pub struct GameState {
pub system: PluralSystem,
pub perception: PerceptionManager,
pub combat: Option<CombatState>,
pub scene: Scene,
pub game_time: u64,
pub real_time: Instant,
pub phase: GamePhase,
pub events: Vec<GameEvent>,
pub flags: HashMap<String, FlagValue>,
pub inventory: Vec<Item>,
pub unlocked_abilities: Vec<String>,
pub processed_traumas: Vec<String>,
}Expand description
The complete game state
Fields§
§system: PluralSystemThe plural system (player)
perception: PerceptionManagerCurrent perception state
combat: Option<CombatState>Active combat (if any)
scene: SceneCurrent scene/location
game_time: u64Game time (in-game seconds)
real_time: InstantReal time tracking
phase: GamePhaseGame phase
events: Vec<GameEvent>Event queue
flags: HashMap<String, FlagValue>Narrative flags
inventory: Vec<Item>Player inventory
unlocked_abilities: Vec<String>Unlocked abilities
processed_traumas: Vec<String>Processed traumas (for progression)
Implementations§
Trait Implementations§
Auto Trait Implementations§
impl Freeze for GameState
impl RefUnwindSafe for GameState
impl Send for GameState
impl Sync for GameState
impl Unpin for GameState
impl UnwindSafe for GameState
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