficulty will be calculated.</param>
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/// <param name="mods">Mods to calculate difficulty with.</param>
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/// <param name="clockRate">Clockrate to calculate difficulty with.</param>
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/// <returns>The <see cref="Skill"/>s.</returns>
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protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods);
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protected abstract Skill[] CreateSkills(IBeatmap beatmap, Mod[] mods, double clockRate);
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}
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}
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