TurnState

Struct TurnState 

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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,
}

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§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: bool

Trait Implementations§

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impl Clone for TurnState

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fn clone(&self) -> TurnState

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

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

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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 Hash for TurnState

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fn hash<__H: Hasher>(&self, state: &mut __H)

Feeds this value into the given Hasher. Read more
1.3.0 · Source§

fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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