Expand description
Engine primitives — the fixed vocabulary of effects the tree can produce.
Each tree node is a Vec<Primitive> where each primitive is a triple of
(Op, Target, magnitude). Op + Target are code-defined enums (the engine
needs to dispatch on them); the composition, count, target, magnitude,
and sign of each primitive at a given lot are 100% procgen.
Adding a new primitive variant: append to Op or Target, add a fold
case in aggregate.rs::TreeAggregate::fold_in, and add a render case in
naming.rs. There’s no other table to update.
Structs§
- Primitive
- A single tree-node effect contribution.