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1) Fully reworked architecture: splitted reading in branches. 2) Added High AR reading What is broken now: - Low AR (because i focused mostly on High vs Low AR reading values on high end) - HD (it's using live HD rn) - 3 mod speed, cuz part of the speed pp is unaffected by low acc nerf in speed pp calculation
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
// 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 System.Linq;
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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 abstract skill with available per objet difficulty.
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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.
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/// </remarks>
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public abstract class GraphSkill : Skill
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{
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protected GraphSkill(Mod[] mods)
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: base(mods)
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{
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}
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/// <summary>
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/// The length of each section.
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/// </summary>
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protected virtual int SectionLength => 400;
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public double CurrentSectionPeak { get; protected set; } // We also keep track of the peak level in the current section.
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protected double CurrentSectionEnd;
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protected readonly List<double> StrainPeaks = new List<double>();
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/// <summary>
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/// Returns a live enumerable of the difficulties
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/// </summary>
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public virtual IEnumerable<double> GetCurrentStrainPeaks() => StrainPeaks.Append(CurrentSectionPeak);
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}
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}
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