pub struct CombatState {
pub combatants: Vec<Combatant>,
pub turn_order: Vec<usize>,
pub current_turn: usize,
pub round: u32,
pub environment: CombatEnvironment,
pub effects: Vec<CombatEffect>,
pub phase: CombatPhase,
pub is_over: bool,
pub result: Option<CombatResult>,
}Expand description
The current combat encounter state
Fields§
§combatants: Vec<Combatant>Active combatants
turn_order: Vec<usize>Current turn order
current_turn: usizeCurrent active combatant index
round: u32Combat round number
environment: CombatEnvironmentEnvironmental factors
effects: Vec<CombatEffect>Active combat effects
phase: CombatPhaseCombat phase
is_over: boolIs combat over?
result: Option<CombatResult>Victory/defeat result (if over)
Implementations§
Source§impl CombatState
impl CombatState
Sourcepub fn new(player_system: &PluralSystem, enemies: Vec<Enemy>) -> Self
pub fn new(player_system: &PluralSystem, enemies: Vec<Enemy>) -> Self
Create a new combat encounter
Sourcepub fn current_combatant(&self) -> Option<&Combatant>
pub fn current_combatant(&self) -> Option<&Combatant>
Get the current active combatant
Sourcepub fn current_combatant_mut(&mut self) -> Option<&mut Combatant>
pub fn current_combatant_mut(&mut self) -> Option<&mut Combatant>
Get the current active combatant mutably
Sourcepub fn check_combat_end(&mut self)
pub fn check_combat_end(&mut self)
Check if combat should end
Trait Implementations§
Source§impl Clone for CombatState
impl Clone for CombatState
Source§fn clone(&self) -> CombatState
fn clone(&self) -> CombatState
1.0.0 · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreAuto Trait Implementations§
impl Freeze for CombatState
impl RefUnwindSafe for CombatState
impl Send for CombatState
impl Sync for CombatState
impl Unpin for CombatState
impl UnwindSafe for CombatState
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