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// SPDX-License-Identifier: MPL-2.0
//
// Part of Auguth Labs open-source softwares.
// Built for the Substrate framework.
//
// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0. If a copy of the MPL was not distributed with this
// file, You can obtain one at https://mozilla.org/MPL/2.0/.
//
// Copyright (c) 2026 Auguth Labs (OPC) Pvt Ltd, India
// ===============================================================================
// `````````````````````````````` ACCUMULATORS SUITE `````````````````````````````
// ===============================================================================
//! Defines a generic interface for step-based progression systems.
//!
//! This abstraction models systems where a value is derived from
//! internal state that is updated through discrete steps.
// ===============================================================================
// ``````````````````````````````````` IMPORTS ```````````````````````````````````
// ===============================================================================
use crate;
// ===============================================================================
// ````````````````````````````` DISCRETE ACCUMULATOR ````````````````````````````
// ===============================================================================
/// A trait for discrete accumulation with configurable step rules.
///
/// This trait models systems where progress happens in small, discrete steps,
/// and those steps gradually accumulate into a larger meaningful value.
///
/// Instead of directly changing the final value every time, progress is first
/// stored internally and only converted into a visible result when certain
/// conditions (such as thresholds) are met.
///
/// ## Intuition
///
/// Think of this as a two-layer progression system:
///
/// 1. Small repeated actions add *internal progress*
/// 2. Once enough progress is collected, the visible value increases
///
/// The internal progress is hidden, and `reveal` exposes only the final result.
///
/// ## Generic Roles of the Associated Types
///
/// * `Value`
/// The final meaningful result exposed to consumers.
/// This is what users care about (e.g., level, score, reputation).
///
/// * `Step`
/// Represents one discrete unit of progress applied during each operation.
/// Each increment or decrement applies one such step.
///
/// * `Accumulator`
/// Internal state that tracks progress and any additional data needed
/// to determine how the final value evolves over time.
///
/// * `Stepper`
/// Defines the rules for how steps affect the accumulator.
/// This may include configuration such as thresholds, scaling factors,
/// or other logic governing accumulation behavior.
///
/// ## How Accumulation Works (Conceptually)
///
/// Forward progression:
///
/// ```text
/// progress += step
/// if progress reaches some condition (e.g., threshold):
/// value increases
/// progress is adjusted/reset accordingly
/// ```
///
/// Reverse progression:
///
/// ```text
/// progress -= step
/// if progress would go below zero:
/// value decreases
/// progress is restored based on the rules
/// ```
///
/// The exact logic is fully defined by the implementation.
///
/// ## Example Scenario (Conceptual)
///
/// Imagine a system where:
/// - Each action adds a fixed amount of progress
/// - A visible value increases only after enough progress is accumulated
///
/// Progress might evolve like this:
///
/// ```text
/// Start: value = 0, internal progress = 0
/// Step 1 -> internal progress increases
/// Step 2 -> internal progress increases
/// Step 3 -> internal progress reaches condition -> value becomes 1
/// ```
///
/// Decrementing would reverse this process, potentially reducing the value
/// and restoring some internal progress.
///
/// ## Design Flexibility
///
/// Implementors are free to define:
/// - How internal progress is stored
/// - What condition converts progress into value changes
/// - How increments and decrements interact with that state
/// - Any custom or domain-specific accumulation logic
///
/// This makes the trait suitable for a wide range of stepped progression systems
/// such as reward meters, scoring engines, leveling mechanics, or quota trackers.