// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Game.Rulesets.Difficulty.Preprocessing; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Difficulty.Evaluators; namespace osu.Game.Rulesets.Osu.Difficulty.Skills { /// /// Represents the skill required to correctly aim at every object in the map with a uniform CircleSize and normalized distances. /// public class Aim : OsuStrainSkill { public Aim(Mod[] mods, bool withSliders) : base(mods) { this.withSliders = withSliders; } private readonly bool withSliders; protected double CurrentStrain; protected double SkillMultiplier => 23.55; protected override double CalculateInitialStrain(double time, DifficultyHitObject current) => CurrentStrain * StrainDecay(time - current.Previous(0).StartTime); protected override double StrainValueAt(DifficultyHitObject current) { CurrentStrain *= StrainDecay(current.DeltaTime); CurrentStrain += AimEvaluator.EvaluateDifficultyOf(current, withSliders) * SkillMultiplier; return CurrentStrain; } } }