Struct GameConfig

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pub struct GameConfig {
Show 19 fields pub player_lives: u64, pub max_strikes: u64, pub max_rounds: u64, pub max_fight_rounds: u64, pub power_mode_threshold: u64, pub power_mode_modifier: f64, pub lightsaber_modifier_red: LightsaberModifier, pub lightsaber_modifier_green: LightsaberModifier, pub lightsaber_modifier_blue: LightsaberModifier, pub unit_probabilities: Vec<UnitProbability>, pub timeout_lobby: u64, pub timeout_lightsaber_shop_phase: u64, pub timeout_unit_shop_phase: u64, pub timeout_placement_phase: u64, pub timeout_fight_phase: u64, pub live_loss_on_defeat: LiveLoss, pub tile_modifier_force: TileModifier, pub tile_modifier_medic_center: TileModifier, pub tile_modifier_lava: TileModifier,
}
Expand description

A game configuration.

The fields named timeout_* are the durations the corresponding phases in milliseconds, except Self::timeout_lobby.

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§player_lives: u64

The number of lives a player starts with.

§max_strikes: u64

How many protocol violations lead to a forceful disconnection. When 0, this behavior SHOULD be disabled.

§max_rounds: u64

The maximum number of rounds the game should take.

§max_fight_rounds: u64

Should a fight take more than this number of movement & attack actions, the fight should end with a tie.

§power_mode_threshold: u64

The minimum number of units of equal type to activate power mode.

§power_mode_modifier: f64

The bonus on every base stat of units in power mode. Given as a factor, i.e. base_stat*power_mode_modifier = power_mode_stat.

§lightsaber_modifier_red: LightsaberModifier§lightsaber_modifier_green: LightsaberModifier§lightsaber_modifier_blue: LightsaberModifier§unit_probabilities: Vec<UnitProbability>

The probabilities of getting offered a unit of a certain level in a round’s purchase phase. The index into this Vec is the current_round - 1.

§timeout_lobby: u64

A per player time limit for selecting a character in the lobby, given in milliseconds.

§timeout_lightsaber_shop_phase: u64§timeout_unit_shop_phase: u64§timeout_placement_phase: u64§timeout_fight_phase: u64§live_loss_on_defeat: LiveLoss§tile_modifier_force: TileModifier§tile_modifier_medic_center: TileModifier§tile_modifier_lava: TileModifier

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Trait Implementations§

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impl Debug for GameConfig

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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 GameConfig

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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 PartialEq for GameConfig

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fn eq(&self, other: &GameConfig) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for GameConfig

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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 StructuralPartialEq for GameConfig

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Gets the TypeId of self. Read more
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impl<T> BorrowMut<T> for T
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