Struct OverlordState

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pub struct OverlordState {
Show 17 fields pub character_state: CharacterState, pub blocked_character_ids: Vec<Uuid>, pub active_fight: Option<ActiveFight>, pub pvp_state: Option<PVPState>, pub connection_store: HashMap<String, i64>, pub quest_groups: QuestsGroups, pub incoming_gifts: Vec<Gift>, pub incoming_mails: Vec<Mail>, pub patron: Option<Patron>, pub referral_daily_reward_claimed: Option<bool>, pub auto_chest: AutoChest, pub arena: Arena, pub dungeons: Dungeons, pub offers_info: OffersInfo, pub permissions: Vec<UserPermissions>, pub party: Party, pub progress_pass: ProgressPassState,
}

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§character_state: CharacterState§blocked_character_ids: Vec<Uuid>§active_fight: Option<ActiveFight>§pvp_state: Option<PVPState>§connection_store: HashMap<String, i64>§quest_groups: QuestsGroups§incoming_gifts: Vec<Gift>§incoming_mails: Vec<Mail>§patron: Option<Patron>§referral_daily_reward_claimed: Option<bool>§auto_chest: AutoChest§arena: Arena§dungeons: Dungeons§offers_info: OffersInfo§permissions: Vec<UserPermissions>§party: Party§progress_pass: ProgressPassState

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impl OverlordState

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pub fn claim_vassal_reward( &mut self, vassal_id: Uuid, claim_time: DateTime<Utc>, ) -> Result<()>

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pub fn claim_suzerain_reward(&mut self, claim_time: DateTime<Utc>) -> Result<()>

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pub fn compute_description_values_for_ability( &self, ability: &Ability, behaviors: &BehaviorRegistry, config: &GameConfig, ) -> Vec<f64>

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pub fn compute_description_values_for_talent( &self, talent_template: &TalentTemplate, level: i64, ) -> Vec<f64>

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pub fn compute_description_values_template( &self, ability_template: &AbilityTemplate, behaviors: &BehaviorRegistry, config: &GameConfig, ) -> Vec<f64>

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pub fn compute_afk_reward( &self, game_config: &GameConfig, behaviors: &BehaviorRegistry, ) -> Vec<BundleElement>

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pub fn compute_afk_instant_reward( &self, game_config: &GameConfig, behaviors: &BehaviorRegistry, ) -> Vec<BundleElement>

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pub fn compute_bundle_reward( &self, game_config: &GameConfig, behaviors: &BehaviorRegistry, bundle_id: BundleId, ) -> Vec<BundleElement>

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pub fn calculate_item_power( &self, item: Item, game_config: &GameConfig, behaviors: &BehaviorRegistry, ) -> Result<i64>

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pub fn get_active_fight_player(&self) -> Option<&Entity>

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pub fn get_active_fight_player_mut(&mut self) -> Option<&mut Entity>

Trait Implementations§

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impl Clone for OverlordState

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fn clone(&self) -> OverlordState

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for OverlordState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for OverlordState

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fn default() -> OverlordState

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for OverlordState

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl EventHandler<OverlordEvent, OverlordState> for PureEventHandler

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type Context = ()

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async fn create_context_for_batch( &self, _state: &OverlordState, ) -> Result<Self::Context>

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async fn handle_event( &mut self, _ctx: &Self::Context, event: &OverlordEvent, meta: EventMeta, prev_state: &OverlordState, state: OverlordState, ) -> Result<EventHandleResult<OverlordEvent, OverlordState>>

One call per event. prev_state is the System’s state before this event (same data as state, by reference — avoids an extra clone for the compute_fields diff). Impls are responsible for: pure state mutation -> compute_fields fold (diff vs prev_state, runs for failed results too; prepend emitted events) -> DB persistence / validation -> analytics deferral. Err(_) aborts the whole batch (txn rollback). “Soft” failures must be returned as Ok(EventHandleResult::fail(...)).
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fn compute_fields( &self, state: &mut OverlordState, prev_state: &OverlordState, ) -> Vec<OverlordEvent>

Can be used to compute fields that arent stored in database, but computed from stored data. Also can emit events on some logical data changes. This events eventually can change state. Sync, no DB. Called by impls inside handle_event and by System::apply_state_with_compute_fields.
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fn collect_due_scheduled(&mut self, current_tick: u64) -> Vec<OverlordEvent>

Events the handler scheduled internally that are due at current_tick. Drained alongside the delayed/cron plugins on every tick. Lets a handler own domain scheduling (e.g. the fight clock) so the same state drives both the live system and standalone simulations. Deliberately has no default body — every impl must state it explicitly.
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async fn finalize_state( &self, _ctx: &Self::Context, _state: &mut OverlordState, ) -> Result<()>

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async fn persist_in_memory_state( &self, _ctx: &Self::Context, _state: &OverlordState, ) -> Result<()>

Persist in-memory state to DB context before commit. Called by flush_state to save changes accumulated between batches.
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fn event_needs_full_context(&self, _event: &E, _state: &S) -> bool

Whether handling event may touch the context’s backing resources (DB transaction, persistence). Handlers that support pure (DB-less) contexts override this for events whose handling is pure logic end-to-end; the default — true for every event — keeps the eager full-context behavior. state is the System state at dispatch time — handlers use it for state-dependent persistence (e.g. quest subscriptions that persist progress on otherwise-pure events).
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fn create_pure_context_for_batch( &self, state: &S, ) -> impl Future<Output = Result<Self::Context, Error>> + Send

Create a context for a batch whose events all have event_needs_full_context == false. Defaults to the full context.
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fn context_is_pure(&self, _ctx: &Self::Context) -> bool

Whether ctx is a pure (DB-less) context that must be upgraded via upgrade_context before handling a full-context event.
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fn upgrade_context( &self, ctx: Self::Context, _state: &S, ) -> impl Future<Output = Result<Self::Context, Error>> + Send
where Self::Context: Send,

Upgrade a pure context into a full one, carrying over all state accumulated so far. Only called when context_is_pure is true.
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impl From<OverlordState> for JsValue

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fn from(value: OverlordState) -> Self

Converts to this type from the input type.
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impl IntoWasmAbi for OverlordState

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type Abi = <JsType as IntoWasmAbi>::Abi

The Wasm ABI type that this converts into when crossing the ABI boundary.
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fn into_abi(self) -> Self::Abi

Convert self into Self::Abi so that it can be sent across the wasm ABI boundary.
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impl JsonSchema for OverlordState

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fn schema_name() -> String

The name of the generated JSON Schema. Read more
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fn schema_id() -> Cow<'static, str>

Returns a string that uniquely identifies the schema produced by this type. Read more
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fn json_schema(generator: &mut SchemaGenerator) -> Schema

Generates a JSON Schema for this type. Read more
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fn is_referenceable() -> bool

Whether JSON Schemas generated for this type should be re-used where possible using the $ref keyword. Read more
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impl OptionIntoWasmAbi for OverlordState

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fn none() -> Self::Abi

Returns an ABI instance indicating “none”, which JS will interpret as the None branch of this option. Read more
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impl PartialEq for OverlordState

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fn eq(&self, other: &OverlordState) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for OverlordState

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl State for OverlordState

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fn cmp_db_updated(&self, db_updated: &Self) -> bool

Compares version from database with local

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fn is_ticker_paused(&self) -> bool

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impl Tsify for OverlordState

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const DECL: &'static str = "export interface OverlordState {\n character_state: CharacterState;\n blocked_character_ids: Uuid[];\n active_fight: ActiveFight | null;\n pvp_state: PVPState | null;\n connection_store: Record<string, number>;\n quest_groups: QuestsGroups;\n incoming_gifts: Gift[];\n incoming_mails: Mail[];\n patron: Patron | null;\n referral_daily_reward_claimed: boolean | null;\n auto_chest: AutoChest;\n arena: Arena;\n dungeons: Dungeons;\n offers_info: OffersInfo;\n permissions: UserPermissions[];\n party: Party;\n progress_pass: ProgressPassState;\n}"

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const SERIALIZATION_CONFIG: SerializationConfig

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type JsType = JsType

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fn into_js(&self) -> Result<Self::JsType, Error>
where Self: Serialize,

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fn from_js<T>(js: T) -> Result<Self, Error>
where T: Into<JsValue>, Self: DeserializeOwned,

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impl VectorIntoWasmAbi for OverlordState

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type Abi = <JsType as VectorIntoWasmAbi>::Abi

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fn vector_into_abi(vector: Box<[Self]>) -> Self::Abi

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impl WasmDescribe for OverlordState

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impl WasmDescribeVector for OverlordState

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impl Eq for OverlordState

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impl StructuralPartialEq for OverlordState

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