Documentation ¶
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type AimSkill ¶
type AimSkill struct { *Skill // contains filtered or unexported fields }
func NewAimSkill ¶
func NewAimSkill(d *difficulty.Difficulty, withSliders bool) *AimSkill
type Flashlight ¶
type Flashlight struct { *Skill // contains filtered or unexported fields }
func NewFlashlightSkill ¶
func NewFlashlightSkill(d *difficulty.Difficulty) *Flashlight
func (*Flashlight) DifficultyValue ¶
func (s *Flashlight) DifficultyValue() float64
type Skill ¶
type Skill struct { // The weight by which each strain value decays. DecayWeight float64 // The length of each strain section. SectionLength float64 // Number of sections which strain value will be reduced. ReducedSectionCount int // Multiplier applied to the section with the biggest strain. ReducedStrainBaseline float64 // Final multiplier after calculations. DifficultyMultiplier float64 // Delegate to calculate strain value of skill StrainValueOf func(obj *preprocessing.DifficultyObject) float64 CalculateInitialStrain func(time float64, current *preprocessing.DifficultyObject) float64 // contains filtered or unexported fields }
func NewSkill ¶
func NewSkill(d *difficulty.Difficulty) *Skill
func (*Skill) DifficultyValue ¶
func (*Skill) GetCurrentStrainPeaks ¶
func (*Skill) Process ¶
func (skill *Skill) Process(current *preprocessing.DifficultyObject)
Processes given DifficultyObject
type SpeedSkill ¶
type SpeedSkill struct { *Skill // contains filtered or unexported fields }
func NewSpeedSkill ¶
func NewSpeedSkill(d *difficulty.Difficulty) *SpeedSkill
func (*SpeedSkill) RelevantNoteCount ¶
func (s *SpeedSkill) RelevantNoteCount() (sum float64)
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