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EnemyActorDefinition

Struct EnemyActorDefinition 

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pub struct EnemyActorDefinition {
Show 22 fields id: EnemyIdx, display_name: String, npc_id: Option<u32>, classification: Option<i32>, creature_type: Option<i32>, level: u16, armor: f64, armor_constant: f64, auto_attack_dps: Option<f64>, auto_attack_damage: Option<f64>, auto_attack_swing_ms: Option<u32>, spell_damage: Option<f64>, creature_aoe_avoidance_pct: f64, attack_table: EnemyAttackTable, health_model: HealthModel, initial_transform: SpatialTransform, group_id: GroupId, enemy_tags: Vec<Box<str>>, group_tags: Vec<Box<str>>, role: EnemyRole, spawn_at_s: f64, starts_active: bool,
}
Expand description

Immutable, data-resolved definition for one encounter enemy.

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§id: EnemyIdx§display_name: String§npc_id: Option<u32>§classification: Option<i32>§creature_type: Option<i32>§level: u16§armor: f64§armor_constant: f64§auto_attack_dps: Option<f64>§auto_attack_damage: Option<f64>§auto_attack_swing_ms: Option<u32>§spell_damage: Option<f64>§creature_aoe_avoidance_pct: f64§attack_table: EnemyAttackTable§health_model: HealthModel§initial_transform: SpatialTransform§group_id: GroupId§enemy_tags: Vec<Box<str>>§group_tags: Vec<Box<str>>§role: EnemyRole§spawn_at_s: f64§starts_active: bool

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impl EnemyActorDefinition

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const DEFAULT_AUTO_ATTACK_SWING_MS: u32 = 1_500

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pub fn new(input: EnemyActorDefinitionInput) -> Self

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pub const fn id(&self) -> EnemyIdx

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pub fn display_name(&self) -> &str

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pub const fn npc_id(&self) -> Option<u32>

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pub const fn classification(&self) -> Option<i32>

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pub const fn creature_type(&self) -> Option<i32>

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pub const fn level(&self) -> u16

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pub const fn armor(&self) -> f64

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pub const fn armor_constant(&self) -> f64

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pub const fn auto_attack_dps(&self) -> Option<f64>

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pub const fn auto_attack_damage(&self) -> Option<f64>

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pub const fn auto_attack_swing_ms(&self) -> Option<u32>

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pub const fn spell_damage(&self) -> Option<f64>

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pub const fn creature_aoe_avoidance_pct(&self) -> f64

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pub const fn attack_table(&self) -> EnemyAttackTable

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pub const fn health_model(&self) -> HealthModel

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pub const fn initial_transform(&self) -> SpatialTransform

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pub const fn group_id(&self) -> GroupId

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pub fn enemy_tags(&self) -> &[Box<str>]

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pub fn group_tags(&self) -> &[Box<str>]

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pub const fn role(&self) -> EnemyRole

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pub const fn spawn_at_s(&self) -> f64

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pub const fn starts_active(&self) -> bool

Trait Implementations§

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impl Clone for EnemyActorDefinition

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fn clone(&self) -> EnemyActorDefinition

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for EnemyActorDefinition

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for EnemyActorDefinition

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fn eq(&self, other: &EnemyActorDefinition) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for EnemyActorDefinition

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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