Move combat and ability logic out of code and into HOCON config — designers tweak damage, healing, and targeting in a text file; the engine parses it into typed actions and runs them against your entities.
usecrate::lc_entity_type::LcEntityType;usecrate::lc_single_action_config::LcSingleActionConfig;/// A configuration required to run single action.
#[derive(Clone)]pubstructLcActionConfig<T: LcEntityType>{pubdata:Vec<LcSingleActionConfig<T>>,
}// Single Action Cofing [] -> Action Config
impl<T: LcEntityType>From<Vec<LcSingleActionConfig<T>>>forLcActionConfig<T>{fnfrom(value:Vec<LcSingleActionConfig<T>>)->Self{
LcActionConfig { data: value }}}impl<T: LcEntityType>LcActionConfig<T>{pubfndummy()->LcActionConfig<T>{
LcActionConfig { data:vec![]}}}