One accepted replay command using only persistent identities and values. 更多...
#include <TacticsTypes.h>
Public 属性 | |
| std::uint64_t | sequence = 0 |
| BattleCommandKind | kind = BattleCommandKind::Advance |
| Revision | expectedRevision |
| Revision | resultingRevision |
| SimulationStep | step |
| SubjectRef | actor |
| Cell | cell |
| SubjectRef | targetUnit |
| The unit this command targeted, when the command targets one. | |
| std::string | payload |
| Opaque caller-owned effect parameters, as declared by the caller. | |
| int | facing = 0 |
| std::string | policyId {kSideAlternatingPolicyId} |
| std::uint64_t | triggerSequence = 0 |
| LogicalId | action |
| std::vector< ReactionCandidate > | candidates |
详细描述
One accepted replay command using only persistent identities and values.
Setup construction is represented by the starting snapshot. Runtime ECS handles and pointers are intentionally excluded.
在文件 TacticsTypes.h 第 386 行定义.
类成员变量说明
◆ action
| LogicalId eve::tactics::BattleCommand::action |
◆ actor
| SubjectRef eve::tactics::BattleCommand::actor |
在文件 TacticsTypes.h 第 392 行定义.
被这些函数引用 eve::tactics::BattleSystem::acceptReaction(), eve::tactics::BattleSystem::defeatUnit(), eve::tactics::BattleSystem::endTurn(), eve::tactics::BattleSystem::faceUnit(), eve::tactics::BattleSystem::moveUnit(), eve::tactics::BattleSystem::useAbility() , 以及 eve::tactics::BattleSystem::waitUnit().
◆ candidates
| std::vector<ReactionCandidate> eve::tactics::BattleCommand::candidates |
在文件 TacticsTypes.h 第 416 行定义.
◆ cell
| Cell eve::tactics::BattleCommand::cell |
◆ expectedRevision
| Revision eve::tactics::BattleCommand::expectedRevision |
在文件 TacticsTypes.h 第 389 行定义.
被这些函数引用 eve::tactics::BattleSystem::acceptReaction(), eve::tactics::BattleSystem::advance(), eve::tactics::BattleSystem::declineReaction(), eve::tactics::BattleSystem::defeatUnit(), eve::tactics::BattleSystem::endTurn(), eve::tactics::BattleSystem::faceUnit(), eve::tactics::BattleSystem::finish(), eve::tactics::BattleSystem::moveUnit(), eve::tactics::BattleSystem::openReaction(), eve::tactics::BattleReplay::replay(), eve::tactics::BattleSystem::roll(), eve::tactics::BattleSystem::start(), eve::tactics::BattleSystem::useAbility() , 以及 eve::tactics::BattleSystem::waitUnit().
◆ facing
| int eve::tactics::BattleCommand::facing = 0 |
在文件 TacticsTypes.h 第 412 行定义.
◆ kind
| BattleCommandKind eve::tactics::BattleCommand::kind = BattleCommandKind::Advance |
在文件 TacticsTypes.h 第 388 行定义.
被这些函数引用 eve::tactics::BattleSystem::acceptReaction(), eve::tactics::BattleSystem::advance(), eve::tactics::BattleSystem::declineReaction(), eve::tactics::BattleSystem::defeatUnit(), eve::tactics::BattleSystem::endTurn(), eve::tactics::BattleSystem::faceUnit(), eve::tactics::BattleSystem::finish(), eve::tactics::BattleSystem::moveUnit(), eve::tactics::BattleSystem::openReaction(), eve::tactics::PresentationProjector::project(), eve::tactics::BattleReplay::replay(), eve::tactics::BattleSystem::roll(), eve::tactics::BattleSystem::start(), eve::tactics::BattleSystem::useAbility() , 以及 eve::tactics::BattleSystem::waitUnit().
◆ payload
| std::string eve::tactics::BattleCommand::payload |
Opaque caller-owned effect parameters, as declared by the caller.
Tactics stores and replays this verbatim and never interprets it: the ability's parameters belong to whoever owns the effect (rpg/combat or the game), and a second interpretation here would be a second source of truth. The schema and version of this blob are the caller's contract; tactics only enforces a size bound so a persisted payload stays bounded.
在文件 TacticsTypes.h 第 411 行定义.
◆ policyId
| std::string eve::tactics::BattleCommand::policyId {kSideAlternatingPolicyId} |
在文件 TacticsTypes.h 第 413 行定义.
被这些函数引用 eve::tactics::BattleSystem::start().
◆ resultingRevision
| Revision eve::tactics::BattleCommand::resultingRevision |
在文件 TacticsTypes.h 第 390 行定义.
被这些函数引用 eve::tactics::BattleReplay::replay().
◆ sequence
| std::uint64_t eve::tactics::BattleCommand::sequence = 0 |
在文件 TacticsTypes.h 第 387 行定义.
被这些函数引用 eve::tactics::BattleReplay::replay().
◆ step
| SimulationStep eve::tactics::BattleCommand::step |
◆ targetUnit
| SubjectRef eve::tactics::BattleCommand::targetUnit |
The unit this command targeted, when the command targets one.
Independent of cell on purpose: an ability may name a primary unit and a centre cell (a single-target effect inside an area), and the framework must not silently pick one of the two for the effect owner.
在文件 TacticsTypes.h 第 401 行定义.
被这些函数引用 eve::tactics::PresentationProjector::project() , 以及 eve::tactics::BattleSystem::useAbility().
◆ triggerSequence
| std::uint64_t eve::tactics::BattleCommand::triggerSequence = 0 |
该结构体的文档由以下文件生成:
- src/modules/tactics/TacticsTypes.h