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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>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.