Struct CharacterLevelFormula

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pub struct CharacterLevelFormula {
    pub anchor_level: i64,
    pub anchor_experience: i64,
    pub experience_marginal_base: i64,
    pub experience_marginal_growth: f64,
    pub experience_late_band_level: i64,
    pub experience_marginal_growth_late: f64,
    pub ability_slots: u64,
    pub attributes: Vec<CharacterLevelAttributeFormula>,
}
Expand description

Formula-driven, unbounded extrapolation of character levels ABOVE the authored character_levels table. For level <= anchor_level the authored table is used verbatim; for level > anchor_level stats and experience are computed from these parameters, so levels are uncapped.

Experience is cumulative and grows in TWO bands (BAL-009): up to experience_late_band_level each level costs experience_marginal_growth times the previous one, starting from experience_marginal_base at anchor_level + 1; above it the ratio drops to experience_marginal_growth_late. The seam is continuous — the late band’s first marginal cost is the first band’s last one times the late growth — so no second base is authored and the two can never drift apart. ability_slots is constant (kept at the authored cap) so slots never grow with infinite levels.

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§anchor_level: i64§anchor_experience: i64§experience_marginal_base: i64§experience_marginal_growth: f64§experience_late_band_level: i64§experience_marginal_growth_late: f64§ability_slots: u64§attributes: Vec<CharacterLevelAttributeFormula>

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impl CharacterLevelFormula

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pub fn required_experience(&self, level: i64) -> i64

Cumulative experience required to REACH level (for level > anchor_level).

Saturates at i64::MAX for astronomically high levels (with geometric growth the cost exceeds i64 around ~150 levels past the anchor — a level no real income can ever fund) instead of overflowing. Levels stay unbounded: the function is defined and finite for every input.

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pub fn level_for_experience(&self, experience: i64) -> i64

Highest level whose required_experience <= experience, for the unbounded region (returns anchor_level when experience is below the first extrapolated level’s cost). Inverts required_experience.

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pub fn attributes_for_level(&self, level: i64) -> Vec<EntityAttribute>

Computed attributes for a level in the unbounded region.

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pub fn character_level(&self, level: i64) -> CharacterLevel

Full computed CharacterLevel for a level ABOVE anchor_level.

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impl Clone for CharacterLevelFormula

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fn clone(&self) -> CharacterLevelFormula

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for CharacterLevelFormula

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl<'de> Deserialize<'de> for CharacterLevelFormula

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl JsonSchema for CharacterLevelFormula

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fn schema_name() -> String

The name of the generated JSON Schema. Read more
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fn schema_id() -> Cow<'static, str>

Returns a string that uniquely identifies the schema produced by this type. Read more
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fn json_schema(generator: &mut SchemaGenerator) -> Schema

Generates a JSON Schema for this type. Read more
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fn is_referenceable() -> bool

Whether JSON Schemas generated for this type should be re-used where possible using the $ref keyword. Read more
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impl PartialEq for CharacterLevelFormula

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fn eq(&self, other: &CharacterLevelFormula) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for CharacterLevelFormula

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Tsify for CharacterLevelFormula

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const DECL: &'static str = "/**\n * Formula-driven, unbounded extrapolation of character levels ABOVE the\n * authored `character_levels` table. For `level <= anchor_level` the authored\n * table is used verbatim; for `level > anchor_level` stats and experience are\n * computed from these parameters, so levels are uncapped.\n *\n * Experience is cumulative and grows in TWO bands (BAL-009): up to\n * `experience_late_band_level` each level costs\n * `experience_marginal_growth` times the previous one, starting from\n * `experience_marginal_base` at `anchor_level + 1`; above it the ratio drops to\n * `experience_marginal_growth_late`. The seam is continuous \u{2014} the late band\\\'s\n * first marginal cost is the first band\\\'s last one times the late growth \u{2014} so\n * no second base is authored and the two can never drift apart.\n * `ability_slots` is constant (kept at the authored cap) so slots never grow\n * with infinite levels.\n */\nexport interface CharacterLevelFormula {\n anchor_level: number;\n anchor_experience: number;\n experience_marginal_base: number;\n experience_marginal_growth: number;\n experience_late_band_level: number;\n experience_marginal_growth_late: number;\n ability_slots: number;\n attributes: CharacterLevelAttributeFormula[];\n}"

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const SERIALIZATION_CONFIG: SerializationConfig

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type JsType = JsType

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fn into_js(&self) -> Result<Self::JsType, Error>
where Self: Serialize,

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fn from_js<T>(js: T) -> Result<Self, Error>
where T: Into<JsValue>, Self: DeserializeOwned,

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impl StructuralPartialEq for CharacterLevelFormula

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