pub struct Knobs {Show 37 fields
pub delta: f64,
pub k: f64,
pub s: f64,
pub home_bias: f64,
pub b_pass: f64,
pub b_takeon: f64,
pub b_cross_delivery: f64,
pub k_ontarget: f64,
pub k_gk: f64,
pub b_ontarget: f64,
pub b_beat: f64,
pub p_off_frac: f64,
pub p_rebound: f64,
pub q_rebound: f64,
pub q_through: f64,
pub q_dribble: f64,
pub q_cutback: f64,
pub q_header: f64,
pub q_long: f64,
pub p_def_advance: f64,
pub p_mid_advance: f64,
pub p_wide: f64,
pub p_attc_penetrate: f64,
pub p_attc_dribble_box: f64,
pub p_attw_cutback: f64,
pub p_attw_cut_inside: f64,
pub w_pass_mid: f64,
pub w_takeon_mid: f64,
pub w_pass_attc: f64,
pub w_takeon_attc: f64,
pub w_longshot_attc: f64,
pub w_cross_attw: f64,
pub w_takeon_attw: f64,
pub w_pass_attw: f64,
pub fatigue_base: f64,
pub fatigue_wr: f64,
pub support: f64,
}Fields§
§delta: f64Match-minutes advanced per possession step.
k: f64Attribute-difference sensitivity (open-play contests).
s: f64Scale — normalizes the 0..100 attribute range.
home_bias: f64Additive edge to the home side’s attacking contests.
b_pass: f64§b_takeon: f64§b_cross_delivery: f64§k_ontarget: f64§k_gk: f64§b_ontarget: f64§b_beat: f64§p_off_frac: f64Of shots that miss the on-target sigmoid, the share narrated as
“off” vs “blocked” — a cosmetic split only (both transition to the
same opponent-Def outcome; MATCH_MODEL.md §3’s transition table
treats them as one branch, §9’s stream schema wants them as two
distinct, narratable outcomes).
p_rebound: f64Save → parried rebound (follow-up shot) vs collected.
q_rebound: f64Rebound chances are scrappy.
q_through: f64§q_dribble: f64§q_cutback: f64§q_header: f64§q_long: f64§p_def_advance: f64Completed build-up pass advances Def → Mid (else retain Def).
p_mid_advance: f64Completed Mid action advances to the final third.
p_wide: f64Of advances, share going wide (AttW) vs central (AttC).
p_attc_penetrate: f64Through-ball reaches the box.
p_attc_dribble_box: f64AttC take-on reaches the box.
p_attw_cutback: f64AttW take-on becomes a cutback chance.
p_attw_cut_inside: f64AttW take-on cuts inside to AttC instead.
w_pass_mid: f64§w_takeon_mid: f64§w_pass_attc: f64§w_takeon_attc: f64§w_longshot_attc: f64§w_cross_attw: f64§w_takeon_attw: f64§w_pass_attw: f64§fatigue_base: f64Max drop at 90’ for a 0-stamina, low-work-rate player.
fatigue_wr: f64How much Work Rate accelerates fatigue.
support: f640 = pure actor, 1 = pure team mean.