Expand description
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§
- 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. - 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. - 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.
- 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.