pub struct Player { /* private fields */ }
Expand description

Player-specific agent data.

Player agents are characters controlled by a player and as such, they contain data about the account and character used (name, profession), as well as the squad composition.

Note that a Player is only the player character itself. Any additional entities that are spawned by the player (clones, illusions, banners, …) are either a Character or a Gadget.

Implementations

The player’s profession.

The player’s elite specialization, if any is equipped.

The subgroup the player was in.

The player’s character name.

Note: Hostile WvW agents will have a randomly generated player name.

The player’s account name.

This includes the leading colon and the 4-digit denominator.

Note: Hostile WvW agents will have an empty account name.

Trait Implementations

Returns a copy of the value. Read more

Performs copy-assignment from source. Read more

Formats the value using the given formatter. Read more

Feeds this value into the given Hasher. Read more

Feeds a slice of this type into the given Hasher. Read more

This method tests for self and other values to be equal, and is used by ==. Read more

This method tests for !=.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The resulting type after obtaining ownership.

Creates owned data from borrowed data, usually by cloning. Read more

🔬 This is a nightly-only experimental API. (toowned_clone_into)

Uses borrowed data to replace owned data, usually by cloning. Read more

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.