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Character

Struct Character 

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pub struct Character {
Show 30 fields pub id: CharacterId, pub name: String, pub kind: CharacterKind, pub state: CharacterState, pub archetype: ClassArchetype, pub stats: StatSheet, pub resources: AllResources, pub level_data: LevelData, pub modifier_registry: ModifierRegistry, pub stat_growth: StatGrowth, pub equipped: EquippedItems, pub inventory: Inventory, pub stash: Stash, pub gold: u64, pub skill_book: SkillBook, pub ability_bar: AbilityBar, pub cooldowns: CooldownTracker, pub combos: ComboSystem, pub journal: QuestJournal, pub achievements: AchievementSystem, pub quest_tracker: QuestTracker, pub faction: Option<String>, pub faction_system: FactionSystem, pub controller: CharacterController, pub input_binding: InputBinding, pub appearance: AppearanceData, pub is_player_controlled: bool, pub event_queue: Vec<CharacterEvent>, pub tags: Vec<String>, pub metadata: HashMap<String, String>,
}

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§id: CharacterId§name: String§kind: CharacterKind§state: CharacterState§archetype: ClassArchetype§stats: StatSheet§resources: AllResources§level_data: LevelData§modifier_registry: ModifierRegistry§stat_growth: StatGrowth§equipped: EquippedItems§inventory: Inventory§stash: Stash§gold: u64§skill_book: SkillBook§ability_bar: AbilityBar§cooldowns: CooldownTracker§combos: ComboSystem§journal: QuestJournal§achievements: AchievementSystem§quest_tracker: QuestTracker§faction: Option<String>§faction_system: FactionSystem§controller: CharacterController§input_binding: InputBinding§appearance: AppearanceData§is_player_controlled: bool§event_queue: Vec<CharacterEvent>§tags: Vec<String>§metadata: HashMap<String, String>

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impl Character

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pub fn new( id: CharacterId, name: impl Into<String>, kind: CharacterKind, archetype: ClassArchetype, ) -> Self

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pub fn tick(&mut self, dt: f32)

Tick all time-dependent subsystems by dt seconds.

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pub fn set_state(&mut self, new_state: CharacterState)

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pub fn take_damage(&mut self, amount: f32, source: &str) -> bool

Deal damage to this character. Returns true if the character died.

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pub fn heal(&mut self, amount: f32) -> f32

Heal this character.

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pub fn gain_xp(&mut self, amount: u64)

Gain experience, potentially levelling up.

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pub fn change_reputation(&mut self, faction: &str, delta: i32)

Modify reputation with a faction.

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pub fn level(&self) -> u32

Get current level.

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pub fn is_alive(&self) -> bool

Whether this character is alive.

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pub fn drain_events(&mut self) -> Vec<CharacterEvent>

Drain pending events.

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pub fn add_tag(&mut self, tag: impl Into<String>)

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pub fn has_tag(&self, tag: &str) -> bool

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pub fn set_meta(&mut self, key: impl Into<String>, value: impl Into<String>)

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pub fn get_meta(&self, key: &str) -> Option<&str>

Trait Implementations§

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impl Clone for Character

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fn clone(&self) -> Character

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Character

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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