pub struct LootTableEditorState {
pub current_table: Option<LootTable>,
pub is_dirty: bool,
pub simulate_context: LootContext,
pub simulated_drops: Vec<(u64, u32)>,
pub simulation_count: u32,
pub drop_frequency: HashMap<u64, u32>,
}Fields§
§current_table: Option<LootTable>§is_dirty: bool§simulate_context: LootContext§simulated_drops: Vec<(u64, u32)>§simulation_count: u32§drop_frequency: HashMap<u64, u32>Implementations§
Source§impl LootTableEditorState
impl LootTableEditorState
pub fn new() -> Self
pub fn run_simulation(&mut self)
pub fn drop_rate_percent(&self, item_id: u64) -> f32
Trait Implementations§
Source§impl Clone for LootTableEditorState
impl Clone for LootTableEditorState
Auto Trait Implementations§
impl Freeze for LootTableEditorState
impl RefUnwindSafe for LootTableEditorState
impl Send for LootTableEditorState
impl Sync for LootTableEditorState
impl Unpin for LootTableEditorState
impl UnsafeUnpin for LootTableEditorState
impl UnwindSafe for LootTableEditorState
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