pub struct FactionSystem {
pub factions: HashMap<String, Faction>,
pub relationships: HashMap<(String, String), FactionRelationship>,
pub rep_tiers: Vec<RepTier>,
pub reputation_events: Vec<RepEvent>,
}Fields§
§factions: HashMap<String, Faction>§relationships: HashMap<(String, String), FactionRelationship>§rep_tiers: Vec<RepTier>§reputation_events: Vec<RepEvent>Implementations§
Source§impl FactionSystem
impl FactionSystem
pub fn new() -> Self
pub fn add_faction(&mut self, faction: Faction)
pub fn apply_rep_delta( &mut self, faction_id: &str, delta: i32, reason: &str, quest_id: Option<&str>, )
pub fn get_tier_unlocks(&self, faction_id: &str) -> Vec<String>
pub fn get_relationship( &self, faction_a: &str, faction_b: &str, ) -> Option<&FactionRelationship>
pub fn add_relationship( &mut self, faction_a: &str, faction_b: &str, rel_type: RelationshipType, share_factor: f32, )
pub fn progress_to_next_tier(&self, faction_id: &str) -> Option<f32>
Trait Implementations§
Source§impl Clone for FactionSystem
impl Clone for FactionSystem
Auto Trait Implementations§
impl Freeze for FactionSystem
impl RefUnwindSafe for FactionSystem
impl Send for FactionSystem
impl Sync for FactionSystem
impl Unpin for FactionSystem
impl UnsafeUnpin for FactionSystem
impl UnwindSafe for FactionSystem
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