PerceptionState

Struct PerceptionState 

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pub struct PerceptionState {
    pub layer: RealityLayer,
    pub intensity: f32,
    pub stability: f32,
    pub modifiers: Vec<PerceptionModifier>,
    pub transition: Option<PerceptionTransition>,
    pub visible_entities: HashMap<RealityLayer, Vec<String>>,
    pub overlays: Vec<EnvironmentalOverlay>,
}
Expand description

The current perception state of the player

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§layer: RealityLayer

Current reality layer

§intensity: f32

Perception intensity (0.0 = barely perceiving, 1.0 = fully immersed)

§stability: f32

Stability of perception (0.0 = fluctuating, 1.0 = stable)

§modifiers: Vec<PerceptionModifier>

Active perception modifiers

§transition: Option<PerceptionTransition>

Transition state (if currently shifting)

§visible_entities: HashMap<RealityLayer, Vec<String>>

Entities currently visible in each layer

§overlays: Vec<EnvironmentalOverlay>

Environmental overlays active

Implementations§

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impl PerceptionState

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pub fn at_layer(layer: RealityLayer) -> Self

Create a new perception state at the given layer

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pub fn update_from_system(&mut self, system: &PluralSystem)

Update perception based on system state

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pub fn begin_transition(&mut self, target: RealityLayer, rate: f32)

Begin transitioning to a new reality layer

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pub fn force_layer(&mut self, layer: RealityLayer)

Force immediate layer change

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pub fn add_modifier(&mut self, modifier: PerceptionModifier)

Add a perception modifier

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pub fn tick_modifiers(&mut self)

Remove expired modifiers

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pub fn effective_intensity(&self) -> f32

Get the effective perception intensity (with modifiers)

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pub fn can_see_entity(&self, entity: &PerceivableEntity) -> bool

Check if an entity is visible at current perception

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pub fn add_overlay(&mut self, overlay: EnvironmentalOverlay)

Add an environmental overlay

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pub fn active_overlays(&self) -> Vec<&EnvironmentalOverlay>

Get active overlays for the current layer

Trait Implementations§

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impl Clone for PerceptionState

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fn clone(&self) -> PerceptionState

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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impl Debug for PerceptionState

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

Formats the value using the given formatter. Read more
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impl Default for PerceptionState

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fn default() -> Self

Returns the “default value” for a type. Read more

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