/**
 * Discrete moments in the controller's update where mastery evaluators get
 * to weigh in on a single numeric quantity.
 *
 * Each decision point has an associated meaning for its multiplier:
 *   - `1.0` → no opinion (use base value)
 *   - `> 1.0` → bonus (apply a percentage scaling up)
 *   - `< 1.0` → penalty (apply a percentage scaling down)
 *
 * Evaluator contributions compose multiplicatively per decision point. See
 * {@link MasterySet}.
 *
 * @readonly enum
 */
export const DecisionPoint = {
    /** Multiplier applied to jump initial vertical velocity at impulse fire. */
    JumpImpulse: 0,
    /** Multiplier applied to ground acceleration each fixed step. */
    GroundAccel: 1,
    /** Multiplier applied to slide-entry velocity preservation. */
    SlideEntryVelocity: 2,
    /** Multiplier applied to wall-jump impulse magnitude. */
    WallJumpImpulse: 3,
    /** Multiplier applied to mantle exit horizontal speed. */
    MantleExitSpeed: 4,
    /** Multiplier applied to wall-run effective gravity (lower → longer hang). */
    WallRunGravity: 5,
    /** Sentinel — total count; useful for fixed-size arrays keyed by point. */
    _Count: 6,
};
