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eve::combat 命名空间参考

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

enum class eve::combat::CombatAttributeEventKind : std::uint8_t
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

enum class eve::combat::CombatCharacterEventKind : std::uint8_t
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

enum class eve::combat::CombatCharacterMode : std::uint8_t
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

enum class eve::combat::CombatDodgeRelative : std::uint8_t
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

enum class eve::combat::CombatEnemyBand : std::uint8_t
strong

Distance band used by the simple enemy brain.

枚举值
Far 
Mid 
Near 

在文件 CombatEnemyAI.h 第 20 行定义.

◆ CombatEnemyPhase

enum class eve::combat::CombatEnemyPhase : std::uint8_t
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

enum class eve::combat::CombatLocomotionEventKind : std::uint8_t
strong

Observable committed locomotion event.

枚举值
Moved 
Arrived 

在文件 CombatLocomotion.h 第 101 行定义.

◆ CombatNavigationPhase

enum class eve::combat::CombatNavigationPhase : std::uint8_t
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

enum class eve::combat::DamageRuleSource : std::uint8_t
strong

Indicates whether default amounts or an injected rule produced the outcome.

枚举值
Default 
Provider 

在文件 Damage.h 第 29 行定义.

◆ GuardMode

enum class eve::combat::GuardMode : std::uint8_t
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

enum class eve::combat::GuardResult : std::uint8_t
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

enum class eve::combat::HitFeelEventKind : std::uint8_t
strong

Observable feel event after apply or advance.

枚举值
HitstopStarted 
HitstopEnded 
HitstunStarted 
HitstunEnded 

在文件 HitFeel.h 第 40 行定义.

◆ HitReaction

enum class eve::combat::HitReaction : std::uint8_t
strong

Typed reaction selected after health and poise are resolved.

枚举值
None 
Flinch 
Stagger 
Knockdown 
Death 

在文件 Damage.h 第 26 行定义.

◆ MeleeShapeKind

enum class eve::combat::MeleeShapeKind : std::uint8_t
strong

Primitive shape used by hitboxes and hurtboxes.

枚举值
Sphere 
Capsule 

在文件 MeleeHit.h 第 28 行定义.

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.