EntityConfig

Struct EntityConfig 

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pub struct EntityConfig {
    name: NameKind,
    pub body: BodyBuilder,
    pub alignment: AlignmentMark,
    pub agent: AgentConfig,
    pub loot: LootSpec<String>,
    pub inventory: InventorySpec,
    pub pets: Vec<(String, RangeInclusive<usize>)>,
    pub rider: Option<String>,
    pub rider_effects: Vec<BuffEffect>,
    pub scale: f32,
    pub death_effects: Vec<DeathEffect>,
    pub meta: Vec<Meta>,
}
Expand description

Struct for EntityInfo manifest.

Intended to use with .ron files as base definition or in rare cases as extension manifest. Pure data struct, doesn’t do anything until evaluated with EntityInfo.

Check assets/common/entity/template.ron or other examples.

§Example

use vek::Vec3;
use veloren_common::generation::EntityInfo;

// create new EntityInfo at dummy position
// and fill it with template config
let dummy_position = Vec3::new(0.0, 0.0, 0.0);
// rng is required because some elements may be randomly generated
let mut dummy_rng = rand::rng();
let entity = EntityInfo::at(dummy_position).with_asset_expect(
    "common.entity.template",
    &mut dummy_rng,
    None,
);

Fields§

§name: NameKind

Name of Entity Can be Name(String) with given name or Automatic which will call automatic name depend on Body or Uninit (means it should be specified somewhere in code)

§body: BodyBuilder

Body Can be Exact (Body with all fields e.g BodyType, Species, Hair color and such) or RandomWith (will generate random body or species) or Uninit (means it should be specified somewhere in code)

§alignment: AlignmentMark

Alignment, can be Uninit

§agent: AgentConfig

Parameterises agent behaviour

§loot: LootSpec<String>

Loot See LootSpec in lottery

§inventory: InventorySpec

Loadout & Inventory Check docs for InventorySpec struct in this file.

§pets: Vec<(String, RangeInclusive<usize>)>

Pets to spawn with this entity (specified as a list of asset paths). The range represents how many pets will be spawned.

§rider: Option<String>

If this entity spawns with a rider.

§rider_effects: Vec<BuffEffect>

Buffs this entity gives to whatever is riding it.

§scale: f32§death_effects: Vec<DeathEffect>§meta: Vec<Meta>

Meta Info for optional fields Possible fields: SkillSetAsset(String) with asset_specifier for skillset

Implementations§

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impl EntityConfig

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pub fn from_asset_expect_owned(asset_specifier: &str) -> Self

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pub fn with_body(self, body: BodyBuilder) -> Self

Trait Implementations§

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impl Clone for EntityConfig

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fn clone(&self) -> EntityConfig

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

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

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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<'de> Deserialize<'de> for EntityConfig

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more

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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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const ALIGN: usize

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