[][src]Struct weasel::object::Object

pub struct Object<R: BattleRules> { /* fields omitted */ }

An object is an inanimate entity.

Objects possess a position and a set of statistics, but they can't start a turn nor activate abilities. They can be target of status effects.
Objects aren't part of any team.

Trait Implementations

impl<R: BattleRules> Character<R> for Object<R>[src]

impl<R: BattleRules> Entity<R> for Object<R>[src]

impl<R: BattleRules> Id for Object<R>[src]

type Id = ObjectId<R>

Type of the id value.

Auto Trait Implementations

impl<R> RefUnwindSafe for Object<R> where
    <<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: 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>::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 Object<R> where
    <<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: 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>::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 Object<R> where
    <<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: 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>::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 Object<R> where
    <<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: 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>::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 Object<R> where
    <<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: 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>::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
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<V, T> VZip<V> for T where
    V: MultiLane<T>,