pub struct CombatDefs {Show 28 fields
pub(super) enemies: Vec<EnemyActorDefinition>,
pub(crate) spells: Vec<SpellData>,
pub(crate) empower_cast_times_ms: Vec<u32>,
pub(crate) spell_effects: Vec<SpellEffectData>,
pub(crate) auras: Vec<AuraData>,
pub(crate) auto_attacks: Vec<AutoAttackData>,
pub(crate) cast_hooks: Vec<Option<CastHookFn>>,
pub(crate) empower_release_hooks: Vec<Option<fn(_: &HookCtx<'_>, rank: u8) -> EmpowerReleaseAdjustment>>,
pub(crate) tick_hooks: Vec<Option<CastHookFn>>,
pub(crate) player_cast_hooks: Vec<CastHookFn>,
pub(crate) resource_threshold_triggers: Vec<ResourceThresholdTrigger>,
pub(crate) impact_procs: Vec<ImpactProc>,
pub(crate) landed_impact_procs: Vec<LandedImpactProc>,
pub(crate) accumulating_impact_procs: Vec<AccumulatingImpactProc>,
pub(crate) impact_effect_procs: Vec<ImpactEffectProc>,
pub(crate) driver_spell_modifiers: Vec<DriverSpellModifier>,
pub(crate) passive_driver_effects: Vec<PassiveDriverEffect>,
pub(crate) periodic_drivers: Vec<PeriodicDriver>,
pub(crate) talent_ranks: IntMap<u32, u8>,
pub(crate) resource_gain_procs: Vec<ResourceGainProc>,
pub(crate) item_use_spells: Vec<(GearSlot, u32)>,
pub(crate) rppm_trackers: Vec<RppmTracker>,
pub(crate) threshold_trackers: Vec<ThresholdTracker>,
pub(crate) weapon_enchant_bindings: Vec<WeaponEnchantBinding>,
pub(crate) weapon_imbue_bindings: Vec<WeaponImbueBinding>,
pub(crate) precombat_auras: Vec<LocalAuraIdx>,
pub(crate) talent_aura_stacks: Vec<(LocalAuraIdx, u8)>,
pub(crate) stealth_aura_id: Option<u32>,
}Expand description
Static combat definitions (spells, auras, auto-attacks, hooks, procs, precombat set).
Fields§
§enemies: Vec<EnemyActorDefinition>§spells: Vec<SpellData>§empower_cast_times_ms: Vec<u32>§spell_effects: Vec<SpellEffectData>§auras: Vec<AuraData>§auto_attacks: Vec<AutoAttackData>§cast_hooks: Vec<Option<CastHookFn>>§empower_release_hooks: Vec<Option<fn(_: &HookCtx<'_>, rank: u8) -> EmpowerReleaseAdjustment>>§tick_hooks: Vec<Option<CastHookFn>>§player_cast_hooks: Vec<CastHookFn>§resource_threshold_triggers: Vec<ResourceThresholdTrigger>§impact_procs: Vec<ImpactProc>§landed_impact_procs: Vec<LandedImpactProc>§accumulating_impact_procs: Vec<AccumulatingImpactProc>§impact_effect_procs: Vec<ImpactEffectProc>§driver_spell_modifiers: Vec<DriverSpellModifier>§passive_driver_effects: Vec<PassiveDriverEffect>§periodic_drivers: Vec<PeriodicDriver>§talent_ranks: IntMap<u32, u8>§resource_gain_procs: Vec<ResourceGainProc>§item_use_spells: Vec<(GearSlot, u32)>§rppm_trackers: Vec<RppmTracker>§threshold_trackers: Vec<ThresholdTracker>§weapon_enchant_bindings: Vec<WeaponEnchantBinding>§weapon_imbue_bindings: Vec<WeaponImbueBinding>§precombat_auras: Vec<LocalAuraIdx>§talent_aura_stacks: Vec<(LocalAuraIdx, u8)>§stealth_aura_id: Option<u32>Implementations§
Source§impl CombatDefs
impl CombatDefs
pub(crate) fn new(enemies: Vec<EnemyActorDefinition>) -> Self
Trait Implementations§
Auto Trait Implementations§
impl Freeze for CombatDefs
impl RefUnwindSafe for CombatDefs
impl Send for CombatDefs
impl Sync for CombatDefs
impl Unpin for CombatDefs
impl UnsafeUnpin for CombatDefs
impl UnwindSafe for CombatDefs
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
§impl<T> Instrument for T
impl<T> Instrument for T
§fn instrument(self, span: Span) -> Instrumented<Self>
fn instrument(self, span: Span) -> Instrumented<Self>
§fn in_current_span(self) -> Instrumented<Self>
fn in_current_span(self) -> Instrumented<Self>
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more