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Action.h 文件参考

Renderer- and ruleset-neutral gameplay action pipeline. 更多...

#include "common/Export.h"
#include "action/ActionTimeline.h"
#include "common/ECS.h"
#include "common/Identity.h"
#include "common/ResourceAccount.h"
#include "common/Result.h"
#include "common/StrongUint64.h"
#include "common/Time.h"
#include "common/Value.h"
#include "decision/Condition.h"
#include "sensing/Targeting.h"
#include "transaction/Transaction.h"
#include <cstdint>
#include <map>
#include <memory>
#include <optional>
#include <string>
#include <vector>

浏览源代码.

类

struct  eve::action::ActionTiming
 Deterministic simulation durations for the three timed action phases. 更多...
 
struct  eve::action::ActionDefinition
 Immutable-by-convention definition of one action kind. 更多...
 
struct  eve::action::ActionRequest
 One caller-owned request to instantiate an action execution. 更多...
 
struct  eve::action::ActionExecutionIdTag
 Opaque runtime identity for one ActionExecution. 更多...
 
struct  eve::action::ActionTransition
 One phase change observed while advancing an action. 更多...
 
struct  eve::action::ActionAdvance
 Result payload for one deterministic advance call. 更多...
 
class  eve::action::IActionConditionEvaluator
 Read-only condition composition port. 更多...
 
class  eve::action::IActionTargetResolver
 Targeting composition port. 更多...
 
class  eve::action::IActionResourceProvider
 Resource-account lookup port for canonical CostSpec operations. 更多...
 
class  eve::action::IActionEffectOperation
 Move-only staged Active operation. 更多...
 
class  eve::action::IActionEffectExecutor
 Active-phase effect/operation preparation port. 更多...
 
struct  eve::action::ActionServices
 Borrowed composition ports used by one ActionRuntime owner. 更多...
 
class  eve::action::ActionExecution
 Read-only view of one execution owned by ActionRuntime. 更多...
 
class  eve::action::SensingTargetingAdapter
 Reusable adapter from the sensing TargetingResolver to ActionRuntime. 更多...
 
class  eve::action::ActionRuntime
 Deterministic action lifecycle coordinator. 更多...
 

命名空间

namespace  eve
 Build metadata (engine git commit, build time, third-party version).
 
namespace  eve::action
 

类型定义

using eve::action::ActionExecutionId = eve::detail::StrongUint64< ActionExecutionIdTag >
 

枚举

enum class  eve::action::ActionPhase : std::uint8_t {
  eve::action::Requested , eve::action::Validating , eve::action::Windup , eve::action::Active ,
  eve::action::Recover , eve::action::Completed , eve::action::Cancelled , eve::action::Failed
}
 Lifecycle phase shared by every gameplay action adapter. 更多...
 
enum class  eve::action::TargetingMode : std::uint8_t { eve::action::None , eve::action::Explicit , eve::action::Query }
 Selects how an action obtains its target set. 更多...
 

函数

const char * eve::action::actionPhaseName (ActionPhase phase) noexcept
 Return the stable lowercase spelling of an action phase.
 

详细描述

Renderer- and ruleset-neutral gameplay action pipeline.

An action owns one execution lifecycle. Domain adapters only translate a Skill, Weapon Attack, Card Play, or RTS command into an ActionDefinition and ActionRequest; they do not keep a second phase/timer state. Conditions, targeting, resource accounts and active effects are injected ports so the core does not depend on any particular gameplay domain. Resource reservations are created only when Active is entered; validation performs an affordability query and therefore never leaves a cross-frame reservation.

在文件 Action.h 中定义.