TurnState

Struct TurnState 

Source
pub struct TurnState {
Show 50 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 cannot_use_auto_encore: [bool; 2], pub rule_overrides: Vec<RuleOverrideKind>, pub granted_abilities: Vec<GrantedAbilityInstance>, pub next_grant_id: u64, 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,
}
Expand description

Turn-level state tracking.

Fields§

§active_player: u8

Seat whose turn it currently is.

§starting_player: u8

Seat that started the game.

§turn_number: u32

Turn counter (starting at 0 for mulligan).

§phase: Phase

Current phase within the turn.

§mulligan_done: [bool; 2]

Per-seat mulligan completion flags.

§mulligan_selected: [u64; 2]

Per-seat packed mulligan selections.

§main_passed: bool

Whether the main phase has been passed.

§decision_count: u32

Decision counter for the episode.

§tick_count: u32

Tick counter for the episode.

§attack: Option<AttackContext>

Active attack context, if any.

§attack_subphase_count: u8

Counter used to advance attack subphases deterministically.

§pending_level_up: Option<u8>

Seat that must level up next, if any.

§encore_queue: Vec<EncoreRequest>

Queue of encore requests to resolve.

§encore_step_player: Option<u8>

Seat currently choosing encore, if any.

§pending_triggers: Vec<PendingTrigger>

Pending triggers awaiting ordering/resolution.

§pending_triggers_sorted: bool

Whether pending_triggers is already sorted for resolution.

§active_window: Option<TimingWindow>

Current timing window for priority/auto effects.

§end_phase_window_done: bool

Whether end-phase window has been processed.

§end_phase_discard_done: bool

Whether end-phase discard has been processed.

§end_phase_climax_done: bool

Whether end-phase climax cleanup has been processed.

§end_phase_cleanup_done: bool

Whether end-phase general cleanup has been processed.

§encore_window_done: bool

Whether encore window has been processed.

§pending_losses: [bool; 2]

Per-seat pending loss flags.

§damage_resolution_target: Option<u8>

Seat currently taking damage, if any.

§cost_payment_depth: u8

Nested cost payment depth (re-entrancy guard).

§pending_resolution_cleanup: Vec<(u8, CardInstanceId)>

Pending cleanup operations for the resolution zone.

§cannot_use_auto_encore: [bool; 2]

Per-seat flag to disable auto-encore.

§rule_overrides: Vec<RuleOverrideKind>

Active rule overrides for this turn.

§granted_abilities: Vec<GrantedAbilityInstance>

Runtime granted abilities active this turn.

§next_grant_id: u64

Next grant id allocator.

§phase_step: u8

Internal step counter within the current phase.

§attack_phase_begin_done: bool

Whether attack-phase begin effects have run.

§attack_decl_check_done: bool

Whether attack declaration legality checks have run.

§encore_begin_done: bool

Whether encore begin effects have run.

§trigger_order: Option<TriggerOrderState>

Active trigger ordering prompt, if any.

§choice: Option<ChoiceState>

Active choice prompt, if any.

§target_selection: Option<TargetSelectionState>

Active target selection prompt, if any.

§pending_cost: Option<CostPaymentState>

Active cost payment state, if any.

§priority: Option<PriorityState>

Active priority window, if any.

§stack: Vec<StackItem>

Effect stack items awaiting resolution.

§pending_stack_groups: VecDeque<StackOrderState>

Pending stack groups awaiting an ordering decision.

§stack_order: Option<StackOrderState>

Active stack ordering prompt, if any.

§derived_attack: Option<DerivedAttackState>

Cached derived attack state, if any.

§next_trigger_id: u32

Next trigger id allocator.

§next_trigger_group_id: u32

Next trigger group id allocator.

§next_choice_id: u32

Next choice id allocator.

§next_stack_group_id: u32

Next stack group id allocator.

§next_damage_event_id: u32

Next damage event id allocator.

§next_effect_instance_id: u32

Next effect instance id allocator.

§end_phase_pending: bool

Whether the end phase is currently pending execution.

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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