pub enum EntityAddition<'a, R: BattleRules> {
CreatureSpawn,
CreatureConversion(&'a Creature<R>),
}
Expand description
Describes the different scenarios in which an entity might be added to a team.
Variants§
CreatureSpawn
Spawn a new creature.
CreatureConversion(&'a Creature<R>)
Take a creature from another team.
Auto Trait Implementations§
impl<'a, R> Freeze for EntityAddition<'a, R>
impl<'a, R> RefUnwindSafe for EntityAddition<'a, R>where
<<R as BattleRules>::TR as TeamRules<R>>::Id: RefUnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: 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<'a, R> Send for EntityAddition<'a, R>where
<<R as BattleRules>::TR as TeamRules<R>>::Id: Sync,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: 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<'a, R> Sync for EntityAddition<'a, R>where
<<R as BattleRules>::TR as TeamRules<R>>::Id: Sync,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: Sync,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: 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<'a, R> Unpin for EntityAddition<'a, R>
impl<'a, R> UnwindSafe for EntityAddition<'a, R>where
<<R as BattleRules>::TR as TeamRules<R>>::Id: RefUnwindSafe,
<<R as BattleRules>::SR as SpaceRules<R>>::Position: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::CreatureId: RefUnwindSafe,
<<R as BattleRules>::CR as CharacterRules<R>>::ObjectId: 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,
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