pub struct MinMaxAlgorithm<T: GameData + Debug, R: RateAndMap<T>>where
T::EffectType: RevEffect<T>,{ /* private fields */ }
Implementations§
Source§impl<T: GameData + Debug, R: RateAndMap<T>> MinMaxAlgorithm<T, R>where
T::EffectType: RevEffect<T>,
impl<T: GameData + Debug, R: RateAndMap<T>> MinMaxAlgorithm<T, R>where
T::EffectType: RevEffect<T>,
pub fn new(params: Params, rate_and_map: R) -> MinMaxAlgorithm<T, R>
pub fn with_pruning<P>( params: Params, rate_and_map: R, pruning_fn: P, ) -> MinMaxAlgorithm<T, R>
pub fn rate_and_map(&self) -> &R
pub fn apply<L>(&self, engine: &mut Engine<T, L>)where
T: Clone,
L: EventListener<T>,
pub fn run<L>(
&self,
engine: &Engine<T, L>,
) -> Result<(RatingType, Box<[usize]>, <T as GameData>::Context), InvalidEngineState>where
T: Clone,
L: EventListener<T>,
pub fn run_with_cancellation<L, F>( &self, engine: &Engine<T, L>, should_cancel: F, ) -> Result<(RatingType, Box<[usize]>, <T as GameData>::Context), MinMaxError>
pub fn run_all_ratings<L>( &self, engine: &Engine<T, L>, ) -> Result<Vec<(RatingType, Box<[usize]>, <T as GameData>::Context)>, InvalidEngineState>
pub fn run_all_ratings_with_cancellation<L, F>( &self, engine: &Engine<T, L>, should_cancel: F, ) -> Result<Vec<(RatingType, Box<[usize]>, <T as GameData>::Context)>, MinMaxError>
Auto Trait Implementations§
impl<T, R> Freeze for MinMaxAlgorithm<T, R>where
R: Freeze,
impl<T, R> !RefUnwindSafe for MinMaxAlgorithm<T, R>
impl<T, R> !Send for MinMaxAlgorithm<T, R>
impl<T, R> !Sync for MinMaxAlgorithm<T, R>
impl<T, R> Unpin for MinMaxAlgorithm<T, R>
impl<T, R> !UnwindSafe for MinMaxAlgorithm<T, R>
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more