命名空间 | |
| namespace | navigation |
类 | |
| class | BodyPartDamageRule |
| Optional damage rule that multiplies health damage by a body-part key. 更多... | |
| class | Combat |
| Factory module for script-owned deterministic combat runtimes. 更多... | |
| class | CombatActionDamageSink |
| Explicitly registered bridge from Action damage blocks to DamageRuntime. 更多... | |
| class | CombatActionWindowState |
| Authoritative combat projection of active Montage hitbox and invulnerability windows. 更多... | |
| struct | CombatAttributeAdvance |
| Owning result of a deterministic regeneration step. 更多... | |
| struct | CombatAttributeDefinition |
| Data-driven bounds and deterministic regeneration for one combat attribute. 更多... | |
| struct | CombatAttributeEvent |
| Owning event emitted after one attribute mutation commits. 更多... | |
| class | CombatAttributeRuntime |
| Owner-thread authoritative combat attribute coordinator. 更多... | |
| class | CombatCameraFraming |
| Deterministic lock-on framing: look at the midpoint, stand behind the player. 更多... | |
| struct | CombatCameraFramingRequest |
| Framing inputs for a two-subject combat camera. 更多... | |
| struct | CombatCameraView |
| Owning eye/look-at pair; camera modules apply this without owning combat state. 更多... | |
| struct | CombatCancelResolution |
| Owning audit of one resolved cancel or combo transition. 更多... | |
| class | CombatCancelResolver |
| Compose buffered input, cancel/combo windows and ComboGraph without activating abilities. 更多... | |
| struct | CombatCancelResolveRequest |
| Inputs for one deterministic cancel/combo resolution. 更多... | |
| struct | CombatCharacterAdvance |
| Complete owning result of one character advance. 更多... | |
| struct | CombatCharacterDefinition |
| Immutable registration for one action-combat character. 更多... | |
| struct | CombatCharacterEvent |
| Owning event emitted by the character controller. 更多... | |
| class | CombatCharacterPoseSource |
| IMeleePoseSource that samples CombatCharacterRuntime position and yaw. 更多... | |
| class | CombatCharacterRuntime |
| Owner-thread 3D character authority for action combat. 更多... | |
| struct | CombatCharacterState |
| Owning read-only projection of one character. 更多... | |
| struct | CombatEnemyDefinition |
| Owning configuration for one enemy fighter. 更多... | |
| class | CombatEnemyIntentSource |
| Deterministic enemy intent source for arena vertical slices. 更多... | |
| struct | CombatEnemySteering |
| Owning planar steering suggestion for Mid/Far bands. 更多... | |
| struct | CombatLockState |
| Owning lock-on state for one fighter. 更多... | |
| struct | CombatLocomotionAdvance |
| Complete owning result of one committed locomotion frame. 更多... | |
| struct | CombatLocomotionDefinition |
| Immutable registration data for one locomotion subject. 更多... | |
| struct | CombatLocomotionEvent |
| Owning event emitted after a successful complete locomotion frame. 更多... | |
| class | CombatLocomotionRuntime |
| Owner-thread combat locomotion authority shared by player and navigation commands. 更多... | |
| struct | CombatLocomotionState |
| Owning read-only projection of one registered combat subject. 更多... | |
| struct | CombatLoopFrame |
| Owning audit of one composed combat frame. 更多... | |
| class | CombatLoopRuntime |
| Owner-thread coordinator that welds combat runtimes for one arena tick. 更多... | |
| class | CombatMotionWarp |
| Pull the attacker toward a standoff distance without exceeding per-tick or remaining budgets. 更多... | |
| struct | CombatNavigationGoal |
| Owning navigation goal retained by the locomotion authority. 更多... | |
| struct | CombatNavigationSteering |
| Owning output produced by an optional navigation adapter. 更多... | |
| struct | CombatPerfectDodge |
| Owning audit that a dodging i-frame negated a melee hit. 更多... | |
| struct | CombatState |
| Mutable combat state owned by the gameplay domain for one subject. 更多... | |
| struct | CombatTargetCandidate |
| Candidate scored by an external sensing/query adapter. 更多... | |
| class | CombatTargetRuntime |
| Owner-thread lock-on authority. 更多... | |
| struct | CombatVector2 |
| Finite position or direction in the horizontal combat plane. 更多... | |
| struct | CombatVector3 |
| Finite 3D combat vector. 更多... | |
| struct | CombatWarpRequest |
| Input for one deterministic motion-warp solve. 更多... | |
| struct | CombatWarpResult |
| Owning warp delta that callers add to root motion or position. 更多... | |
| class | ComboGraph |
| Deterministic directed graph of combat ability transitions. 更多... | |
| struct | ComboGraphEdge |
| Edge that may cancel from one ability into another. 更多... | |
| struct | ComboGraphMatch |
| Owning match produced by the combo graph. 更多... | |
| struct | DamageAmounts |
| Provider result prepared before the authoritative state is mutated. 更多... | |
| struct | DamageOutcome |
| Complete owning audit result of one committed damage transaction. 更多... | |
| struct | DamageRequest |
| Owning input for one damage transaction. 更多... | |
| class | DamageRuntime |
| Owner-thread deterministic damage coordinator. 更多... | |
| class | DirectCombatNavigationProvider |
| Straight-line obstacle-free provider useful for arenas and deterministic tests. 更多... | |
| struct | GuardEvaluation |
| Owning audit of one guard evaluation. 更多... | |
| class | GuardWindowState |
| Authoritative projection of active block/parry Montage windows. 更多... | |
| struct | HitFeelAdvance |
| Complete owning result of one feel advance. 更多... | |
| struct | HitFeelEvent |
| Owning feel event. 更多... | |
| struct | HitFeelRequest |
| Authored freeze/stun durations applied after a damage outcome. 更多... | |
| class | HitFeelRuntime |
| Owner-thread hitstop/hitstun coordinator. 更多... | |
| struct | HitFeelState |
| Per-subject freeze or stun remaining after the last commit. 更多... | |
| struct | HitReactionPolicy |
| Threshold policy for deterministic reaction selection. 更多... | |
| class | ICombatGroundProvider |
| Optional ground-height sampler consumed by the character controller. 更多... | |
| class | ICombatMoveProbe |
| Optional capsule move resolver for walls and overlapping bodies. 更多... | |
| class | ICombatNavigationProvider |
| Optional synchronous navigation boundary consumed by combat locomotion. 更多... | |
| class | IDamageRule |
| Optional game-owned mitigation/amplification policy. 更多... | |
| class | IMeleePoseSource |
| Optional pose resolver for active hitbox ids. 更多... | |
| struct | Impulse3 |
| Renderer/physics-neutral knockback impulse authored in world units. 更多... | |
| struct | MeleeHitboxDefinition |
| Catalog entry that maps a timeline hitbox resource id onto geometry. 更多... | |
| struct | MeleeHitEvent |
| One confirmed contact produced by a sweep frame. 更多... | |
| struct | MeleeHitFrame |
| Complete owning result of one melee advance. 更多... | |
| class | MeleeHitRuntime |
| Owner-thread authority for hurtboxes, hitbox catalogs and sweep hits. 更多... | |
| struct | MeleeHurtboxDefinition |
| Body-part tag used for multipliers and debugging. 更多... | |
| struct | MeleePoint3 |
| Finite world-space point used by melee geometry. 更多... | |
| struct | MeleePose |
| World pose for one shape sample. 更多... | |
| struct | MeleeShape |
| Owning geometry definition referenced by a stable hitbox or hurtbox id. 更多... | |
类型定义 | |
| using | ActionCombatStateResolver = std::function< OptionalRef< CombatState >(ecs::EntityHandle)> |
| Resolves a borrowed mutable CombatState for one live ECS handle. | |
| using | ActionWindowSubjectResolver = std::function< Result< SubjectRef >(ecs::EntityHandle)> |
| Resolves an owning stable subject from a generation-qualified ECS handle. | |
| using | GuardSubjectResolver = std::function< Result< SubjectRef >(ecs::EntityHandle)> |
| Resolves an owning stable subject from a generation-qualified ECS handle. | |
枚举 | |
| enum class | CombatAttributeEventKind : std::uint8_t { Gain , Loss , Depleted } |
| Observable reason for a committed combat-attribute change. 更多... | |
| enum class | CombatCharacterMode : std::uint8_t { Grounded , Airborne , Dodging , Attacking , Stunned , Dead } |
| High-level locomotion mode owned by the character controller. 更多... | |
| enum class | CombatDodgeRelative : std::uint8_t { Forward , Back , Left , Right } |
| Lock-relative dodge direction on the XZ plane. 更多... | |
| enum class | CombatCharacterEventKind : std::uint8_t { Moved , Jumped , Landed , DodgeStarted , DodgeEnded , ModeChanged } |
| Observable character event after a committed frame. 更多... | |
| enum class | CombatEnemyBand : std::uint8_t { Far , Mid , Near } |
| Distance band used by the simple enemy brain. 更多... | |
| enum class | CombatEnemyPhase : std::uint8_t { Idle , Telegraph , Recover } |
| Authored move-set phase; Telegraph and Recover are punish windows. 更多... | |
| enum class | CombatNavigationPhase : std::uint8_t { Moving , Arrived } |
| Navigation steering status for the current deterministic step. 更多... | |
| enum class | CombatLocomotionEventKind : std::uint8_t { Moved , Arrived } |
| Observable committed locomotion event. 更多... | |
| enum class | HitReaction : std::uint8_t { None , Flinch , Stagger , Knockdown , Death } |
| Typed reaction selected after health and poise are resolved. 更多... | |
| enum class | DamageRuleSource : std::uint8_t { Default , Provider } |
| Indicates whether default amounts or an injected rule produced the outcome. 更多... | |
| enum class | GuardMode : std::uint8_t { Block , Parry } |
| Guard mode authored on a combat:guard-window timeline item. 更多... | |
| enum class | GuardResult : std::uint8_t { None , Blocked , Parried } |
| How an incoming hit interacts with an active guard window. 更多... | |
| enum class | HitFeelEventKind : std::uint8_t { HitstopStarted , HitstopEnded , HitstunStarted , HitstunEnded } |
| Observable feel event after apply or advance. 更多... | |
| enum class | MeleeShapeKind : std::uint8_t { Sphere , Capsule } |
| Primitive shape used by hitboxes and hurtboxes. 更多... | |
函数 | |
| Module_IMPL (Combat, new Combat()) | |
| Result< std::vector< action::AbilityDefinition > > | standardCombatAbilities () |
| Build twenty validated, registerable standard combat ability definitions. | |
类型定义说明
◆ ActionCombatStateResolver
| using eve::combat::ActionCombatStateResolver = typedef std::function<OptionalRef<CombatState>(ecs::EntityHandle)> |
Resolves a borrowed mutable CombatState for one live ECS handle.
- 备注
- Called synchronously on the owner thread without an engine lock. The returned reference must remain valid through the current dispatch, repeated resolution of the same handle must be stable during that dispatch, and the callback must not throw or reenter the sink.
在文件 ActionDamageSink.h 第 25 行定义.
◆ ActionWindowSubjectResolver
| using eve::combat::ActionWindowSubjectResolver = typedef std::function<Result<SubjectRef>(ecs::EntityHandle)> |
Resolves an owning stable subject from a generation-qualified ECS handle.
- 备注
- Called synchronously on the owner thread without locks. It must not throw, reenter the state owner, or retain the handle.
在文件 ActionWindowState.h 第 24 行定义.
◆ GuardSubjectResolver
| using eve::combat::GuardSubjectResolver = typedef std::function<Result<SubjectRef>(ecs::EntityHandle)> |
Resolves an owning stable subject from a generation-qualified ECS handle.
在文件 GuardWindowState.h 第 35 行定义.
枚举类型说明
◆ CombatAttributeEventKind
|
strong |
Observable reason for a committed combat-attribute change.
| 枚举值 | |
|---|---|
| Gain | |
| Loss | |
| Depleted | |
在文件 CombatAttributes.h 第 32 行定义.
◆ CombatCharacterEventKind
|
strong |
Observable character event after a committed frame.
| 枚举值 | |
|---|---|
| Moved | |
| Jumped | |
| Landed | |
| DodgeStarted | |
| DodgeEnded | |
| ModeChanged | |
在文件 CombatCharacter.h 第 76 行定义.
◆ CombatCharacterMode
|
strong |
High-level locomotion mode owned by the character controller.
| 枚举值 | |
|---|---|
| Grounded | |
| Airborne | |
| Dodging | |
| Attacking | |
| Stunned | |
| Dead | |
在文件 CombatCharacter.h 第 27 行定义.
◆ CombatDodgeRelative
|
strong |
Lock-relative dodge direction on the XZ plane.
| 枚举值 | |
|---|---|
| Forward | |
| Back | |
| Left | |
| Right | |
在文件 CombatCharacter.h 第 30 行定义.
◆ CombatEnemyBand
|
strong |
◆ CombatEnemyPhase
|
strong |
Authored move-set phase; Telegraph and Recover are punish windows.
| 枚举值 | |
|---|---|
| Idle | |
| Telegraph | |
| Recover | |
在文件 CombatEnemyAI.h 第 23 行定义.
◆ CombatLocomotionEventKind
|
strong |
◆ CombatNavigationPhase
|
strong |
Navigation steering status for the current deterministic step.
| 枚举值 | |
|---|---|
| Moving | |
| Arrived | |
在文件 CombatLocomotion.h 第 57 行定义.
◆ DamageRuleSource
|
strong |
◆ GuardMode
|
strong |
Guard mode authored on a combat:guard-window timeline item.
| 枚举值 | |
|---|---|
| Block | |
| Parry | |
在文件 GuardWindowState.h 第 19 行定义.
◆ GuardResult
|
strong |
How an incoming hit interacts with an active guard window.
| 枚举值 | |
|---|---|
| None | |
| Blocked | |
| Parried | |
在文件 GuardWindowState.h 第 22 行定义.
◆ HitFeelEventKind
|
strong |
◆ HitReaction
|
strong |
◆ MeleeShapeKind
|
strong |
函数说明
◆ Module_IMPL()
| eve::combat::Module_IMPL | ( | Combat | , |
| new | Combat() | ||
| ) |
◆ standardCombatAbilities()
| EVENGINE_API_BACKENDS Result< std::vector< action::AbilityDefinition > > eve::combat::standardCombatAbilities | ( | ) |
Build twenty validated, registerable standard combat ability definitions.
The catalogue supplies identities, timings, cooldown/instancing/group policy and adapter metadata. Projects attach animation, movement, damage and other presentation/gameplay behavior through Action timeline events and executors.
- 返回
- Owning definitions, or a structured internal-definition failure.
在文件 StandardAbilities.cpp 第 83 行定义.
引用了 id, milliseconds , 以及 valid.