pub struct RewardTable {
pub xp_reward: XpReward,
pub item_rewards: Vec<ItemRewardEntry>,
pub currency_rewards: Vec<CurrencyReward>,
pub reputation_rewards: Vec<ReputationReward>,
pub unlock_rewards: Vec<UnlockReward>,
pub skill_rewards: Vec<SkillReward>,
}Fields§
§xp_reward: XpReward§item_rewards: Vec<ItemRewardEntry>§currency_rewards: Vec<CurrencyReward>§reputation_rewards: Vec<ReputationReward>§unlock_rewards: Vec<UnlockReward>§skill_rewards: Vec<SkillReward>Implementations§
Source§impl RewardTable
impl RewardTable
pub fn new() -> Self
pub fn roll(&self, player_level: u32, rng: &mut SimpleRng) -> Vec<RolledReward>
pub fn add_item( &mut self, item_id: &str, quantity_min: u32, quantity_max: u32, drop_chance: f32, rarity: ItemRarity, )
pub fn add_xp(&mut self, base: u32, level_scale: f32)
pub fn add_currency( &mut self, currency_id: &str, base_min: u32, base_max: u32, level_scale: f32, )
pub fn total_estimated_xp(&self, player_level: u32) -> u32
Trait Implementations§
Source§impl Clone for RewardTable
impl Clone for RewardTable
Auto Trait Implementations§
impl Freeze for RewardTable
impl RefUnwindSafe for RewardTable
impl Send for RewardTable
impl Sync for RewardTable
impl Unpin for RewardTable
impl UnsafeUnpin for RewardTable
impl UnwindSafe for RewardTable
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