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AlgorithmRebornState

Struct AlgorithmRebornState 

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pub struct AlgorithmRebornState {
    pub action_frequency: HashMap<PlayerActionType, u32>,
    pub markov_transitions: HashMap<(PlayerActionType, PlayerActionType), u32>,
    pub last_action: Option<PlayerActionType>,
    pub predicted_action: Option<PlayerActionType>,
    pub counter_mode: bool,
    pub markov_mode: bool,
    pub degradation: f32,
    pub hidden_hp_frac: f32,
}
Expand description

State for the Algorithm Reborn Boss. Phase 1: learns player patterns (tracks action frequency). Phase 2: counters player’s most-used action type. Phase 3: predicts next action via Markov chain. Unique: no HP bar shown.

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§action_frequency: HashMap<PlayerActionType, u32>

Frequency count of each player action type.

§markov_transitions: HashMap<(PlayerActionType, PlayerActionType), u32>

Markov chain: transition probabilities from action A to action B. Key: (from_action, to_action), Value: count.

§last_action: Option<PlayerActionType>

Last player action (for Markov chain).

§predicted_action: Option<PlayerActionType>

The predicted next player action (phase 3).

§counter_mode: bool

Whether the boss is in counter mode (phase 2+).

§markov_mode: bool

Whether Markov prediction is active (phase 3).

§degradation: f32

Visual degradation level [0, 1]. 0 = pristine, 1 = nearly dead.

§hidden_hp_frac: f32

Actual HP fraction (hidden from player).

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impl AlgorithmRebornState

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pub fn new() -> Self

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pub fn record_action(&mut self, action: PlayerActionType)

Record a player action and update the frequency and Markov tables.

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pub fn most_used_action(&self) -> Option<PlayerActionType>

Get the player’s most frequently used action.

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pub fn counter_for(action: &PlayerActionType) -> PlayerActionType

Get the counter-action for a given player action.

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pub fn predict_next(&mut self) -> Option<PlayerActionType>

Predict the next player action using the Markov chain.

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pub fn update_degradation(&mut self, hp_frac: f32)

Update visual degradation based on actual HP fraction.

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pub fn enter_phase2(&mut self)

Enter phase 2: enable counter mode.

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pub fn enter_phase3(&mut self)

Enter phase 3: enable Markov prediction.

Trait Implementations§

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impl Clone for AlgorithmRebornState

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fn clone(&self) -> AlgorithmRebornState

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for AlgorithmRebornState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for AlgorithmRebornState

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fn default() -> Self

Returns the “default value” for a type. Read more

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