Caller-owned runtime cursor over a copied story-event definition. 更多...
#include <StoryEvent.h>
Public 成员函数 | |
| eve::Result< void > | begin (const std::string &eventId, GameState *gameState) |
| Begin or resume an event from its authoritative GameState cursor. | |
| eve::Result< int > | advance (GameState *gameState) |
| Acknowledge the current presentation command and persist the next cursor atomically. | |
| bool | isActive () const |
| Return whether a current step is awaiting acknowledgement. | |
| bool | isFinished () const |
| Return whether this session acknowledged its final step. | |
| int | getStepIndex () const |
| Return the zero-based current cursor, or the step count after completion. | |
| int | getStepCount () const |
| Return the copied definition's total step count. | |
| std::string | getEventId () const |
| Return an owning copy of the current event id. | |
| std::string | getStepKind () const |
| Return the current command kind, or an empty string while inactive. | |
| std::string | getReference () const |
| Return an owning copy of the current dialogue/message reference. | |
| std::string | getActorId () const |
| Return an owning copy of the current move actor id. | |
| double | getX () const |
| Return the current move/camera X coordinate, or zero while inactive. | |
| double | getY () const |
| Return the current move/camera Y coordinate, or zero while inactive. | |
| double | getDuration () const |
| Return the current wait/motion duration in seconds, or zero while inactive. | |
详细描述
Caller-owned runtime cursor over a copied story-event definition.
- 备注
- GameState remains the sole owner of persistent cursor/completion facts. The session owns its definition copy so catalogue hot replacement cannot invalidate an active event.
在文件 StoryEvent.h 第 68 行定义.
成员函数说明
◆ advance()
| eve::Result< int > eve::rpg::StoryEventSession::advance | ( | GameState * | gameState | ) |
Acknowledge the current presentation command and persist the next cursor atomically.
- 参数
-
gameState Borrowed owner used to persist progress; must be the same logical save.
- 返回
- Remaining step count, or structured failure without cursor mutation.
- 备注
- Acknowledging the final command persists completion before the session becomes inactive. @thread Call on the GameState owning simulation thread. @reentrancy No callbacks or scripts are invoked.
在文件 StoryEvent.cpp 第 236 行定义.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::rpg::GameState::getSelfVariable(), eve::rpg::GameState::hasSelfVariable(), eve::rpg::StoryEventDefinition::id, eve::InvalidArgument, eve::PreconditionViolation, scope, eve::rpg::GameState::setSelfVariable(), eve::rpg::StoryEventDefinition::steps, eve::Status::success() , 以及 eve::Result< T >::success().
◆ begin()
| eve::Result< void > eve::rpg::StoryEventSession::begin | ( | const std::string & | eventId, |
| GameState * | gameState | ||
| ) |
Begin or resume an event from its authoritative GameState cursor.
- 参数
-
eventId Exact registered event id. gameState Borrowed persistent state owner used only for this synchronous call.
- 返回
- Applied/unchanged success, or a structured validation/conflict failure.
- 备注
- Non-repeatable completed events reject restart. Failed begin leaves this session and GameState unchanged. @thread Call on the GameState owning simulation thread. @reentrancy No callbacks or scripts are invoked.
在文件 StoryEvent.cpp 第 194 行定义.
引用了 eve::Applied, eve::Conflict, eve::Diagnostic::error(), eve::Result< T >::failure(), eve::rpg::StoryEventCatalogue::find(), eve::rpg::GameState::getSelfVariable(), eve::rpg::GameState::hasSelfVariable(), eve::InvalidArgument, eve::InvariantViolation, eve::NotFound, scope, eve::rpg::GameState::setSelfVariable(), eve::Status::success() , 以及 eve::Result< T >::success().
◆ getActorId()
| std::string eve::rpg::StoryEventSession::getActorId | ( | ) | const |
◆ getDuration()
| double eve::rpg::StoryEventSession::getDuration | ( | ) | const |
Return the current wait/motion duration in seconds, or zero while inactive.
在文件 StoryEvent.cpp 第 298 行定义.
引用了 step.
◆ getEventId()
| std::string eve::rpg::StoryEventSession::getEventId | ( | ) | const |
Return an owning copy of the current event id.
在文件 StoryEvent.cpp 第 277 行定义.
◆ getReference()
| std::string eve::rpg::StoryEventSession::getReference | ( | ) | const |
Return an owning copy of the current dialogue/message reference.
在文件 StoryEvent.cpp 第 282 行定义.
引用了 step.
◆ getStepCount()
| int eve::rpg::StoryEventSession::getStepCount | ( | ) | const |
Return the copied definition's total step count.
在文件 StoryEvent.cpp 第 276 行定义.
◆ getStepIndex()
| int eve::rpg::StoryEventSession::getStepIndex | ( | ) | const |
Return the zero-based current cursor, or the step count after completion.
在文件 StoryEvent.cpp 第 275 行定义.
◆ getStepKind()
| std::string eve::rpg::StoryEventSession::getStepKind | ( | ) | const |
Return the current command kind, or an empty string while inactive.
在文件 StoryEvent.cpp 第 278 行定义.
引用了 step.
◆ getX()
| double eve::rpg::StoryEventSession::getX | ( | ) | const |
Return the current move/camera X coordinate, or zero while inactive.
在文件 StoryEvent.cpp 第 290 行定义.
引用了 step.
◆ getY()
| double eve::rpg::StoryEventSession::getY | ( | ) | const |
Return the current move/camera Y coordinate, or zero while inactive.
在文件 StoryEvent.cpp 第 294 行定义.
引用了 step.
◆ isActive()
| bool eve::rpg::StoryEventSession::isActive | ( | ) | const |
Return whether a current step is awaiting acknowledgement.
在文件 StoryEvent.cpp 第 273 行定义.
◆ isFinished()
| bool eve::rpg::StoryEventSession::isFinished | ( | ) | const |
Return whether this session acknowledged its final step.
在文件 StoryEvent.cpp 第 274 行定义.
该类的文档由以下文件生成:
- src/modules/rpg/StoryEvent.h
- src/modules/rpg/StoryEvent.cpp