[−][src]Struct weasel::creature::Creature
A creature is the main acting entity of a battle.
Creatures can activate abilities during their turn, occupy a spatial position, suffer status effects and are characterized by their statistics.
Trait Implementations
impl<R: BattleRules> Actor<R> for Creature<R>
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fn abilities<'a>(&'a self) -> Box<dyn Iterator<Item = &'a Ability<R>> + 'a>
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fn abilities_mut<'a>(
&'a mut self
) -> Box<dyn Iterator<Item = &'a mut Ability<R>> + 'a>
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&'a mut self
) -> Box<dyn Iterator<Item = &'a mut Ability<R>> + 'a>
fn ability(&self, id: &AbilityId<R>) -> Option<&Ability<R>>
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fn ability_mut(&mut self, id: &AbilityId<R>) -> Option<&mut Ability<R>>
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fn add_ability(&mut self, ability: Ability<R>) -> Option<Ability<R>>
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fn remove_ability(&mut self, id: &AbilityId<R>) -> Option<Ability<R>>
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fn team_id(&self) -> &TeamId<R>
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impl<R: BattleRules> Character<R> for Creature<R>
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fn statistics<'a>(&'a self) -> Box<dyn Iterator<Item = &'a Statistic<R>> + 'a>
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fn statistics_mut<'a>(
&'a mut self
) -> Box<dyn Iterator<Item = &'a mut Statistic<R>> + 'a>
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&'a mut self
) -> Box<dyn Iterator<Item = &'a mut Statistic<R>> + 'a>
fn statistic(&self, id: &StatisticId<R>) -> Option<&Statistic<R>>
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fn statistic_mut(&mut self, id: &StatisticId<R>) -> Option<&mut Statistic<R>>
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fn add_statistic(&mut self, statistic: Statistic<R>) -> Option<Statistic<R>>
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fn remove_statistic(&mut self, id: &StatisticId<R>) -> Option<Statistic<R>>
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fn statuses<'a>(&'a self) -> Box<dyn Iterator<Item = &'a AppliedStatus<R>> + 'a>
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fn statuses_mut<'a>(
&'a mut self
) -> Box<dyn Iterator<Item = &'a mut AppliedStatus<R>> + 'a>
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&'a mut self
) -> Box<dyn Iterator<Item = &'a mut AppliedStatus<R>> + 'a>
fn status(&self, id: &StatusId<R>) -> Option<&AppliedStatus<R>>
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fn status_mut(&mut self, id: &StatusId<R>) -> Option<&mut AppliedStatus<R>>
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fn add_status(&mut self, status: AppliedStatus<R>) -> Option<AppliedStatus<R>>
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fn remove_status(&mut self, id: &StatusId<R>) -> Option<AppliedStatus<R>>
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impl<R: BattleRules> Entity<R> for Creature<R>
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fn entity_id(&self) -> &EntityId<R>
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fn position(&self) -> &Position<R>
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fn set_position(&mut self, position: Position<R>)
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impl<R: BattleRules> Id for Creature<R>
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Auto Trait Implementations
impl<R> RefUnwindSafe for Creature<R> where
<<R as BattleRules>::AR as ActorRules<R>>::Ability: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: RefUnwindSafe,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: RefUnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: RefUnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: RefUnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Id: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: RefUnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: RefUnwindSafe,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: RefUnwindSafe,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: RefUnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: RefUnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: RefUnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Id: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: RefUnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: RefUnwindSafe,
impl<R> Send for Creature<R> where
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Send,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Send,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Send,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Send,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Send,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Send,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Send,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Send,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Send,
impl<R> Sync for Creature<R> where
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Sync,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Sync,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Sync,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Sync,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Sync,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Sync,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Sync,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Sync,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Sync,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Sync,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Sync,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Sync,
impl<R> Unpin for Creature<R> where
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Unpin,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Unpin,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Unpin,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Unpin,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: Unpin,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: Unpin,
<<R as BattleRules>::TR as TeamRules<R>>::Id: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: Unpin,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: Unpin,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: Unpin,
impl<R> UnwindSafe for Creature<R> where
<<R as BattleRules>::AR as ActorRules<R>>::Ability: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: UnwindSafe,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: UnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: UnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: UnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Id: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: UnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: UnwindSafe,
<<R as BattleRules>::AR as ActorRules<R>>::Ability: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: UnwindSafe,
<<<R as BattleRules>::AR as ActorRules<R>>::Ability as Id>::Id: UnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Statistic as Id>::Id: UnwindSafe,
<<<R as BattleRules>::CR as CharacterRules<R>>::Status as Id>::Id: UnwindSafe,
<<R as BattleRules>::TR as TeamRules<R>>::Id: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: UnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Statistic: UnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::Status: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,