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PrimeFactorialState

Struct PrimeFactorialState 

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pub struct PrimeFactorialState {
    pub factorial_index: u32,
    pub factorial_cache: Vec<f32>,
    pub puzzle_active: bool,
    pub puzzle_target_factors: Vec<u32>,
    pub puzzles_solved: u32,
    pub rng_state: u64,
}
Expand description

State for the Prime Factorial Boss. HP is a large prime. Deals damage in factorial sequences. Can only be damaged by prime-numbered damage values. Phase 2: arithmetic puzzle mechanic.

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§factorial_index: u32

Current position in the factorial damage sequence.

§factorial_cache: Vec<f32>

Cached factorial values.

§puzzle_active: bool

Whether the arithmetic puzzle mode is active (phase 2).

§puzzle_target_factors: Vec<u32>

Current puzzle target factors.

§puzzles_solved: u32

How many puzzles solved.

§rng_state: u64

RNG for puzzle generation.

Implementations§

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impl PrimeFactorialState

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pub fn new() -> Self

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pub fn next_factorial_damage(&mut self) -> f32

Get the next damage value in the factorial sequence.

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pub fn is_prime(n: u32) -> bool

Check if a damage value is prime.

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pub fn filter_damage(&self, raw_damage: f32) -> f32

Filter incoming damage: only prime values deal damage.

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pub fn generate_puzzle(&mut self) -> Vec<u32>

Generate an arithmetic puzzle (phase 2). Player must deal damage that factors to these specific numbers.

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pub fn check_puzzle_solution(&mut self, damage: u32) -> bool

Check if player’s damage solves the current puzzle.

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pub fn prime_hp(tier: u32) -> f32

Get a large prime for boss HP based on tier.

Trait Implementations§

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impl Clone for PrimeFactorialState

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fn clone(&self) -> PrimeFactorialState

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 PrimeFactorialState

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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 PrimeFactorialState

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fn default() -> Self

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

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