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BossEncounter

Struct BossEncounter 

Source
pub struct BossEncounter {
    pub entity: AmorphousEntity,
    pub profile: BossProfile,
    pub phase_controller: BossPhaseController,
    pub mechanic_state: BossMechanicState,
    pub turn_count: u32,
    pub damage_log: Vec<f32>,
    pub floor: u32,
    pub finished: bool,
    pub boss_stats: CombatStats,
}
Expand description

A live boss encounter.

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§entity: AmorphousEntity

The boss entity.

§profile: BossProfile

Boss profile data.

§phase_controller: BossPhaseController

Phase controller.

§mechanic_state: BossMechanicState

Boss-specific mechanic state.

§turn_count: u32

Turn counter.

§damage_log: Vec<f32>

Cumulative damage log.

§floor: u32

Floor this encounter is on (for scaling).

§finished: bool

Whether the encounter is finished.

§boss_stats: CombatStats

Combat stats for the boss.

Implementations§

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impl BossEncounter

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pub fn update( &mut self, dt: f32, player_actions: &[RecordedAction], ) -> Vec<BossEvent>

Drive the encounter forward. Processes AI, checks phases, applies mechanics.

Trait Implementations§

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impl Clone for BossEncounter

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fn clone(&self) -> BossEncounter

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more

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