pub struct FightSim { /* private fields */ }Expand description
A self-contained fight in progress. The scheduled work lives in the
engine handler’s FightClock; the sim carries the simulated state and
logical time.
Implementations§
Source§impl FightSim
impl FightSim
pub fn state(&self) -> &OverlordState
pub fn tick(&self) -> u64
Sourcepub fn state_mut(&mut self) -> &mut OverlordState
pub fn state_mut(&mut self) -> &mut OverlordState
Mutable access to the simulated state, for installing a frozen
reference build between FightEngine::start and the first step.
The A2-BAL-001 calibration needs a player whose strength is the authored
S_ref for the chapter rather than whatever gear a run happened to roll
— otherwise D_old / D_new_unscaled measures the loot, not the change.
Mutating a fight that has already been stepped is not supported: the
engine’s determinism guarantee covers start → run, not arbitrary
edits in between.
Sourcepub fn metrics(&self) -> &FightMetrics
pub fn metrics(&self) -> &FightMetrics
The raw combat-feel metrics collected so far.
Sourcepub fn metrics_summary(&self) -> FightMetricsSummary
pub fn metrics_summary(&self) -> FightMetricsSummary
Structured, serde-serializable combat-feel summary (per-entity, per-team,
hero breakout, dispersion). The hero is the fight’s player_id.