pub struct BattleState<R: BattleRules> { /* private fields */ }
Expand description
Owns he battle submodules that contain the current state of the battle.
Implementations§
Source§impl<R: BattleRules> BattleState<R>
impl<R: BattleRules> BattleState<R>
Sourcepub fn phase(&self) -> BattlePhase
pub fn phase(&self) -> BattlePhase
Returns in which phase is the battle.
Auto Trait Implementations§
impl<R> Freeze for BattleState<R>where
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Freeze,
<R as BattleRules>::SR: Freeze,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Freeze,
<R as BattleRules>::RR: Freeze,
impl<R> RefUnwindSafe for BattleState<R>where
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: RefUnwindSafe,
<R as BattleRules>::SR: RefUnwindSafe,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: RefUnwindSafe,
<R as BattleRules>::RR: RefUnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Id: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: RefUnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: RefUnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: RefUnwindSafe,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: RefUnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Power: RefUnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: RefUnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: RefUnwindSafe,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: RefUnwindSafe,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: RefUnwindSafe,
impl<R> Send for BattleState<R>where
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Send,
<R as BattleRules>::SR: Send,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Send,
<R as BattleRules>::RR: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Power: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Send,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Send,
impl<R> Sync for BattleState<R>where
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Sync,
<R as BattleRules>::SR: Sync,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Sync,
<R as BattleRules>::RR: Sync,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Sync,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: Sync,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Sync,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: Sync,
<<R as BattleRules>::TR as TeamRules<R>>::Power: Sync,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Sync,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Sync,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Sync,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Sync,
impl<R> Unpin for BattleState<R>where
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: Unpin,
<R as BattleRules>::SR: Unpin,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: Unpin,
<R as BattleRules>::RR: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: Unpin,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Unpin,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Power: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Unpin,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Unpin,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Unpin,
impl<R> UnwindSafe for BattleState<R>where
<<R as BattleRules>::SR as SpaceRules<R>>::SpaceModel: UnwindSafe,
<R as BattleRules>::SR: UnwindSafe,
<<R as BattleRules>::RR as RoundsRules<R>>::RoundsModel: UnwindSafe,
<R as BattleRules>::RR: UnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Id: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: UnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Objectives: UnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: UnwindSafe,
<<<R as BattleRules>::TR as TeamRules<R>>::Power as Id>::Id: UnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Power: UnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: UnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: UnwindSafe,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: UnwindSafe,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: UnwindSafe,
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more