pub struct GameConfig {Show 85 fields
pub attributes: Vec<Attribute>,
pub item_cases_settings: Vec<ItemCasesSettingsByLevel>,
pub game_settings: GameSettings,
pub ads_settings: AdsSettings,
pub items: Vec<ItemTemplate>,
pub item_rarities: Vec<ItemRarity>,
pub portal_rarities: Vec<PortalRarity>,
pub skins: Vec<ConfigSkin>,
pub skins_settings: SkinsSettings,
pub effects: Vec<Effect>,
pub abilities: Vec<AbilityTemplate>,
pub ability_cases_settings: NonEmptyVec<AbilityCasesSettingsByLevel>,
pub ability_rarities: Vec<AbilityRarity>,
pub ability_levels: Vec<AbilityLevel>,
pub ability_stones: Vec<AbilityStoneTemplate>,
pub ability_stone_settings: AbilityStoneSettings,
pub mana_settings: ManaSettings,
pub fight_settings: FightSettings,
pub flip_settings: FlipSettings,
pub cores_settings: CoresSettings,
pub pet_facet_settings: PetFacetSettings,
pub laws: Vec<LawTemplate>,
pub stones_settings: StonesSettings,
pub kill_faucet_settings: KillFaucetSettings,
pub trigger_stones: Vec<TriggerStoneTemplate>,
pub effect_stones: Vec<EffectStoneTemplate>,
pub artifacts_settings: ArtifactsSettings,
pub artifacts: Vec<ArtifactTemplate>,
pub artifact_stones: Vec<ArtifactStoneTemplate>,
pub collection_power: CollectionPowerSettings,
pub entities: Vec<EntityTemplate>,
pub dungeon_templates: Vec<DungeonTemplate>,
pub fight_templates: Vec<FightTemplate>,
pub chapters: Vec<Chapter>,
pub character_levels: Vec<CharacterLevel>,
pub character_level_formula: CharacterLevelFormula,
pub ability_slots_levels: Vec<AbilitySlotsLevel>,
pub patron_levels: Vec<ReferralLevelInfo>,
pub quests: Vec<QuestTemplate>,
pub quests_progression_settings: QuestsProgressionSettings,
pub vassals_settings: VassalsSettings,
pub vassal_tasks: Vec<VassalTaskTemplate>,
pub pvp_settings: PvpSettings,
pub gifts: Vec<GiftTemplate>,
pub mail_templates: Vec<MailTemplate>,
pub currencies: Vec<Currency>,
pub inventory_levels: Vec<InventoryLevel>,
pub arena_settings: ArenaSettings,
pub arena_leagues: Vec<ArenaLeague>,
pub matchmaking_settings: MatchmakingSettings,
pub event_descriptions: Vec<EventDescription>,
pub classes: Vec<Class>,
pub class_levels: Vec<ClassLevels>,
pub projectiles: Vec<Projectile>,
pub bundles: Vec<BundleRaw>,
pub ability_presets_settings: AbilityPresetsSettings,
pub bots_settings: BotsSettings,
pub reports_settings: ReportsSettings,
pub afk_rewards_settings: AfkRewardsSettings,
pub afk_rewards_levels: Vec<AfkRewardsByLevel>,
pub users_generating_settings: UsersGeneratingSettings,
pub tutorial_steps: Vec<TutorialStep>,
pub chats_settings: Vec<ChatSettings>,
pub offers_templates: Vec<OfferTemplate>,
pub shop_tabs: Vec<ShopTabConfig>,
pub ratings_settings: Vec<RatingSettings>,
pub cheat_scripts: Vec<CheatScript>,
pub test_player_scripts: Vec<TestPlayerScript>,
pub gatings: Gatings,
pub pet_templates: Vec<PetTemplate>,
pub pet_rarities: Vec<PetRarity>,
pub pet_levels: Vec<PetLevel>,
pub pet_slots_levels: Vec<PetSlotsLevel>,
pub pet_cases_settings: Vec<PetCasesSettingsByLevel>,
pub talent_tree_settings: TalentTreeSettings,
pub talents: Vec<TalentTemplate>,
pub statue_bonus_grades: NonEmptyVec<StatueBonusGrade>,
pub statue_bonus_type_configs: NonEmptyVec<StatueBonusTypeConfig>,
pub statue_level_configs: NonEmptyVec<StatueLevelConfig>,
pub statue_settings: StatueSettings,
pub buff_templates: Vec<BuffTemplate>,
pub progress_pass: ProgressPassConfig,
pub bird_variants: Vec<BirdVariant>,
pub plinko_settings: PlinkoSettings,
pub local_notifications: LocalNotificationsSettings,
}Fields§
§attributes: Vec<Attribute>§item_cases_settings: Vec<ItemCasesSettingsByLevel>§game_settings: GameSettings§ads_settings: AdsSettings§items: Vec<ItemTemplate>§item_rarities: Vec<ItemRarity>§portal_rarities: Vec<PortalRarity>Portal-specific sprites mapped onto item rarity metadata.
skins: Vec<ConfigSkin>§skins_settings: SkinsSettings§effects: Vec<Effect>§abilities: Vec<AbilityTemplate>§ability_cases_settings: NonEmptyVec<AbilityCasesSettingsByLevel>§ability_rarities: Vec<AbilityRarity>§ability_levels: Vec<AbilityLevel>§ability_stones: Vec<AbilityStoneTemplate>Catalog of ability stones — their own collection, never mixed with item or artifact stones.
ability_stone_settings: AbilityStoneSettings§mana_settings: ManaSettings§fight_settings: FightSettings§flip_settings: FlipSettingsSettings for the persistent global Real/Fantasy equipment flip gauge.
cores_settings: CoresSettingsBalance knobs for the twin cores, their law slots and the bridges.
pet_facet_settings: PetFacetSettingsNumbers of the twenty Pet Facets rolled by the Team Die.
laws: Vec<LawTemplate>Law catalog. A law lives in a slot on the core of its own side.
stones_settings: StonesSettingsTunables of the Trigger/Effect Stone system: gauge weights, trigger cooldown, the tier coefficient matrix, the socket unlock schedule and the temporary drop chance.
kill_faucet_settings: KillFaucetSettingsBAL-038: the shared daily anti-idle contract for every kill-driven
faucet. Core Essence is absent from this table on purpose — its D is
the reached chapter band’s R_value in cores_settings.
trigger_stones: Vec<TriggerStoneTemplate>§effect_stones: Vec<EffectStoneTemplate>§artifacts_settings: ArtifactsSettingsTunables of the artifact system: the ownership bonus ladder, the duplicate ladder, the six-socket unlock schedule and the placeholder acquisition sources.
artifacts: Vec<ArtifactTemplate>§artifact_stones: Vec<ArtifactStoneTemplate>Catalog of artifact stones. Ships with the six Aspect (left column) stones only — the Law column needs the cores/laws vertical.
collection_power: CollectionPowerSettingsCollection Power: the passive stat bonus paid for OWNING catalog content, across stones, laws, ability stones, gacha abilities and pets. Artifacts are excluded — they already pay their own ownership bonus.
entities: Vec<EntityTemplate>§dungeon_templates: Vec<DungeonTemplate>§fight_templates: Vec<FightTemplate>§chapters: Vec<Chapter>§character_levels: Vec<CharacterLevel>§character_level_formula: CharacterLevelFormula§ability_slots_levels: Vec<AbilitySlotsLevel>§patron_levels: Vec<ReferralLevelInfo>§quests: Vec<QuestTemplate>§quests_progression_settings: QuestsProgressionSettings§vassals_settings: VassalsSettings§vassal_tasks: Vec<VassalTaskTemplate>§pvp_settings: PvpSettings§gifts: Vec<GiftTemplate>§mail_templates: Vec<MailTemplate>§currencies: Vec<Currency>§inventory_levels: Vec<InventoryLevel>§arena_settings: ArenaSettings§arena_leagues: Vec<ArenaLeague>§matchmaking_settings: MatchmakingSettings§event_descriptions: Vec<EventDescription>§classes: Vec<Class>§class_levels: Vec<ClassLevels>§projectiles: Vec<Projectile>§bundles: Vec<BundleRaw>§ability_presets_settings: AbilityPresetsSettings§bots_settings: BotsSettings§reports_settings: ReportsSettings§afk_rewards_settings: AfkRewardsSettings§afk_rewards_levels: Vec<AfkRewardsByLevel>§users_generating_settings: UsersGeneratingSettings§tutorial_steps: Vec<TutorialStep>§chats_settings: Vec<ChatSettings>§offers_templates: Vec<OfferTemplate>§shop_tabs: Vec<ShopTabConfig>§ratings_settings: Vec<RatingSettings>§cheat_scripts: Vec<CheatScript>§test_player_scripts: Vec<TestPlayerScript>§gatings: Gatings§pet_templates: Vec<PetTemplate>§pet_rarities: Vec<PetRarity>§pet_levels: Vec<PetLevel>§pet_slots_levels: Vec<PetSlotsLevel>§pet_cases_settings: Vec<PetCasesSettingsByLevel>§talent_tree_settings: TalentTreeSettings§talents: Vec<TalentTemplate>§statue_bonus_grades: NonEmptyVec<StatueBonusGrade>§statue_bonus_type_configs: NonEmptyVec<StatueBonusTypeConfig>§statue_level_configs: NonEmptyVec<StatueLevelConfig>§statue_settings: StatueSettings§buff_templates: Vec<BuffTemplate>§progress_pass: ProgressPassConfig§bird_variants: Vec<BirdVariant>§plinko_settings: PlinkoSettings§local_notifications: LocalNotificationsSettingsTexts and timings for OS-level notifications the client schedules on the device itself. Nothing here is sent from the server at runtime.
Implementations§
Source§impl GameConfig
impl GameConfig
Sourcepub fn is_class_ability(&self, ability_id: AbilityId) -> bool
pub fn is_class_ability(&self, ability_id: AbilityId) -> bool
Whether the ability is a class active (referenced by any class’s
class_abilities). Class abilities are level-capped below regular ones
and use their own ability-stone socket ladder.
pub fn clone_translate(&self, translator: &Translator, locale: &str) -> Self
pub fn validate(&self)
pub fn class_level(&self, class_id: ClassId, level: u64) -> Option<&ClassLevels>
Trait Implementations§
Source§impl Clone for GameConfig
impl Clone for GameConfig
Source§fn clone(&self) -> GameConfig
fn clone(&self) -> GameConfig
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for GameConfig
impl Debug for GameConfig
Source§impl<'de> Deserialize<'de> for GameConfig
impl<'de> Deserialize<'de> for GameConfig
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Source§impl From<GameConfig> for JsValuewhere
GameConfig: Serialize,
impl From<GameConfig> for JsValuewhere
GameConfig: Serialize,
Source§fn from(value: GameConfig) -> Self
fn from(value: GameConfig) -> Self
Source§impl IntoWasmAbi for GameConfigwhere
GameConfig: Serialize,
impl IntoWasmAbi for GameConfigwhere
GameConfig: Serialize,
Source§impl JsonSchema for GameConfig
impl JsonSchema for GameConfig
Source§fn schema_name() -> String
fn schema_name() -> String
Source§fn schema_id() -> Cow<'static, str>
fn schema_id() -> Cow<'static, str>
Source§fn json_schema(generator: &mut SchemaGenerator) -> Schema
fn json_schema(generator: &mut SchemaGenerator) -> Schema
§fn is_referenceable() -> bool
fn is_referenceable() -> bool
$ref keyword. Read moreSource§impl OptionIntoWasmAbi for GameConfigwhere
GameConfig: Serialize,
impl OptionIntoWasmAbi for GameConfigwhere
GameConfig: Serialize,
Source§impl Serialize for GameConfig
impl Serialize for GameConfig
Source§impl Tsify for GameConfig
impl Tsify for GameConfig
const DECL: &'static str = "export interface GameConfig {\n attributes: Attribute[];\n item_cases_settings: ItemCasesSettingsByLevel[];\n game_settings: GameSettings;\n ads_settings: AdsSettings;\n items: ItemTemplate[];\n item_rarities: ItemRarity[];\n /**\n * Portal-specific sprites mapped onto item rarity metadata.\n */\n portal_rarities: PortalRarity[];\n skins: ConfigSkin[];\n skins_settings: SkinsSettings;\n effects: Effect[];\n abilities: AbilityTemplate[];\n ability_cases_settings: NonEmptyVec<AbilityCasesSettingsByLevel>;\n ability_rarities: AbilityRarity[];\n ability_levels: AbilityLevel[];\n /**\n * Catalog of ability stones \u{2014} their own collection, never mixed with item\n * or artifact stones.\n */\n ability_stones: AbilityStoneTemplate[];\n ability_stone_settings: AbilityStoneSettings;\n mana_settings: ManaSettings;\n fight_settings: FightSettings;\n /**\n * Settings for the persistent global Real/Fantasy equipment flip gauge.\n */\n flip_settings: FlipSettings;\n /**\n * Balance knobs for the twin cores, their law slots and the bridges.\n */\n cores_settings: CoresSettings;\n /**\n * Numbers of the twenty Pet Facets rolled by the Team Die.\n */\n pet_facet_settings: PetFacetSettings;\n /**\n * Law catalog. A law lives in a slot on the core of its own side.\n */\n laws: LawTemplate[];\n /**\n * Tunables of the Trigger/Effect Stone system: gauge weights, trigger\n * cooldown, the tier coefficient matrix, the socket unlock schedule and\n * the temporary drop chance.\n */\n stones_settings: StonesSettings;\n /**\n * BAL-038: the shared daily anti-idle contract for every kill-driven\n * faucet. Core Essence is absent from this table on purpose \u{2014} its `D` is\n * the reached chapter band\\\'s `R_value` in `cores_settings`.\n */\n kill_faucet_settings: KillFaucetSettings;\n trigger_stones: TriggerStoneTemplate[];\n effect_stones: EffectStoneTemplate[];\n /**\n * Tunables of the artifact system: the ownership bonus ladder, the\n * duplicate ladder, the six-socket unlock schedule and the placeholder\n * acquisition sources.\n */\n artifacts_settings: ArtifactsSettings;\n artifacts: ArtifactTemplate[];\n /**\n * Catalog of artifact stones. Ships with the six Aspect (left column)\n * stones only \u{2014} the Law column needs the cores/laws vertical.\n */\n artifact_stones: ArtifactStoneTemplate[];\n /**\n * Collection Power: the passive stat bonus paid for OWNING catalog\n * content, across stones, laws, ability stones, gacha abilities and pets.\n * Artifacts are excluded \u{2014} they already pay their own ownership bonus.\n */\n collection_power: CollectionPowerSettings;\n entities: EntityTemplate[];\n dungeon_templates: DungeonTemplate[];\n fight_templates: FightTemplate[];\n chapters: Chapter[];\n character_levels: CharacterLevel[];\n character_level_formula: CharacterLevelFormula;\n ability_slots_levels: AbilitySlotsLevel[];\n patron_levels: ReferralLevelInfo[];\n quests: QuestTemplate[];\n quests_progression_settings: QuestsProgressionSettings;\n vassals_settings: VassalsSettings;\n vassal_tasks: VassalTaskTemplate[];\n pvp_settings: PvpSettings;\n gifts: GiftTemplate[];\n mail_templates: MailTemplate[];\n currencies: Currency[];\n inventory_levels: InventoryLevel[];\n arena_settings: ArenaSettings;\n arena_leagues: ArenaLeague[];\n matchmaking_settings: MatchmakingSettings;\n event_descriptions: EventDescription[];\n classes: Class[];\n class_levels: ClassLevels[];\n projectiles: Projectile[];\n bundles: BundleRaw[];\n ability_presets_settings: AbilityPresetsSettings;\n bots_settings: BotsSettings;\n reports_settings: ReportsSettings;\n afk_rewards_settings: AfkRewardsSettings;\n afk_rewards_levels: AfkRewardsByLevel[];\n users_generating_settings: UsersGeneratingSettings;\n tutorial_steps: TutorialStep[];\n chats_settings: ChatSettings[];\n offers_templates: OfferTemplate[];\n shop_tabs: ShopTabConfig[];\n ratings_settings: RatingSettings[];\n cheat_scripts: CheatScript[];\n test_player_scripts: TestPlayerScript[];\n gatings: Gatings;\n pet_templates: PetTemplate[];\n pet_rarities: PetRarity[];\n pet_levels: PetLevel[];\n pet_slots_levels: PetSlotsLevel[];\n pet_cases_settings: PetCasesSettingsByLevel[];\n talent_tree_settings: TalentTreeSettings;\n talents: TalentTemplate[];\n statue_bonus_grades: NonEmptyVec<StatueBonusGrade>;\n statue_bonus_type_configs: NonEmptyVec<StatueBonusTypeConfig>;\n statue_level_configs: NonEmptyVec<StatueLevelConfig>;\n statue_settings: StatueSettings;\n buff_templates: BuffTemplate[];\n progress_pass: ProgressPassConfig;\n bird_variants: BirdVariant[];\n plinko_settings: PlinkoSettings;\n /**\n * Texts and timings for OS-level notifications the client schedules on the\n * device itself. Nothing here is sent from the server at runtime.\n */\n local_notifications: LocalNotificationsSettings;\n}"
const SERIALIZATION_CONFIG: SerializationConfig
type JsType = JsType
fn into_js(&self) -> Result<Self::JsType, Error>where
Self: Serialize,
fn from_js<T>(js: T) -> Result<Self, Error>
Source§impl VectorIntoWasmAbi for GameConfigwhere
GameConfig: Serialize,
impl VectorIntoWasmAbi for GameConfigwhere
GameConfig: Serialize,
type Abi = <JsType as VectorIntoWasmAbi>::Abi
fn vector_into_abi(vector: Box<[Self]>) -> Self::Abi
Source§impl WasmDescribeVector for GameConfig
impl WasmDescribeVector for GameConfig
Auto Trait Implementations§
impl Freeze for GameConfig
impl RefUnwindSafe for GameConfig
impl Send for GameConfig
impl Sync for GameConfig
impl Unpin for GameConfig
impl UnwindSafe for GameConfig
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
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
§impl<T> FutureExt for T
impl<T> FutureExt for T
§fn with_context(self, otel_cx: Context) -> WithContext<Self>
fn with_context(self, otel_cx: Context) -> WithContext<Self>
§fn with_current_context(self) -> WithContext<Self>
fn with_current_context(self) -> WithContext<Self>
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> ReturnWasmAbi for Twhere
T: IntoWasmAbi,
impl<T> ReturnWasmAbi for Twhere
T: IntoWasmAbi,
Source§type Abi = <T as IntoWasmAbi>::Abi
type Abi = <T as IntoWasmAbi>::Abi
IntoWasmAbi::AbiSource§fn return_abi(self) -> <T as ReturnWasmAbi>::Abi
fn return_abi(self) -> <T as ReturnWasmAbi>::Abi
IntoWasmAbi::into_abi, except that it may throw and never
return in the case of Err.