Modules§
Structs§
- AndThen
- See
Action::and_then. - Consider
- Debug
- See
Action::debug. - Finish
- See
finish. - Interrupt
With - See
Action::then. - Just
- See
just. - Map
- See
Action::map. - MapState
- Now
- See
now. - NpcCtx
- The context provided to an
Actionwhile it is being performed. It should be possible to access any and all important information about the game world through this struct. - NpcSystem
Data - Repeat
- See
Action::repeat. - Resettable 🔒
- Sequence
- See
seq. - StopIf
- See
Action::stop_if. - Then
- See
Action::then. - Tree
- See
chooseand [watch]. - Until
- See
now. - When
Cancelled - See
Action::when_cancelled. - With
Priority - See
Action::with_priority. - With
State
Constants§
Traits§
- Action
- A trait that describes ‘actions’: long-running tasks performed by rtsim NPCs. These can be as simple as walking in a straight line between two locations or as complex as taking part in an adventure with players or performing an entire daily work schedule.
- State
Functions§
- choose
- An action that allows implementing a decision tree, with action prioritisation.
- discrete_
chance 🔒 - finish
- An action that immediately finishes without doing anything.
- just
- An action that executes some code just once when performed.
- now
- Start a new action based on the state of the world (
ctx) at the moment the action is started. - seq
- An action that consumes and performs an iterator of actions in sequence, one after another.
- until