Package-level declarations

Types

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data class AttachedEffectState(val effectId: String, val sourceId: String? = null, val duration: Int? = null, val effectOrder: Int = 0, val internalState: Map<String, String> = emptyMap(), val debugFlags: Map<String, String> = emptyMap())

挂载在运行时对象上的 effect state 骨架。

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战斗会话的全局生命周期。

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data class BattleRandomIntResult(val value: Int, val nextState: BattleRandomState)
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data class BattleRandomState(val seed: Long, val state: Long = seed, val generatedValueCount: Long = 0)

battle session 级确定性随机状态。

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data class BattleState(val id: String, val formatId: String, val battleKind: BattleType = BattleType.TRAINER, val randomState: BattleRandomState = BattleRandomState.seeded(id, formatId), val lifecycle: BattleLifecycle = BattleLifecycle.INITIALIZING, val turn: Int = 0, val winner: String? = null, val endedReason: String? = null, val capturableSideId: String? = null, val capturedUnitId: String? = null, val failedRunAttempts: Map<String, Int> = emptyMap())

战斗级运行时状态的最小骨架。

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标准战斗类型。

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data class FieldState(val weatherState: AttachedEffectState? = null, val terrainState: AttachedEffectState? = null, val conditionStates: Map<String, AttachedEffectState> = emptyMap())

场地级运行时状态骨架。

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data class SideState(val id: String, val unitIds: List<String> = emptyList(), val activeUnitIds: List<String> = emptyList(), val conditionStates: Map<String, AttachedEffectState> = emptyMap())

Side 级运行时状态骨架。

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data class UnitCaptureContextState(val isFishingEncounter: Boolean = false, val isSurfEncounter: Boolean = false, val isNight: Boolean = false, val isCave: Boolean = false, val isUltraBeast: Boolean = false, val targetWeight: Int? = null)

单位参与捕捉公式时需要的环境上下文。

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data class UnitDebugState(val probes: Map<String, String> = emptyMap())

单位运行时调试状态。

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data class UnitMetadataState(val creatureId: Long? = null, val creatureSpeciesId: Long? = null, val creatureInternalName: String? = null, val creatureName: String? = null, val level: Int? = null, val requiredExperience: Int? = null, val natureId: Long? = null, val captureRate: Int? = null, val weight: Int? = null, val captureContext: UnitCaptureContextState = UnitCaptureContextState(), val ivs: Map<String, Int> = emptyMap(), val evs: Map<String, Int> = emptyMap())

战斗单位的结构化元数据。

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data class UnitSessionState(val faintHookProcessed: Boolean = false, val pendingSwitchBoostCarry: Map<String, Int> = emptyMap())

单位在 battle session 内部使用的工作状态。

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data class UnitState(val id: String, val currentHp: Int, val maxHp: Int, val statusState: AttachedEffectState? = null, val abilityId: String? = null, val itemId: String? = null, val typeIds: Set<String> = emptySet(), val volatileStates: Map<String, AttachedEffectState> = emptyMap(), val conditionStates: Map<String, AttachedEffectState> = emptyMap(), val boosts: Map<String, Int> = emptyMap(), val stats: Map<String, Int> = emptyMap(), val movePp: Map<String, Int> = emptyMap(), val metadata: UnitMetadataState = UnitMetadataState(), val debugState: UnitDebugState = UnitDebugState(), val sessionState: UnitSessionState = UnitSessionState(), val forceSwitchRequested: Boolean = false)

战斗单位运行时状态骨架。