pub struct QuestChain {
pub chain_id: String,
pub chain_name: String,
pub chain_type: ChainType,
pub quests: Vec<ChainQuestEntry>,
pub description: String,
pub icon: String,
pub completed: bool,
pub active_quest_idx: usize,
}Fields§
§chain_id: String§chain_name: String§chain_type: ChainType§quests: Vec<ChainQuestEntry>§description: String§icon: String§completed: bool§active_quest_idx: usizeImplementations§
Source§impl QuestChain
impl QuestChain
pub fn new(chain_id: String, name: String, chain_type: ChainType) -> Self
pub fn add_quest(&mut self, quest_id: &str, required: bool)
pub fn get_next_quests(&self, state: &QuestStateStore) -> Vec<&str>
pub fn is_chain_complete(&self, state: &QuestStateStore) -> bool
pub fn get_completion_percentage(&self, state: &QuestStateStore) -> f32
pub fn get_cooldown_remaining( &self, state: &QuestStateStore, current_time: f32, ) -> Option<f32>
Trait Implementations§
Source§impl Clone for QuestChain
impl Clone for QuestChain
Auto Trait Implementations§
impl Freeze for QuestChain
impl RefUnwindSafe for QuestChain
impl Send for QuestChain
impl Sync for QuestChain
impl Unpin for QuestChain
impl UnsafeUnpin for QuestChain
impl UnwindSafe for QuestChain
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