RPG 模块的基础实体:把属性 / 状态 / 技能三张表挂到一个 ECS 实体上。 更多...
命名空间 | |
| namespace | BattleSide |
| 阵营是任意整数 id(0/1 仅为常见约定的便捷常量,可自定义更多阵营)。 | |
类 | |
| class | AttributeSystem |
| RPG-facing attribute operations backed by the canonical AttributeSet. 更多... | |
| class | Battle |
| 一场回合制战斗(任意阵营数)。 @ownership 由调用方创建/销毁;Battle 不持有参与者的所有权(参与者为借用 ECS actor)。 @thread 在单一模拟线程上驱动整场战斗。 更多... | |
| class | BattleControl |
| Explicit stable-identity adapter over one caller-owned RPG battle. 更多... | |
| struct | BattleEvent |
| 一次战斗反馈事件。 更多... | |
| class | BattleSystem |
| 战斗数值:公式求值 + 技能伤害注册 + 结算。 @thread 纯计算,可在任意线程执行。 更多... | |
| struct | BattleTacticRule |
| One ordered tactic rule; an empty condition resource is an unconditional default. 更多... | |
| class | BattleTacticsCatalogue |
| Process-local strict catalogue that selects and queues companion/AI actions. 更多... | |
| struct | BattleTacticsDefinition |
| One immutable ordered tactic definition. 更多... | |
| class | BattleVictory |
| Product transaction boundary for post-battle rewards and encounter lifecycle. 更多... | |
| struct | BattleVictoryReceipt |
| Observable summary returned after a complete victory settlement. 更多... | |
| struct | BattleVictoryRequest |
| Complete data needed to settle one victorious persistent encounter. 更多... | |
| struct | CastingState |
| 施法状态:同一时间每个 actor 只有一个进行中的引导/读条(可按需扩展为多槽)。 更多... | |
| struct | ClassDefinition |
| 数据驱动的职业模板。 更多... | |
| struct | ClassLearnSkill |
| 一条"升到 level 级可学 skillId"的规格。 更多... | |
| class | ClassRegistry |
| 进程级职业定义注册表。 更多... | |
| class | ClassSystem |
| 职业系统。 @thread 调用线程应与 RPGActor 的 ECS 线程一致。 更多... | |
| class | Crafting |
| Composes RPG recipes with existing production and inventory owners. 更多... | |
| struct | CraftingReceipt |
| Receipt for an accepted recipe job. 更多... | |
| struct | CraftingRecipe |
| Validated recipe projection used by crafting, alchemy, brewing and cooking. 更多... | |
| struct | CraftingRequest |
| Borrowed inputs for atomically paying ingredients and enqueuing recipe work. 更多... | |
| struct | DamageResult |
| 一次命中结算结果。 更多... | |
| struct | EffectDefinition |
| EVENGINE_API_PLATFORM public API. 更多... | |
| struct | EffectModifierSpec |
| 效果里携带的一条属性修改规格(应用到 AttributeSystem::addModifier)。 更多... | |
| class | EffectRegistry |
| 全局效果定义表:进程级单例,供任意模块 / 脚本按 id 引用。 更多... | |
| class | EncounterCatalogue |
| Process-local strict encounter content catalogue. 更多... | |
| struct | EncounterDefinition |
| One immutable, fully specified encounter composition and settlement definition. 更多... | |
| struct | EncounterMemberDefinition |
| One immutable enemy member inside an encounter composition. 更多... | |
| struct | EquipmentStat |
| 一件物品的一条属性加成规格。 更多... | |
| class | EquipmentSystem |
| 装备加成系统。 @thread 调用线程应与 RPGActor 的 ECS 线程一致。 更多... | |
| class | GameState |
| 一份游戏状态(开关/变量/独立变量)。 更多... | |
| class | LevelSystem |
| 成长系统:读写 RPGActor::Progression 并驱动升级事件。 @thread 调用线程应与 RPGActor 的 ECS 线程一致。 更多... | |
| struct | LevelUpEvent |
| 升级事件。 更多... | |
| struct | LootEntry |
| 掉落表里的一条掉落。 更多... | |
| class | LootSystem |
| 掉落系统:进程级掉落表 + 随机 roll 入包。 @thread roll 使用调用方提供的 rng(命名随机流),可在任意线程执行。 更多... | |
| struct | LootTableDefinition |
| 掉落表定义。 更多... | |
| struct | ObjectiveRuntime |
| 单条目标的运行时进度。 更多... | |
| class | Party |
| Authoritative ordered relationship between stable party member IDs and RPG actors. @ownership Party owns only stable IDs and generation-qualified links; the RPG ECS world owns actors. @thread Use on the actors' owning simulation thread. 更多... | |
| class | PreparedProgressionGain |
| Move-only progression gain prepared against one actor revision. 更多... | |
| class | ProductControl |
| Host-neutral adapter joining shop, quest-reward and world-loot transactions. 更多... | |
| struct | QuestDefinition |
| 数据驱动的任务模板。 更多... | |
| struct | QuestEvent |
| 追踪器事件:activate | progress | ready | complete | fail | reset | reject。 无关字段为空 / 0。 更多... | |
| struct | QuestObjective |
| 一条目标:听哪个 notify、要多少次。target 空 = 只匹配 topic。 更多... | |
| class | QuestRegistry |
| 进程级任务定义注册表。 更多... | |
| class | QuestReward |
| Product-level transaction boundary for quest completion and rewards. 更多... | |
| struct | QuestRuntime |
| 一条任务在本 Tracker 上的运行时状态。 更多... | |
| class | QuestSystem |
| EVENGINE_API_PLATFORM public API. 更多... | |
| struct | RewardSpec |
| 奖励规格(定义侧数据)。引擎不发奖,仅提供查询。 更多... | |
| class | RPG |
| RPG 模块(eve.RPG):Actor 工厂 + 定义注册 + 帧调度 + 事件缓存。 更多... | |
| class | RPGActor |
| 属性 / 状态 / 技能三表合一的 ECS 实体。 更多... | |
| class | RPGSaveSession |
| A non-owning save boundary for the persistent classic-RPG state owners. 更多... | |
| class | RPGSettlementAdapter |
| Settles damage/healing against one RPG actor's AttributeSet. 更多... | |
| struct | RpgStoryBinding |
| Borrowed domain objects an RPG story step runs against. 更多... | |
| class | RpgStoryCatalogue |
Strict process-local catalogue of .dnut story assets. 更多... | |
| class | RpgStorySession |
Caller-owned cursor over one published .dnut story. 更多... | |
| struct | SettlementContext |
| 结算上下文:通用的读写数据袋,字段完全由调用方与各阶段自行约定。 更多... | |
| class | SettlementPipeline |
| Compatibility-only named calculator retained for existing RPG scripts. 更多... | |
| class | ShopCatalogue |
| Process-local validated offer catalogue used by RPG shop transactions and UI. 更多... | |
| struct | ShopOffer |
| One immutable offer in the process-local shop catalogue. 更多... | |
| class | ShopTransaction |
| Product transaction boundary for an RPG shop trade. 更多... | |
| class | SkillActionAdapter |
| Translates a SkillDefinition into the common gameplay action model. 更多... | |
| struct | SkillCastEvent |
| 技能释放结算事件:由 SkillSystem 在读条完成 / 瞬发技能释放时产生。 更多... | |
| class | SkillConditionAdapter |
| Evaluates a condition using RPG Skill state without mutating it. 更多... | |
| class | SkillConditionContext |
| EvaluationContext backed by one borrowed RPG actor and SkillDefinition. 更多... | |
| struct | SkillConditionQueries |
| Read-only extension points for authority and policy queries. 更多... | |
| struct | SkillDamageSpec |
| 一次技能命中的伤害规格。 更多... | |
| struct | SkillDefinition |
| SkillDefinition public API. 更多... | |
| class | SkillDefinitionRuntime |
| Typed SkillDefinition-to-runtime adapter. 更多... | |
| class | SkillRegistry |
| EVENGINE_API_PLATFORM public API. 更多... | |
| struct | SkillRuntime |
| 单个已学会技能的运行时状态(冷却)。 更多... | |
| struct | SkillRuntimeState |
| Mutable state belonging to one learned skill instance. 更多... | |
| class | SkillSystem |
| EVENGINE_API_PLATFORM public API. 更多... | |
| struct | StatusChangeEvent |
| 状态生命周期变更事件(施加 / 刷新 / 叠层 / 延长 / 移除 / 到期 / 拒绝)。 与 StatusTickEvent 分开:tick 是周期性数值触发,change 是实例结构变化。 更多... | |
| struct | StatusExecutorMetadata |
| RPG executor state associated with one canonical effect instance id. 更多... | |
| struct | StatusInstance |
| Legacy RPG projection of one effects::EffectInstance. 更多... | |
| class | StatusSystem |
| EVENGINE_API_PLATFORM public API. 更多... | |
| struct | StatusTickEvent |
| 周期性状态触发的 tick 事件。周期效果(period > 0)不会自动修改属性, 而是每个周期产生一个 tick 事件交给上层(脚本或 C++ 结算系统)处理—— 这样伤害/治疗类周期效果可以完整地走 Settlement 流水线(护甲、抗性、暴击……), 而不是被引擎硬编码为直接扣血。 更多... | |
| struct | StatusUpdateSummary |
| Summary returned by the checked RPG status executor update. 更多... | |
| struct | StoryAnimationRequest |
One animation step request, expressed in the host's own animation space. 更多... | |
| class | StoryEventCatalogue |
| Strict process-local catalogue for versioned story-event content. 更多... | |
| struct | StoryEventDefinition |
| One immutable, ordered and resumable story-event definition. 更多... | |
| class | StoryEventSession |
| Caller-owned runtime cursor over a copied story-event definition. 更多... | |
| struct | StoryEventStep |
| One immutable presentation command owned by a story-event definition. 更多... | |
| struct | StoryMoveRequest |
One move step request, expressed in the host's own movement space. 更多... | |
| class | Tracker |
| 一份任务进度 + 本实例事件队列。 更多... | |
| struct | TraitDefinition |
| 数据驱动的特征模板。 更多... | |
| class | TraitRegistry |
| 进程级特征定义注册表。 更多... | |
| struct | TraitSpec |
| 特征承载的一条能力规格。 更多... | |
| class | TraitSystem |
| 特征系统。 @thread 调用线程应与 RPGActor 的 ECS 线程一致。 更多... | |
| struct | VitalsEvent |
| 生命等资源事件:damage | heal | death | revive。 更多... | |
| class | VitalsSystem |
| 当前资源系统:读写 RPGActor::Vitals 并发出事件。 @thread 调用线程应与 RPGActor 的 ECS 线程一致。 更多... | |
| class | WorldInteraction |
| Product transaction boundary for persistent world-object rewards. 更多... | |
| struct | WorldLootRequest |
| Complete data needed to settle one persistent loot object. 更多... | |
| class | WorldState |
| Non-owning typed adapter for persistent per-map object lifecycle state. 更多... | |
类型定义 | |
| using | AttributeId = ::eve::attributes::AttributeId |
| using | ModifierId = ::eve::attributes::ModifierId |
| using | SourceId = ::eve::attributes::SourceId |
| using | AttributeOperation = ::eve::attributes::AttributeOperation |
| using | AttributeModifier = ::eve::attributes::AttributeModifier |
| using | AttributeValue = ::eve::attributes::AttributeValue |
| using | AttributeOpTable = ::eve::attributes::AttributeOperationRegistry |
| using | StoryMoveHandler = std::function< eve::Result< StoryMoveStatus >(const StoryMoveRequest &)> |
Host movement controller invoked by the move step. | |
| using | StoryAnimationHandler = std::function< eve::Result< StoryAnimationStatus >(const StoryAnimationRequest &)> |
Host animation controller invoked by the animation step. | |
枚举 | |
| enum class | BattleTargetPolicy { Auto , Self , LowestHealthAlly , LowestHealthEnemy } |
| Deterministic target-selection policies for queued battle actions. 更多... | |
| enum class | StoryMoveStatus : std::uint8_t { Arrived , Travelling , Unreachable } |
| Terminal state of one requested actor move. 更多... | |
| enum class | StoryAnimationStatus : std::uint8_t { Finished , Playing , Unavailable } |
| Terminal state of one requested animation playback. 更多... | |
| enum class | RPGSaveIdDomain { Item , Quest , QuestObjective , Skill , Class , Trait , TraitSource , EquipmentSlot } |
| Definition-reference field kinds supported by direct RPG save ID migrations. 更多... | |
| enum class | StoryEventStepKind { Dialogue , Message , Wait , Move , Camera } |
| Closed set of UI-neutral presentation commands emitted by a story event. 更多... | |
函数 | |
| std::unordered_map< std::string, QuestDefinition > & | questTable () |
| Module_IMPL (RPG, new RPG()) | |
| StepKindRegistry & | rpgStoryStepRegistry () |
| Process-local step vocabulary for the RPG story dialect. | |
| EVENGINE_API_PLATFORM bool | captureRpgState (StateValue &out) |
| Compatibility facade for RPGActor skill-state serialization during state hot reload. | |
| EVENGINE_API_PLATFORM bool | restoreRpgState (const StateValue &in, std::string *err=nullptr) |
| Restore rpg state. | |
| EVENGINE_API_PLATFORM bool | resetRpgState () |
| Resets rpg state. | |
| eve::Result< settlement::SettlementRequest > | makeStatusTickSettlementRequest (const StatusTickEvent &tick, SubjectRef source, SubjectRef target, SimulationTick simulationTick) |
| Project one configured RPG status tick into the canonical settlement request. | |
| std::unordered_map< std::string, SkillDefinition > & | table () |
| eve::Result< eve::Value > | encodeSkillCondition (const eve::decision::Condition &condition) |
| Encode one validated Skill condition tree as an owning Value. | |
| eve::Result< eve::decision::Condition > | decodeSkillCondition (const eve::Value &value) |
| Decode one Skill condition tree from an owning Value. | |
| std::vector< std::string > | matchingIds (const RPGActor::Statuses &statuses, const std::function< bool(const LifecycleInstance &)> &predicate) |
| int | removeMatching (RPGActor *actor, const std::vector< std::string > &canonicalIds) |
详细描述
RPG 模块的基础实体:把属性 / 状态 / 技能三张表挂到一个 ECS 实体上。
与引擎其他模块一致(参考 particles/ParticleEmitter、map/TileLayer), 组件是纯数据结构体,行为都放在对应的 *System 静态类里。
可扩展性:游戏可以直接使用 RPGActor,也可以仿照 docs/游戏模型设计.md 的示例,从 RPGActor 派生出自己的实体类型 (例如 Player : public RPGActor / Monster : public RPGActor), 在子类上追加自己的组件,同时天然复用属性/状态/技能三大组件与配套 System (View<RPGActor, RPGActor::Attributes> 等能看到所有派生实体)。
类型定义说明
◆ AttributeId
| using eve::rpg::AttributeId = typedef ::eve::attributes::AttributeId |
在文件 AttributeTypes.h 第 17 行定义.
◆ AttributeModifier
| using eve::rpg::AttributeModifier = typedef ::eve::attributes::AttributeModifier |
在文件 AttributeTypes.h 第 21 行定义.
◆ AttributeOperation
| using eve::rpg::AttributeOperation = typedef ::eve::attributes::AttributeOperation |
在文件 AttributeTypes.h 第 20 行定义.
◆ AttributeOpTable
在文件 AttributeTypes.h 第 23 行定义.
◆ AttributeValue
| using eve::rpg::AttributeValue = typedef ::eve::attributes::AttributeValue |
在文件 AttributeTypes.h 第 22 行定义.
◆ ModifierId
| using eve::rpg::ModifierId = typedef ::eve::attributes::ModifierId |
在文件 AttributeTypes.h 第 18 行定义.
◆ SourceId
| using eve::rpg::SourceId = typedef ::eve::attributes::SourceId |
在文件 AttributeTypes.h 第 19 行定义.
◆ StoryAnimationHandler
| using eve::rpg::StoryAnimationHandler = typedef std::function<eve::Result<StoryAnimationStatus>(const StoryAnimationRequest&)> |
Host animation controller invoked by the animation step.
@ownership Borrowed callback; the binding keeps it alive for the whole session. @thread Invoked on the session's owner thread, synchronously. @reentrancy Must not re-enter the session that invoked it.
Returning Finished completes the step inline, so a host whose playback is instantaneous — an applied pose, a zero-length clip, a purely cosmetic flicker — needs no host loop at all. Returning Playing suspends the story until the host acknowledges the step. Returning Unavailable fails the step with a diagnostic naming the target and the clip, and the session keeps its cursor so the caller can decide whether to retry or abandon. A failed Result is reported verbatim instead, so a reason such as "the clip library is still
streaming" is never swallowed.
在文件 RpgDialect.h 第 158 行定义.
◆ StoryMoveHandler
| using eve::rpg::StoryMoveHandler = typedef std::function<eve::Result<StoryMoveStatus>(const StoryMoveRequest&)> |
Host movement controller invoked by the move step.
@ownership Borrowed callback; the binding keeps it alive for the whole session. @thread Invoked on the session's owner thread, synchronously. @reentrancy Must not re-enter the session that invoked it.
Returning Arrived completes the step inline, so a host whose movement is instantaneous — teleport, snap, an already-satisfied target — needs no host loop at all. Returning Travelling suspends the story until the host acknowledges the step. Returning Unreachable fails the step with a diagnostic naming the actor and the destination, and the session keeps its cursor so the caller can decide whether to retry or abandon. A failed Result is reported verbatim instead, so a reason such as "the navigation
service is not loaded" is never swallowed.
在文件 RpgDialect.h 第 93 行定义.
枚举类型说明
◆ BattleTargetPolicy
|
strong |
◆ RPGSaveIdDomain
|
strong |
Definition-reference field kinds supported by direct RPG save ID migrations.
在文件 RPGSaveSession.h 第 30 行定义.
◆ StoryAnimationStatus
|
strong |
Terminal state of one requested animation playback.
在文件 RpgDialect.h 第 96 行定义.
◆ StoryEventStepKind
|
strong |
Closed set of UI-neutral presentation commands emitted by a story event.
| 枚举值 | |
|---|---|
| Dialogue | |
| Message | |
| Wait | |
| Move | |
| Camera | |
在文件 StoryEvent.h 第 17 行定义.
◆ StoryMoveStatus
|
strong |
Terminal state of one requested actor move.
在文件 RpgDialect.h 第 35 行定义.
函数说明
◆ captureRpgState()
| bool eve::rpg::captureRpgState | ( | StateValue & | out | ) |
Compatibility facade for RPGActor skill-state serialization during state hot reload.
Captures per-actor known-skill cooldowns and the in-flight casting state. Casting targets are raw pointers and are not serialized (restored as null). The bool result is kept for the StateProvider compatibility surface; new state systems should expose structured Result diagnostics at their boundary.
在文件 RpgStateProvider.cpp 第 37 行定义.
引用了 eve::StateValue::array(), eve::StateValue::boolean(), c, eve::rpg::RPGActor::liveActors(), eve::StateValue::number(), eve::StateValue::object(), eve::StateValue::pushBack(), eve::StateValue::set() , 以及 eve::StateValue::string().
◆ decodeSkillCondition()
| eve::Result< eve::decision::Condition > eve::rpg::decodeSkillCondition | ( | const eve::Value & | value | ) |
Decode one Skill condition tree from an owning Value.
- 参数
-
value Node-shaped Value from a canonical Skill definition.
- 返回
- Validated condition tree, or a structured parse failure.
在文件 SkillConditionCodec.cpp 第 299 行定义.
引用了 value.
◆ encodeSkillCondition()
| eve::Result< eve::Value > eve::rpg::encodeSkillCondition | ( | const eve::decision::Condition & | condition | ) |
Encode one validated Skill condition tree as an owning Value.
- 参数
-
condition Immutable condition tree to encode.
- 返回
- Node-shaped Value, or InvalidArgument when the tree is invalid.
在文件 SkillConditionCodec.cpp 第 251 行定义.
引用了 eve::decision::BitExact, children, eve::decision::compareOperatorName(), condition, eve::decision::conditionKindName(), encodeSkillCondition(), eve::Diagnostic::error(), eve::decision::ExplicitlyNondeterministic, eve::Result< T >::failure(), eve::InvalidArgument, eve::Value::kind(), eve::Result< T >::success(), eve::decision::TickDeterministic , 以及 eve::decision::ToleranceBounded.
被这些函数引用 encodeSkillCondition().
◆ makeStatusTickSettlementRequest()
| EVENGINE_API_PLATFORM eve::Result< settlement::SettlementRequest > eve::rpg::makeStatusTickSettlementRequest | ( | const StatusTickEvent & | tick, |
| SubjectRef | source, | ||
| SubjectRef | target, | ||
| SimulationTick | simulationTick | ||
| ) |
Project one configured RPG status tick into the canonical settlement request.
- 参数
-
tick Owning lifecycle event produced by StatusSystem. source Stable source identity supplied by the owning game; it may be nil when unknown. target Stable target identity resolving to tick.actor. simulationTick Deterministic scheduler tick for replay and event ordering.
- 返回
- Request decoded from the effect definition's strict
settlement.tickJSON object.
- 备注
- The object requires
kind,resource, and non-negativemagnitude; optionaltagsandcontextare copied. Magnitude is multiplied by the captured status stack count. @thread Call on the RPG registry thread while the referenced definition remains registered. @reentrancy Does not invoke callbacks or mutate StatusSystem, the actor, or the registry. @cost Linear in JSON and tag/context size; call once per emitted tick, outside Settlement's hot stages.
在文件 SettlementAdapter.cpp 第 50 行定义.
引用了 context, fields, eve::rpg::EffectRegistry::find(), eve::Value::fromJson(), index, eve::InvalidArgument, kind, name, eve::NotFound, object, request, resource, source, eve::settlement::SettlementRequest::source, eve::Result< T >::success(), tag, target, tick , 以及 value.
被这些函数引用 eve::rpg::Battle::settleStatusTick().
◆ matchingIds()
| std::vector< std::string > eve::rpg::matchingIds | ( | const RPGActor::Statuses & | statuses, |
| const std::function< bool(const LifecycleInstance &)> & | predicate | ||
| ) |
在文件 StatusSystem.cpp 第 615 行定义.
引用了 eve::rpg::RPGActor::Statuses::container, effect, eve::effects::EffectContainer::effectAt() , 以及 eve::effects::EffectContainer::effectCount().
被这些函数引用 eve::rpg::StatusSystem::removeByEffect(), eve::rpg::StatusSystem::removeBySource() , 以及 eve::rpg::StatusSystem::removeByTag().
◆ Module_IMPL()
| eve::rpg::Module_IMPL | ( | RPG | , |
| new | RPG() | ||
| ) |
◆ questTable()
| std::unordered_map< std::string, QuestDefinition > & eve::rpg::questTable | ( | ) |
引用了 t.
被这些函数引用 eve::rpg::QuestRegistry::clear(), eve::rpg::QuestRegistry::contains(), eve::rpg::QuestRegistry::count(), eve::rpg::QuestRegistry::find(), eve::rpg::QuestRegistry::ids(), eve::rpg::QuestRegistry::loadFromJson(), eve::rpg::QuestRegistry::registerQuest(), eve::rpg::QuestRegistry::remove() , 以及 eve::rpg::QuestRegistry::replaceFromJsonStrict().
◆ removeMatching()
| int eve::rpg::removeMatching | ( | RPGActor * | actor, |
| const std::vector< std::string > & | canonicalIds | ||
| ) |
◆ resetRpgState()
| bool eve::rpg::resetRpgState | ( | ) |
Resets rpg state.
在文件 RpgStateProvider.cpp 第 111 行定义.
引用了 eve::rpg::SkillSystem::cancelCast() , 以及 eve::rpg::RPGActor::liveActors().
◆ restoreRpgState()
| bool eve::rpg::restoreRpgState | ( | const StateValue & | in, |
| std::string * | err = nullptr |
||
| ) |
Restore rpg state.
在文件 RpgStateProvider.cpp 第 62 行定义.
引用了 active, eve::rpg::CastingState::active, eve::StateValue::arraySize(), eve::StateValue::asString(), eve::StateValue::at(), c, eve::StateValue::find(), id, eve::StateValue::isArray(), eve::StateValue::isObject(), eve::StateValue::isString(), key, eve::rpg::SkillSystem::knows(), eve::rpg::RPGActor::liveActors(), n, r, eve::rpg::CastingState::remaining, eve::rpg::SkillSystem::setCooldownRemaining(), eve::rpg::CastingState::skillId, t, eve::rpg::CastingState::target, eve::rpg::CastingState::totalCastTime , 以及 v.
◆ rpgStoryStepRegistry()
| eve::dnut::StepKindRegistry & eve::rpg::rpgStoryStepRegistry | ( | ) |
Process-local step vocabulary for the RPG story dialect.
The registry owns the descriptors (field schema and domain invariants) and the handlers for every domain step. Handlers read their per-run domain objects from StepContext::host, which must point at an RpgStoryBinding.
- 返回
- Borrowed registry owned by this module for the process lifetime. @ownership Borrowed; never destroy or move it. @thread First call initializes the registry; call it on one thread before others use it.
在文件 RpgDialect.cpp 第 548 行定义.
被这些函数引用 eve::rpg::RpgStorySession::Impl::configureRuntime() , 以及 eve::rpg::RpgStoryCatalogue::replaceFromDnutStrict().
◆ table()
| std::unordered_map< std::string, SkillDefinition > & eve::rpg::table | ( | ) |