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modules).
longer an engine to register modules against: the native script functions
live in crate::behaviors and are exposed through the
crate::BehaviorRegistry registry, while the content_lookups
they read are built at BehaviorRegistry::new.
This module therefore only declares the native sub-modules that the
behaviors ports (and each other) depend on.
Modules§
- ability_
stones - Resolution of ability-stone modifiers: which stones are ACTIVE on an ability right now, and what numbers they change.
- artifacts
- Artifact combat runtime — the pure half.
- balance
- Functions and constants here mirror the original
balance.yamlscript, which contained the project’s fundamental combat and economic balance formulas. Content-dependent lookups (item rarity quality, ability rarity effectiveness, fixed-power items) are sourced fromContentLookups, which is populated at engine init time by reading thecontent_rawmodule’s data maps. - class_
passives - The always-on rule of a class (BAL-033/BAL-034).
- collection_
power - Collection Power: the passive stat bonus paid for OWNING catalog content.
- content
- Native
contentscript-module dispatchers plus the per-abilityability_info(level)composition for thecontent_raw-style ability map. - content_
lookups - engine init. Holds fields that the Rust schemas don’t carry (
q,eff,fixed_power,is_boss,is_dungeon,is_bossfight, attributebase_value, effecton_apply/on_changecallbacks, …). - content_
raw_ extract - Builds
ContentLookupsfrom the typedGameConfig. - cores
- Pure arithmetic and state machines for the twin cores, laws and bridges
(OVT-2517, laws v0.2). No events, no IO — everything here is a function of
CoresState+GameConfig, so every acceptance criterion in the plan is unit-testable without a fight or a database. - effect_
cb - script ports (
behaviors::cast_ability/cast_projectile). - fight
- Native Rust fight logic.
- fight_
context - Native Rust
fight_contextmodule — now a no-op placeholder. - loop_
tasks - Native Rust implementation of the loop-task pacing logic.
- pet_
facets - Pet Facets / Team Die v0 — the die, the bookkeeping keys and the arithmetic.
The orchestration is
crate::logic::pet_facets. - plinko
- Серверная механика доски Plinko.
- power_q
- The dynamic half of displayed / matchmaking Power (BAL-030).
- quest_
board - Daily-board / weekly-set selection.
- stones
- Trigger/Effect Stone combat runtime — the arithmetic and the bookkeeping
keys. The orchestration is
crate::logic::stones. - support_
shapes - Derived copies produced by shape supports (Split / Chain / Pierce), plus the Leech conversion, resolved at the ONE attack seam every ability damage path goes through.
- util
- (
build_module/register_array_extensions) is gone — there is no engine to register into. What remains here are the pure, typed versions of the random helpers theutilmodule used to expose to scripts:rand_round,get_random_element,rand_weight, anddrain_random.