Struct veloren_server::sys::agent::data::AgentData
pub struct AgentData<'a> {Show 29 fields
pub entity: &'a Entity,
pub uid: &'a Uid,
pub pos: &'a Pos,
pub vel: &'a Vel,
pub ori: &'a Ori,
pub energy: &'a Energy,
pub body: Option<&'a Body>,
pub inventory: &'a Inventory,
pub skill_set: &'a SkillSet,
pub physics_state: &'a PhysicsState,
pub alignment: Option<&'a Alignment>,
pub traversal_config: TraversalConfig,
pub scale: f32,
pub damage: f32,
pub light_emitter: Option<&'a LightEmitter>,
pub glider_equipped: bool,
pub is_gliding: bool,
pub health: Option<&'a Health>,
pub heads: Option<&'a Heads>,
pub char_state: &'a CharacterState,
pub active_abilities: &'a ActiveAbilities,
pub combo: Option<&'a Combo>,
pub buffs: Option<&'a Buffs>,
pub stats: Option<&'a Stats>,
pub poise: Option<&'a Poise>,
pub stance: Option<&'a Stance>,
pub cached_spatial_grid: &'a CachedSpatialGrid,
pub msm: &'a MaterialStatManifest,
pub rtsim_entity: Option<&'a RtSimEntity>,
}
Fields§
§entity: &'a Entity
§uid: &'a Uid
§pos: &'a Pos
§vel: &'a Vel
§ori: &'a Ori
§energy: &'a Energy
§body: Option<&'a Body>
§inventory: &'a Inventory
§skill_set: &'a SkillSet
§physics_state: &'a PhysicsState
§alignment: Option<&'a Alignment>
§traversal_config: TraversalConfig
§scale: f32
§damage: f32
§light_emitter: Option<&'a LightEmitter>
§glider_equipped: bool
§is_gliding: bool
§health: Option<&'a Health>
§heads: Option<&'a Heads>
§char_state: &'a CharacterState
§active_abilities: &'a ActiveAbilities
§combo: Option<&'a Combo>
§buffs: Option<&'a Buffs>
§stats: Option<&'a Stats>
§poise: Option<&'a Poise>
§stance: Option<&'a Stance>
§cached_spatial_grid: &'a CachedSpatialGrid
§msm: &'a MaterialStatManifest
§rtsim_entity: Option<&'a RtSimEntity>
Implementations§
§impl<'a> AgentData<'a>
impl<'a> AgentData<'a>
pub fn glider_equip( &self, controller: &mut Controller, read_data: &ReadData<'_>, )
pub fn glider_flight( &self, controller: &mut Controller, _read_data: &ReadData<'_>, )
pub fn fly_upward(&self, controller: &mut Controller, read_data: &ReadData<'_>)
pub fn path_toward_target(
&self,
agent: &mut Agent,
controller: &mut Controller,
tgt_pos: Vec3<f32>,
read_data: &ReadData<'_>,
path: Path,
speed_multiplier: Option<f32>,
) -> bool
pub fn path_toward_target( &self, agent: &mut Agent, controller: &mut Controller, tgt_pos: Vec3<f32>, read_data: &ReadData<'_>, path: Path, speed_multiplier: Option<f32>, ) -> bool
Directs the entity to path and move toward the target
If path is not Full, the entity will path to a location 50 units along
the vector between the entity and the target. The speed multiplier
multiplies the movement speed by a value less than 1.0.
A None
value implies a multiplier of 1.0.
Returns false
if the pathfinding algorithm fails to return a path
pub fn jump_if(&self, condition: bool, controller: &mut Controller)
pub fn idle( &self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData<'_>, emitters: &mut AgentEmitters<'_>, rng: &mut impl Rng, )
pub fn follow( &self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData<'_>, tgt_pos: &Pos, )
pub fn look_toward( &self, controller: &mut Controller, read_data: &ReadData<'_>, target: Entity, ) -> bool
pub fn flee( &self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData<'_>, tgt_pos: &Pos, )
pub fn heal_self(
&self,
_agent: &mut Agent,
controller: &mut Controller,
relaxed: bool,
) -> bool
pub fn heal_self( &self, _agent: &mut Agent, controller: &mut Controller, relaxed: bool, ) -> bool
Attempt to consume a healing item, and return whether any healing items
were queued. Callers should use this to implement a delay so that
the healing isn’t interrupted. If relaxed
is true
, we allow eating
food and prioritise healing.
pub fn choose_target( &self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData<'_>, emitters: &mut AgentEmitters<'_>, is_enemy: fn(_: &AgentData<'a>, _: Entity, _: &ReadData<'_>) -> bool, )
pub fn attack( &self, agent: &mut Agent, controller: &mut Controller, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn attack_inner( &self, agent: &mut Agent, controller: &mut Controller, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_sounds_heard( &self, agent: &mut Agent, controller: &mut Controller, read_data: &ReadData<'_>, emitters: &mut AgentEmitters<'_>, rng: &mut impl Rng, )
pub fn attack_target_attacker( &self, agent: &mut Agent, read_data: &ReadData<'_>, controller: &mut Controller, emitters: &mut AgentEmitters<'_>, rng: &mut impl Rng, )
pub fn chat_npc_if_allowed_to_speak( &self, msg: Content, agent: &Agent, emitters: &mut AgentEmitters<'_>, ) -> bool
pub fn chat_npc(&self, content: Content, emitters: &mut AgentEmitters<'_>)
pub fn cry_out( &self, agent: &Agent, emitters: &mut AgentEmitters<'_>, read_data: &ReadData<'_>, )
pub fn exclaim_relief_about_enemy_dead( &self, agent: &Agent, emitters: &mut AgentEmitters<'_>, )
pub fn below_flee_health(&self, agent: &Agent) -> bool
pub fn is_more_dangerous_than_target( &self, entity: Entity, target: Target, read_data: &ReadData<'_>, ) -> bool
pub fn is_enemy(&self, entity: Entity, read_data: &ReadData<'_>) -> bool
pub fn is_hunting_animal( &self, entity: Entity, read_data: &ReadData<'_>, ) -> bool
pub fn can_see_entity( &self, agent: &Agent, controller: &Controller, other: Entity, other_pos: &Pos, other_scale: Option<&Scale>, read_data: &ReadData<'_>, ) -> bool
pub fn detects_other( &self, agent: &Agent, controller: &Controller, other: &Entity, other_pos: &Pos, other_scale: Option<&Scale>, read_data: &ReadData<'_>, ) -> bool
pub fn can_sense_directly_near(&self, e_pos: &Pos) -> bool
pub fn menacing( &self, agent: &mut Agent, controller: &mut Controller, target: Entity, read_data: &ReadData<'_>, emitters: &mut AgentEmitters<'_>, rng: &mut impl Rng, remembers_fight_with_target: bool, )
pub fn dismount(&self, controller: &mut Controller, read_data: &ReadData<'_>)
§impl<'a> AgentData<'a>
impl<'a> AgentData<'a>
pub fn handle_simple_melee( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_simple_flying_melee( &self, _agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, _rng: &mut impl Rng, )
pub fn handle_bloodmoon_bat_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, _rng: &mut impl Rng, )
pub fn handle_vampire_bat_attack( &self, agent: &mut Agent, controller: &mut Controller, _attack_data: &AttackData, _tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, _rng: &mut impl Rng, )
pub fn handle_bloodmoon_heiress_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_simple_backstab( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_elevated_ranged( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_hammer_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_sword_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_axe_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_bow_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_staff_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_sceptre_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_stone_golem_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_iron_golem_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_circle_charge_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, radius: u32, circle_time: u32, rng: &mut impl Rng, )
pub fn handle_quadlow_ranged_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_tail_slap_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_quadlow_quick_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_quadlow_basic_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_quadmed_jump_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_quadmed_basic_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_quadmed_hoof_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_quadlow_beam_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_organ_aura_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, _tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_theropod_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_turret_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_fixed_turret_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_rotating_turret_attack( &self, agent: &mut Agent, controller: &mut Controller, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_radial_turret_attack(&self, controller: &mut Controller)
pub fn handle_fiery_tornado_attack( &self, agent: &mut Agent, controller: &mut Controller, )
pub fn handle_mindflayer_attack( &self, agent: &mut Agent, controller: &mut Controller, _attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, _rng: &mut impl Rng, )
pub fn handle_forgemaster_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_flamekeeper_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_birdlarge_fire_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, _rng: &mut impl Rng, )
pub fn handle_wyvern_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, _rng: &mut impl Rng, )
pub fn handle_birdlarge_breathe_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_birdlarge_basic_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_arthropod_ranged_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_arthropod_ambush_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_arthropod_melee_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_minotaur_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_cyclops_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_dullahan_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_grave_warden_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_tidal_warrior_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_yeti_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_rocksnapper_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_roshwalr_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_harvester_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_frostgigas_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_boreal_hammer_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_cardinal_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_sea_bishop_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_cursekeeper_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_shamanic_spirit_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_cursekeeper_fake_attack( &self, controller: &mut Controller, attack_data: &AttackData, )
pub fn handle_karkatha_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, _rng: &mut impl Rng, )
pub fn handle_dagon_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_snaretongue_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, read_data: &ReadData<'_>, )
pub fn handle_deadwood( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_mandragora( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_wood_golem( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_gnarling_chieftain( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_sword_simple_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_adlet_hunter( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_adlet_icepicker( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_adlet_tracker( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_adlet_elder( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_icedrake( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_hydra( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_random_abilities( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, primary_weight: u8, secondary_weight: u8, ability_weights: [u8; 5], )
pub fn handle_simple_double_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_clay_steed_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_ancient_effigy_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_clay_golem_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_haniwa_soldier( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_haniwa_guard( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, rng: &mut impl Rng, )
pub fn handle_haniwa_archer( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
pub fn handle_terracotta_statue_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, read_data: &ReadData<'_>, )
pub fn handle_jiangshi_attack( &self, agent: &mut Agent, controller: &mut Controller, attack_data: &AttackData, tgt_data: &TargetData<'_>, read_data: &ReadData<'_>, )
§impl<'a> AgentData<'a>
impl<'a> AgentData<'a>
pub fn has_buff(&self, read_data: &ReadData<'_>, buff: BuffKind) -> bool
pub fn extract_ability(&self, input: AbilityInput) -> Option<AbilityData>
Auto Trait Implementations§
impl<'a> Freeze for AgentData<'a>
impl<'a> RefUnwindSafe for AgentData<'a>
impl<'a> Send for AgentData<'a>
impl<'a> Sync for AgentData<'a>
impl<'a> Unpin for AgentData<'a>
impl<'a> UnwindSafe for AgentData<'a>
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