Struct game_features::SkillDefinition[][src]

pub struct SkillDefinition<K, E, S, I> {
    pub key: S,
    pub name: String,
    pub friendly_name: String,
    pub description: String,
    pub cooldown: f64,
    pub passive: bool,
    pub conditions: Vec<StatCondition<K>>,
    pub item_conditions: Vec<(I, usize, UseMode)>,
    pub stat_effectors: Vec<E>,
}

The definition of an usable skill.

Fields

key: S

The id of this skill.

name: String

The name.

friendly_name: String

The computer friendly name.

description: String

The complete description of this skill.

cooldown: f64

The cooldown between usages of this skill.

passive: bool

Whether this skill is will activate automatically once all conditions are met or if it needs to be manually activated.

conditions: Vec<StatCondition<K>>

The stats conditions required to activate this skill.

item_conditions: Vec<(I, usize, UseMode)>

The item conditions required to activate this skill.

stat_effectors: Vec<E>

The caused stat effectors.

Implementations

impl<K, E, S, I> SkillDefinition<K, E, S, I>[src]

pub fn new(
    key: S,
    name: String,
    friendly_name: String,
    description: String,
    cooldown: f64,
    passive: bool,
    conditions: Vec<StatCondition<K>>,
    item_conditions: Vec<(I, usize, UseMode)>,
    stat_effectors: Vec<E>
) -> Self
[src]

Constructs a new SkillDefinition.

impl<K: Hash + Eq + Debug, E, S, I: Clone + PartialEq + Debug> SkillDefinition<K, E, S, I>[src]

Generics

K: Stat Key E: Effector Key S: Skill Key I: Item Key IT: Item Type CD: Item Custom Data

pub fn check_conditions<IT: SlotType, CD: Default + Clone + Debug>(
    &self,
    stats: &StatSet<K>,
    inventory: &Inventory<I, IT, CD>,
    stat_defs: &StatDefinitions<K>
) -> bool
[src]

Checks if all the conditions to use this skill are met.

Trait Implementations

impl<K: Clone, E: Clone, S: Clone, I: Clone> Clone for SkillDefinition<K, E, S, I>[src]

impl<K: Debug, E: Debug, S: Debug, I: Debug> Debug for SkillDefinition<K, E, S, I>[src]

impl<'de, K, E, S, I> Deserialize<'de> for SkillDefinition<K, E, S, I> where
    K: Deserialize<'de>,
    E: Deserialize<'de>,
    S: Deserialize<'de>,
    I: Deserialize<'de>, 
[src]

impl<K, E, S, I> Serialize for SkillDefinition<K, E, S, I> where
    K: Serialize,
    E: Serialize,
    S: Serialize,
    I: Serialize
[src]

Auto Trait Implementations

impl<K, E, S, I> RefUnwindSafe for SkillDefinition<K, E, S, I> where
    E: RefUnwindSafe,
    I: RefUnwindSafe,
    K: RefUnwindSafe,
    S: RefUnwindSafe

impl<K, E, S, I> Send for SkillDefinition<K, E, S, I> where
    E: Send,
    I: Send,
    K: Send,
    S: Send

impl<K, E, S, I> Sync for SkillDefinition<K, E, S, I> where
    E: Sync,
    I: Sync,
    K: Sync,
    S: Sync

impl<K, E, S, I> Unpin for SkillDefinition<K, E, S, I> where
    E: Unpin,
    I: Unpin,
    K: Unpin,
    S: Unpin

impl<K, E, S, I> UnwindSafe for SkillDefinition<K, E, S, I> where
    E: UnwindSafe,
    I: UnwindSafe,
    K: UnwindSafe,
    S: UnwindSafe

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T> ToOwned for T where
    T: Clone
[src]

type Owned = T

The resulting type after obtaining ownership.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.