pub struct EntityInfo {
Show 18 fields pub pos: Vec3<f32>, pub alignment: Alignment, pub has_agency: bool, pub agent_mark: Option<Mark>, pub no_flee: bool, pub idle_wander_factor: f32, pub aggro_range_multiplier: f32, pub body: Body, pub name: Option<String>, pub scale: f32, pub loot: LootSpec<String>, pub inventory: Vec<(u32, Item)>, pub loadout: LoadoutBuilder, pub make_loadout: Option<fn(_: LoadoutBuilder, _: Option<&SiteInformation>, time: Option<&(TimeOfDay, Calendar)>) -> LoadoutBuilder>, pub skillset_asset: Option<String>, pub pets: Vec<EntityInfo>, pub trading_information: Option<SiteInformation>, pub special_entity: Option<SpecialEntity>,
}

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§pos: Vec3<f32>§alignment: Alignment§has_agency: bool

Parameterises agent behaviour

§agent_mark: Option<Mark>§no_flee: bool§idle_wander_factor: f32§aggro_range_multiplier: f32§body: Body§name: Option<String>§scale: f32§loot: LootSpec<String>§inventory: Vec<(u32, Item)>§loadout: LoadoutBuilder§make_loadout: Option<fn(_: LoadoutBuilder, _: Option<&SiteInformation>, time: Option<&(TimeOfDay, Calendar)>) -> LoadoutBuilder>§skillset_asset: Option<String>§pets: Vec<EntityInfo>§trading_information: Option<SiteInformation>§special_entity: Option<SpecialEntity>

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impl EntityInfo

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pub fn at(pos: Vec3<f32>) -> Self

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pub fn with_asset_expect<R>( self, asset_specifier: &str, loadout_rng: &mut R, time: Option<&(TimeOfDay, Calendar)> ) -> Self
where R: Rng,

Helper function for applying config from asset with specified Rng for managing loadout.

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pub fn with_entity_config<R>( self, config: EntityConfig, config_asset: Option<&str>, loadout_rng: &mut R, time: Option<&(TimeOfDay, Calendar)> ) -> Self
where R: Rng,

Evaluate and apply EntityConfig

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fn with_inventory<R>( self, inventory: InventorySpec, config_asset: Option<&str>, rng: &mut R, time: Option<&(TimeOfDay, Calendar)> ) -> Self
where R: Rng,

Return EntityInfo with LoadoutBuilder and items overwritten

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fn with_default_equip(self) -> Self

Return EntityInfo with LoadoutBuilder overwritten

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pub fn do_if(self, cond: bool, f: impl FnOnce(Self) -> Self) -> Self

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pub fn into_special(self, special: SpecialEntity) -> Self

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pub fn with_alignment(self, alignment: Alignment) -> Self

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

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pub fn with_name(self, name: impl Into<String>) -> Self

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pub fn with_agency(self, agency: bool) -> Self

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pub fn with_agent_mark(self, agent_mark: impl Into<Option<Mark>>) -> Self

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pub fn with_loot_drop(self, loot_drop: LootSpec<String>) -> Self

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pub fn with_scale(self, scale: f32) -> Self

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pub fn with_lazy_loadout( self, creator: fn(_: LoadoutBuilder, _: Option<&SiteInformation>, time: Option<&(TimeOfDay, Calendar)>) -> LoadoutBuilder ) -> Self

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pub fn with_skillset_asset(self, asset: String) -> Self

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pub fn with_automatic_name(self, alias: Option<String>) -> Self

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pub fn with_alias(self, alias: String) -> Self

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pub fn with_economy<'a>(self, e: impl Into<Option<&'a SiteInformation>>) -> Self

map contains price+amount

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pub fn with_no_flee(self) -> Self

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pub fn with_loadout(self, loadout: LoadoutBuilder) -> Self

Trait Implementations§

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impl Clone for EntityInfo

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fn clone(&self) -> EntityInfo

Returns a copy 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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