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eve::tactics::BattleCommand结构体 参考

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

◆ candidates

std::vector<ReactionCandidate> eve::tactics::BattleCommand::candidates

在文件 TacticsTypes.h 第 416 行定义.

被这些函数引用 eve::tactics::BattleSystem::openReaction().

◆ cell

Cell eve::tactics::BattleCommand::cell

◆ expectedRevision

◆ facing

int eve::tactics::BattleCommand::facing = 0

在文件 TacticsTypes.h 第 412 行定义.

被这些函数引用 eve::tactics::BattleSystem::faceUnit().

◆ kind

◆ 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.

被这些函数引用 eve::tactics::BattleSystem::useAbility().

◆ 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

◆ 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: