pub struct SeededSpawn {
pub agent_id: String,
pub blueprint: Blueprint,
pub seeds: HashMap<String, String>,
pub stages: Vec<ResolvedStage>,
pub global_hints: PromptHints,
pub global_nudge: NudgeConfig,
pub region_scripts: HashMap<String, Arc<RegionScript>>,
}Expand description
Everything a seeded spawn needs besides the world it spawns into.
The blueprint and its resolved stages travel with the seeds and the global defaults because all six are the same decision made at different layers: what this agent starts with. The caller resolves them; this consumes them.
Fields§
§agent_id: StringThe run id this agent is registered under.
blueprint: BlueprintThe blueprint being spawned.
seeds: HashMap<String, String>Content for named caller-input regions, keyed by region name.
stages: Vec<ResolvedStage>The blueprint’s stages, already resolved against the provider registry.
global_hints: PromptHintsConfig-level prompt hints, applied where the blueprint says nothing.
global_nudge: NudgeConfigThe config-level nudge, likewise.
region_scripts: HashMap<String, Arc<RegionScript>>Compiled render hooks, keyed by region name.
Auto Trait Implementations§
impl !RefUnwindSafe for SeededSpawn
impl !UnwindSafe for SeededSpawn
impl Freeze for SeededSpawn
impl Send for SeededSpawn
impl Sync for SeededSpawn
impl Unpin for SeededSpawn
impl UnsafeUnpin for SeededSpawn
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