pub struct ConditionalProgressCtx<'a> {
pub event: &'a OverlordEvent,
pub character_state: &'a CharacterState,
pub active_fight: &'a Option<ActiveFight>,
pub quest: &'a QuestInstance,
pub config: &'a GameConfig,
pub lookups: &'a ContentLookups,
}Expand description
Inputs available to a conditional_progress native fn.
Fields§
§event: &'a OverlordEventThe trigger event.
character_state: &'a CharacterState§active_fight: &'a Option<ActiveFight>None when no fight is active.
quest: &'a QuestInstanceThe live quest instance (quest.current is the prior progress).
config: &'a GameConfig§lookups: &'a ContentLookupsAuto Trait Implementations§
impl<'a> Freeze for ConditionalProgressCtx<'a>
impl<'a> RefUnwindSafe for ConditionalProgressCtx<'a>
impl<'a> Send for ConditionalProgressCtx<'a>
impl<'a> Sync for ConditionalProgressCtx<'a>
impl<'a> Unpin for ConditionalProgressCtx<'a>
impl<'a> UnwindSafe for ConditionalProgressCtx<'a>
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§fn with_current_context(self) -> WithContext<Self>
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§impl<T> FutureExt for T
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§fn with_context(self, otel_cx: Context) -> WithContext<Self>
fn with_context(self, otel_cx: Context) -> WithContext<Self>
§fn with_current_context(self) -> WithContext<Self>
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