pub struct GameplayConfig {
pub world_seed: u64,
pub start_depth: u32,
pub difficulty: f32,
pub permadeath: bool,
pub autosave_interval: u32,
pub cheats_enabled: bool,
pub entity_tick_budget: usize,
pub max_enemies: usize,
}Fields§
§world_seed: u64Seed for the world generator (0 = random).
start_depth: u32Starting dungeon depth.
difficulty: f32Global difficulty multiplier (0.5 = easy, 1.0 = normal, 2.0 = brutal).
permadeath: boolEnable permadeath.
autosave_interval: u32Auto-save every N seconds (0 = disabled).
cheats_enabled: boolEnable developer cheats.
entity_tick_budget: usizeEntity tick budget per frame (max entities updated per frame).
max_enemies: usizeMaximum number of active enemies.
Trait Implementations§
Source§impl Clone for GameplayConfig
impl Clone for GameplayConfig
Source§fn clone(&self) -> GameplayConfig
fn clone(&self) -> GameplayConfig
Returns a duplicate of the value. Read more
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
Performs copy-assignment from
source. Read moreSource§impl Debug for GameplayConfig
impl Debug for GameplayConfig
Source§impl Default for GameplayConfig
impl Default for GameplayConfig
Source§impl<'de> Deserialize<'de> for GameplayConfig
impl<'de> Deserialize<'de> for GameplayConfig
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>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl Freeze for GameplayConfig
impl RefUnwindSafe for GameplayConfig
impl Send for GameplayConfig
impl Sync for GameplayConfig
impl Unpin for GameplayConfig
impl UnsafeUnpin for GameplayConfig
impl UnwindSafe for GameplayConfig
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
Mutably borrows from an owned value. Read more