pub struct TurnState {Show 46 fields
pub active_player: u8,
pub starting_player: u8,
pub turn_number: u32,
pub phase: Phase,
pub mulligan_done: [bool; 2],
pub mulligan_selected: [u64; 2],
pub main_passed: bool,
pub decision_count: u32,
pub tick_count: u32,
pub attack: Option<AttackContext>,
pub attack_subphase_count: u8,
pub pending_level_up: Option<u8>,
pub encore_queue: Vec<EncoreRequest>,
pub encore_step_player: Option<u8>,
pub pending_triggers: Vec<PendingTrigger>,
pub pending_triggers_sorted: bool,
pub active_window: Option<TimingWindow>,
pub end_phase_window_done: bool,
pub end_phase_discard_done: bool,
pub end_phase_climax_done: bool,
pub end_phase_cleanup_done: bool,
pub encore_window_done: bool,
pub pending_losses: [bool; 2],
pub damage_resolution_target: Option<u8>,
pub cost_payment_depth: u8,
pub pending_resolution_cleanup: Vec<(u8, CardInstanceId)>,
pub phase_step: u8,
pub attack_phase_begin_done: bool,
pub attack_decl_check_done: bool,
pub encore_begin_done: bool,
pub trigger_order: Option<TriggerOrderState>,
pub choice: Option<ChoiceState>,
pub target_selection: Option<TargetSelectionState>,
pub pending_cost: Option<CostPaymentState>,
pub priority: Option<PriorityState>,
pub stack: Vec<StackItem>,
pub pending_stack_groups: VecDeque<StackOrderState>,
pub stack_order: Option<StackOrderState>,
pub derived_attack: Option<DerivedAttackState>,
pub next_trigger_id: u32,
pub next_trigger_group_id: u32,
pub next_choice_id: u32,
pub next_stack_group_id: u32,
pub next_damage_event_id: u32,
pub next_effect_instance_id: u32,
pub end_phase_pending: bool,
}Fields§
§active_player: u8§starting_player: u8§turn_number: u32§phase: Phase§mulligan_done: [bool; 2]§mulligan_selected: [u64; 2]§main_passed: bool§decision_count: u32§tick_count: u32§attack: Option<AttackContext>§attack_subphase_count: u8§pending_level_up: Option<u8>§encore_queue: Vec<EncoreRequest>§encore_step_player: Option<u8>§pending_triggers: Vec<PendingTrigger>§pending_triggers_sorted: bool§active_window: Option<TimingWindow>§end_phase_window_done: bool§end_phase_discard_done: bool§end_phase_climax_done: bool§end_phase_cleanup_done: bool§encore_window_done: bool§pending_losses: [bool; 2]§damage_resolution_target: Option<u8>§cost_payment_depth: u8§pending_resolution_cleanup: Vec<(u8, CardInstanceId)>§phase_step: u8§attack_phase_begin_done: bool§attack_decl_check_done: bool§encore_begin_done: bool§trigger_order: Option<TriggerOrderState>§choice: Option<ChoiceState>§target_selection: Option<TargetSelectionState>§pending_cost: Option<CostPaymentState>§priority: Option<PriorityState>§stack: Vec<StackItem>§pending_stack_groups: VecDeque<StackOrderState>§stack_order: Option<StackOrderState>§derived_attack: Option<DerivedAttackState>§next_trigger_id: u32§next_trigger_group_id: u32§next_choice_id: u32§next_stack_group_id: u32§next_damage_event_id: u32§next_effect_instance_id: u32§end_phase_pending: boolTrait Implementations§
Auto Trait Implementations§
impl Freeze for TurnState
impl RefUnwindSafe for TurnState
impl Send for TurnState
impl Sync for TurnState
impl Unpin for TurnState
impl UnwindSafe for TurnState
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more