Struct AbilityStoneSettings

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pub struct AbilityStoneSettings {
    pub unlock_chapter: i64,
    pub sockets: Vec<AbilityStoneSocketSettings>,
    pub class_sockets: Vec<AbilityStoneSocketSettings>,
    pub upgrade_copies: Vec<i64>,
    pub chapter_reward_period: i64,
}
Expand description

Ability-stone collection settings: socket layout, upgrade ladder and the stub faucet.

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§unlock_chapter: i64§sockets: Vec<AbilityStoneSocketSettings>

Socket layout for regular abilities, in socket-index order (BAL-005: Real/Fantasy/Real/Fantasy opening at ability level 2/4/8/16).

§class_sockets: Vec<AbilityStoneSocketSettings>

Socket layout for class abilities. They are level-capped below regular abilities, so they get their own ladder (BAL-005/BAL-034: 2/4/6/7).

§upgrade_copies: Vec<i64>

Raw copies required for each upgrade step: entry i is the cost of reaching level i + 2. Draft: 2 copies for level 2, 3 for level 3, 5 for level 4.

§chapter_reward_period: i64

STUB FAUCET: ability stones are granted as a chapter-clear reward, one copy every chapter_reward_period cleared chapter levels. The stone is picked deterministically from the catalog by the cleared chapter level, so the drop is reproducible and testable. This rides an existing source (chapter rewards) exactly as the plan asks; the real source mix (mob drops, quests) is a later design pass.

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impl AbilityStoneSettings

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pub const fn is_unlocked(&self, chapter_level: i64) -> bool

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pub fn max_level(&self) -> i64

Max stone level implied by the upgrade ladder.

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pub fn copies_for_next_level(&self, level: i64) -> Option<i64>

Copies required to go from level to level + 1, or None when the stone is already at max level.

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pub fn sockets_for( &self, is_class_ability: bool, ) -> &[AbilityStoneSocketSettings]

The socket ladder that applies to an ability of the given kind.

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pub fn socket( &self, is_class_ability: bool, socket_index: i64, ) -> Option<&AbilityStoneSocketSettings>

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pub fn is_socket_unlocked( &self, is_class_ability: bool, socket_index: i64, ability_level: i64, ) -> bool

Whether socket_index exists and is open at ability_level.

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impl Clone for AbilityStoneSettings

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fn clone(&self) -> AbilityStoneSettings

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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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<'de> Deserialize<'de> for AbilityStoneSettings

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl JsonSchema for AbilityStoneSettings

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fn schema_name() -> String

The name of the generated JSON Schema. Read more
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fn schema_id() -> Cow<'static, str>

Returns a string that uniquely identifies the schema produced by this type. Read more
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fn json_schema(generator: &mut SchemaGenerator) -> Schema

Generates a JSON Schema for this type. Read more
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fn is_referenceable() -> bool

Whether JSON Schemas generated for this type should be re-used where possible using the $ref keyword. Read more
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impl Serialize for AbilityStoneSettings

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Tsify for AbilityStoneSettings

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const DECL: &'static str = "/**\n * Ability-stone collection settings: socket layout, upgrade ladder and the\n * stub faucet.\n */\nexport interface AbilityStoneSettings {\n unlock_chapter: number;\n /**\n * Socket layout for regular abilities, in socket-index order (BAL-005:\n * Real/Fantasy/Real/Fantasy opening at ability level 2/4/8/16).\n */\n sockets: AbilityStoneSocketSettings[];\n /**\n * Socket layout for class abilities. They are level-capped below regular\n * abilities, so they get their own ladder (BAL-005/BAL-034: 2/4/6/7).\n */\n class_sockets: AbilityStoneSocketSettings[];\n /**\n * Raw copies required for each upgrade step: entry `i` is the cost of\n * reaching level `i + 2`. Draft: 2 copies for level 2, 3 for level 3,\n * 5 for level 4.\n */\n upgrade_copies: number[];\n /**\n * STUB FAUCET: ability stones are granted as a chapter-clear reward, one\n * copy every `chapter_reward_period` cleared chapter levels. The stone is\n * picked deterministically from the catalog by the cleared chapter level,\n * so the drop is reproducible and testable. This rides an existing source\n * (chapter rewards) exactly as the plan asks; the real source mix (mob\n * drops, quests) is a later design pass.\n */\n chapter_reward_period: number;\n}"

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const SERIALIZATION_CONFIG: SerializationConfig

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type JsType = JsType

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where Self: Serialize,

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where T: Into<JsValue>, Self: DeserializeOwned,

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