// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable 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; private double currentStrain; private double skillMultiplier => 23.25; private double strainDecayBase => 0.15; private double strainDecay(double ms) => Math.Pow(strainDecayBase, ms / 1000); 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; } } }