Struct FightSim

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pub struct FightSim { /* private fields */ }
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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.

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impl FightSim

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pub fn state(&self) -> &OverlordState

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pub fn tick(&self) -> u64

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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 startrun, not arbitrary edits in between.

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pub fn metrics(&self) -> &FightMetrics

The raw combat-feel metrics collected so far.

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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.

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