Struct CastAbilityCtx

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pub struct CastAbilityCtx<'a> {
    pub caster_entity: &'a Entity,
    pub target_entity: &'a Entity,
    pub fight: &'a ActiveFight,
    pub rng: &'a GameRng,
    pub ability_level: i64,
    pub ability_id: Uuid,
    pub config: &'a GameConfig,
    pub lookups: &'a ContentLookups,
    pub stones: AbilityStoneResolver<'a>,
    pub source: CombatSource,
}
Expand description

ability script scope the shipped scripts read.

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§caster_entity: &'a Entity

CasterEntity const.

§target_entity: &'a Entity

TargetEntity const.

§fight: &'a ActiveFight

Fight const (used by the cone/AoE ability for Fight.entities).

§rng: &'a GameRng

RNG snapshot (clone at the same state) so combat primitives draw

§ability_level: i64

AbilityLevel const (passed to get_ability_info and projectile launches).

§ability_id: Uuid

The ability actually being cast. Ports that hardcode a donor ability id (pet-ult clones) still read their own numbers; this is what the socketed support stones are keyed by.

§config: &'a GameConfig§lookups: &'a ContentLookups§stones: AbilityStoneResolver<'a>

Ability stones active on the caster, already resolved against the current world side and the caster’s mana. Identity for every combatant without socketed stones.

§source: CombatSource

Breakdown attribution of everything this cast produces: Ability for an ordinary cast, PetUlt when the charge-driven pet ult is what fired it. Set by the dispatcher, which is the only place that knows the difference.

Auto Trait Implementations§

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impl<'a> Freeze for CastAbilityCtx<'a>

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impl<'a> RefUnwindSafe for CastAbilityCtx<'a>

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impl<'a> Send for CastAbilityCtx<'a>

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impl<'a> Sync for CastAbilityCtx<'a>

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impl<'a> Unpin for CastAbilityCtx<'a>

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impl<'a> UnwindSafe for CastAbilityCtx<'a>

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