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ResolvedGameDataBuilder

Struct ResolvedGameDataBuilder 

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pub struct ResolvedGameDataBuilder {
    inner: ResolvedGameDataInner,
}
Expand description

Builder for constructing ResolvedGameData incrementally.

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§inner: ResolvedGameDataInner

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impl ResolvedGameDataBuilder

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pub(crate) fn new() -> Self

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pub fn insert_implicit_targets( &mut self, effect: EffectRef, target_a: i32, target_b: i32, )

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pub fn insert_effect_class_mask( &mut self, spell_id: SpellIdx, effect_index: u8, mask: [i32; 4], )

EffectSpellClassMask for an effect (1-based effect_index), used by affect-list matching.

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pub fn insert_school_mask(&mut self, spell_id: SpellIdx, school_mask: i32)

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pub fn insert_spell_props(&mut self, spell_id: SpellIdx, props: SpellProps)

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pub fn insert_server_proc_attributes( &mut self, spell_id: SpellIdx, attributes: u32, ) -> bool

Overlay server-side SpellProcEntry.AttributesMask after client DBC resolution.

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pub fn insert_aura_props(&mut self, spell_id: SpellIdx, props: AuraProps)

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pub fn insert_power_type(&mut self, type_id: i32, props: PowerTypeProps)

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pub fn power_type_mut(&mut self, type_id: i32) -> Option<&mut PowerTypeProps>

Mutable access to an inserted power type, for build-time passives (e.g. talent max/regen mods).

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pub fn insert_spell_override( &mut self, overridden_id: SpellIdx, replacement_id: SpellIdx, )

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pub fn insert_spell_learn(&mut self, teacher_id: SpellIdx, learned_id: SpellIdx)

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pub fn insert_spell_labels(&mut self, spell_id: SpellIdx, labels: Vec<i32>)

Store a spell’s SpellLabel ids for affect-list gating (see ResolvedGameData::has_label).

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pub fn insert_spell_class_flags( &mut self, spell_id: SpellIdx, class_set: i32, class_mask: [i32; 4], )

Store a spell’s class family (SpellClassSet + SpellClassMask) for affect-list matching.

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pub fn set_armor_constant(&mut self, value: f64)

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pub fn set_creature_armor(&mut self, value: f64)

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pub fn set_target_armor_mult(&mut self, value: f64)

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pub fn set_armor_constant_mod(&mut self, value: f64)

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pub fn set_main_hand(&mut self, value: WeaponStats)

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pub fn set_off_hand(&mut self, value: Option<WeaponStats>)

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pub fn set_curves(&mut self, value: ResolvedCurves)

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pub fn set_game_tables(&mut self, value: ResolvedGameTables)

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pub fn set_level(&mut self, value: u32)

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pub fn set_auto_attack_damage_mult(&mut self, value: f64)

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pub fn set_pet_damage_mult(&mut self, value: f64)

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pub fn set_guardian_damage_mult(&mut self, value: f64)

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pub fn set_specialization_spells(&mut self, value: Vec<SpellIdx>)

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pub fn set_folded_passive_spells(&mut self, value: Vec<SpellIdx>)

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pub fn set_class_target_debuffs(&mut self, value: Vec<SpellIdx>)

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pub fn set_consumable_spells(&mut self, value: ConsumableSpells)

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pub fn insert_direct_damage_mult(&mut self, spell_id: SpellIdx, mult: f64)

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pub fn insert_direct_damage_flat( &mut self, spell_id: SpellIdx, amount: f64, mastery_coefficient: f64, )

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pub fn insert_periodic_damage_mult(&mut self, spell_id: SpellIdx, mult: f64)

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pub fn insert_crit_chance_bonus(&mut self, spell_id: SpellIdx, bonus: f64)

Static flat crit-chance bonus (percent points) for a spell from passive spec/class auras.

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pub fn insert_crit_chance_mult(&mut self, spell_id: SpellIdx, mult: f64)

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pub fn insert_pet_stat_inheritance_mult( &mut self, npc_id: u32, attack_power_mult: f64, spell_power_mult: f64, )

Register NPC-filtered aura-382 attack/spell-power inheritance multipliers.

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pub fn insert_crit_damage_bonus(&mut self, spell_id: SpellIdx, bonus: f64)

Static crit-damage bonus (percent points) for a spell from passive spec/class auras.

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pub fn push_crit_damage_per_crit_chance( &mut self, school_mask: i32, percent: f64, )

Player-wide crit damage scaled by the caster’s own crit chance, filtered by a DBC school mask.

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pub fn insert_crit_bonus_per_crit_chance( &mut self, spell_id: SpellIdx, percent: f64, )

One spell’s crit bonus scaled by the caster’s own crit chance (percent points of crit chance).

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pub fn build(self) -> ResolvedGameData

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pub fn insert_scaling_class(&mut self, effect: EffectRef, value: i32)

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pub fn insert_chain_targets(&mut self, effect: EffectRef, value: i32)

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pub fn insert_effect_type(&mut self, effect: EffectRef, value: i32)

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pub fn insert_effect_mechanic(&mut self, effect: EffectRef, value: i32)

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pub fn insert_effect_attributes(&mut self, effect: EffectRef, value: i32)

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pub fn insert_effect_aura(&mut self, effect: EffectRef, value: i32)

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pub fn insert_trigger_spell(&mut self, effect: EffectRef, value: i32)

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pub fn insert_effect_misc_value_0(&mut self, effect: EffectRef, value: i32)

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pub fn insert_effect_misc_value_1(&mut self, effect: EffectRef, value: i32)

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pub fn insert_shapeshift_form_flags(&mut self, effect: EffectRef, value: i32)

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pub fn insert_shapeshift_combat_round_time_ms( &mut self, spell_id: SpellIdx, effect_index: u8, value: i32, )

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pub fn insert_ap_coef( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_sp_coef( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_base_points( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_amplitude( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_period( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_coefficient( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_points_per_resource( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_chain_multiplier( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_effect_radius( &mut self, spell_id: SpellIdx, effect_index: u8, value: f64, )

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pub fn insert_power_coefficient_mastery_add( &mut self, effect: EffectRef, value: f64, )

Trait Implementations§

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impl Debug for ResolvedGameDataBuilder

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

Formats the value using the given formatter. Read more

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