pub struct CombatHud {Show 38 fields
pub in_combat: bool,
pub auto_attack: bool,
pub has_los: bool,
pub attack_cd_ticks: u64,
pub ability_id: String,
pub target_entity_id: Option<EntityId>,
pub target_label: Option<String>,
pub max_target_slots: u8,
pub slots: Vec<CombatSlotHud>,
pub rotation_presets: Vec<RotationPreset>,
pub gcd_ticks: u64,
pub mainhand_template_id: Option<String>,
pub mainhand_label: Option<String>,
pub offhand_template_id: Option<String>,
pub offhand_label: Option<String>,
pub mainhand_hand_slots: u8,
pub worn: Vec<(BodySlot, ItemStack)>,
pub defense: Option<DefenseHud>,
pub carry_mass: f32,
pub carry_mass_max: f32,
pub encumbrance: EncumbranceState,
pub keychain: Vec<ItemStack>,
pub whisper_pouch: Vec<ItemStack>,
pub target: Option<CombatTargetHud>,
pub cast: Option<CastProgressHud>,
pub timed_channel: Option<TimedChannelHud>,
pub ability_cooldowns: Vec<AbilityCooldownHud>,
pub blocking_active: bool,
pub progression_xp: Option<ProgressionXp>,
pub progression_baseline: u16,
pub progression_xp_base: f64,
pub progression_xp_growth: f64,
pub attributes: Option<PrimaryAttributes>,
pub skills: Option<PlayerSkills>,
pub statuses: Vec<StatusEffectHud>,
pub known_abilities: Vec<String>,
pub hotbar: Vec<Option<String>>,
pub max_abilities_per_rotation: u8,
}Expand description
Observer combat HUD (local player only).
Fields§
§in_combat: bool§auto_attack: boolT1 auto rotation (legacy field mirrors slot 1).
has_los: bool§attack_cd_ticks: u64§ability_id: String§target_entity_id: Option<EntityId>§target_label: Option<String>§max_target_slots: u8§slots: Vec<CombatSlotHud>§rotation_presets: Vec<RotationPreset>§gcd_ticks: u64§mainhand_template_id: Option<String>§mainhand_label: Option<String>§offhand_template_id: Option<String>§offhand_label: Option<String>§mainhand_hand_slots: u8Mainhand occupies this many hand sockets (1 or 2).
worn: Vec<(BodySlot, ItemStack)>Equipped body-slot items (backpack, belt, armor, jewelry).
defense: Option<DefenseHud>Live mitigation / resist summary for the Equip paperdoll.
carry_mass: f32§carry_mass_max: f32§encumbrance: EncumbranceState§keychain: Vec<ItemStack>Keys on the virtual keychain (stowed, zero carry mass).
whisper_pouch: Vec<ItemStack>Paired whisper stones on the virtual pouch (stowed, zero carry mass).
target: Option<CombatTargetHud>§cast: Option<CastProgressHud>§timed_channel: Option<TimedChannelHud>Non-combat timed channel on the local player (till, plant, …).
ability_cooldowns: Vec<AbilityCooldownHud>§blocking_active: bool§progression_xp: Option<ProgressionXp>Live XP pools for the local player (updated every tick with combat HUD).
progression_baseline: u16§progression_xp_base: f64§progression_xp_growth: f64§attributes: Option<PrimaryAttributes>§skills: Option<PlayerSkills>§statuses: Vec<StatusEffectHud>Active status effects on the local player.
known_abilities: Vec<String>Learned abilities currently usable (permanent + unexpired temporary).
hotbar: Vec<Option<String>>Hotbar bindings for keys 1–9 (index 0 = key 1).
Ability ids, or item:<template_id> for consumables (hotbar_consumable_binding).
max_abilities_per_rotation: u8Max abilities allowed in one rotation (INT+WIS mind score).