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Functions1,582 in github.com/MadsWedendahlKruse/nat20

↓ 4 callersMethodadd_flat_modifier
(&mut self, source: ModifierSource, value: T)
core/src/components/speed.rs:35
↓ 4 callersFunctionadd_item
(world: &mut World, entity: Entity, item: T)
core/src/systems/inventory.rs:44
↓ 4 callersMethodadd_modifier_set
(&mut self, other: &ModifierSet)
core/src/components/modifier.rs:111
↓ 4 callersMethodadd_path
(&mut self, path: &WorldPath, col: T)
gui/src/render/world/line.rs:184
↓ 4 callersFunctionadvance_time
(game_state: &mut GameState, entity: Entity, time_step: TimeStep)
core/src/systems/time.rs:26
↓ 4 callersFunctionapply_level_up_decision
( game_state: &mut GameState, entity: Entity, levels: u8, decisions: Vec<LevelUpDecision>, )
core/src/systems/level_up.rs:631
↓ 4 callersMethodassert_d20_advantage
( &self, game_state: &GameState, kind: &D20CheckKind, source: &ModifierSource,
core/src/test_utils/creature_probe.rs:270
↓ 4 callersFunctionboots
()
core/src/test_utils/fixtures.rs:15
↓ 4 callersFunctionbreak_concentration
(game_state: &mut GameState, target: Entity)
core/src/systems/spells.rs:251
↓ 4 callersMethodclass_level
(&self, class: &ClassId)
core/src/components/level.rs:157
↓ 4 callersMethodconcentration_tracker_mut
(&mut self)
core/src/components/spells/spellbook.rs:728
↓ 4 callersMethodcurrent_uses
(&self)
core/src/components/resource.rs:386
↓ 4 callersFunctiondamage
( game_state: &mut GameState, target: Entity, damage_roll_result: &mut DamageRollResult, )
core/src/systems/health.rs:53
↓ 4 callersFunctioneffects_mut
(world: &mut World, entity: Entity)
core/src/systems/effects.rs:29
↓ 4 callersFunctionentities_in_shape
( world: &World, shape: &dyn Shape, shape_pose: &Isometry3<f32>, )
core/src/systems/geometry.rs:928
↓ 4 callersFunctionequip_in_slot
( game_state: &mut GameState, entity: Entity, slot: &EquipmentSlot, equipment: T, )
core/src/systems/loadout.rs:31
↓ 4 callersMethodevaluate
( &self, world: &World, entity: Entity, context: &ActionContext, varia
core/src/registry/serialize/targeting.rs:161
↓ 4 callersMethodevaluate
( &self, game_state: &mut GameState, entity: Entity, effect_id: &EffectId,
core/src/registry/serialize/effect.rs:407
↓ 4 callersMethodflags
(&self)
core/src/components/spells/spell.rs:119
↓ 4 callersMethodget
(&self, ability: &Ability)
core/src/components/ability.rs:164
↓ 4 callersMethodget_mut
(&mut self, id: &ResourceId)
core/src/components/resource.rs:746
↓ 4 callersFunctionground_position
( world_geometry: &WorldGeometry, position: &Point3<f32>, )
core/src/systems/geometry.rs:824
↓ 4 callersMethodhandle_event
(&mut self, event: &WindowEvent, imgui_wants_mouse: bool)
gui/src/render/world/camera.rs:149
↓ 4 callersMethodheal
(&mut self, amount: u32)
core/src/components/health/hit_points.rs:114
↓ 4 callersMethodid
(&self)
core/src/components/spells/spell.rs:99
↓ 4 callersFunctionis_player_controlled
(world: &World, entity: Entity)
core/src/systems/ai.rs:17
↓ 4 callersFunctionline_of_sight_point_point
( world: &World, world_geometry: &WorldGeometry, from: &Point3<f32>, to: &Point3<f32>, tra
core/src/systems/geometry.rs:542
↓ 4 callersFunctionloadout_mut
(world: &mut World, entity: Entity)
core/src/systems/loadout.rs:27
↓ 4 callersMethodmax_roll
(&self)
core/src/components/dice.rs:113
↓ 4 callersMethodmin_roll
(&self)
core/src/components/dice.rs:109
↓ 4 callersFunctionnavmesh_nearest_point
( world_geometry: &WorldGeometry, point: Point3<f32>, )
core/src/systems/geometry.rs:884
↓ 4 callersMethodnormal
(&self)
core/src/components/actions/targeting.rs:767
↓ 4 callersMethodparry3d_shape
( &self, world: &World, actor: Entity, fixed_on_actor: bool, target_po
core/src/components/actions/targeting.rs:345
↓ 4 callersMethodparse_expression
expression := term (('+' | '-') term)
core/src/registry/serialize/parser.rs:322
↓ 4 callersFunctionpath
( game_state: &GameState, entity: Entity, goal: &Point3<f32>, allow_partial: bool, trim_to
core/src/systems/movement.rs:76
↓ 4 callersMethodpath
(&self, start: Point3<f32>, end: Point3<f32>)
core/src/engine/geometry.rs:76
↓ 4 callersMethodpending_events_mut
(&mut self)
core/src/engine/interaction.rs:113
↓ 4 callersMethodpush_range
(&mut self, mode: LineMode, first: i32, count: i32)
gui/src/render/world/line.rs:147
↓ 4 callersMethodqueue_prompt
(&mut self, prompt: ActionPrompt, front: bool)
core/src/engine/interaction.rs:60
↓ 4 callersMethodrange
TODO: Can this be done in a nicer way? Returns the normal range and the long range of the weapon. When attacking a target beyond normal range, you hav
core/src/components/items/equipment/weapon.rs:383
↓ 4 callersMethodready
(&self)
core/src/components/actions/execution.rs:291
↓ 4 callersFunctionrecharge
(world: &mut World, entity: Entity, rest_type: &RechargeRule)
core/src/systems/resources.rs:23
↓ 4 callersMethodrecord_movement
(&mut self, distance: Length)
core/src/components/speed.rs:73
↓ 4 callersFunctionremove_effect
( game_state: &mut GameState, entity: Entity, instance_id: &EffectInstanceId, )
core/src/systems/effects.rs:163
↓ 4 callersMethodremove_modifier
(&mut self, source: &ModifierSource)
core/src/components/d20.rs:295
↓ 4 callersMethodrender
(&self, ui: &imgui::Ui)
gui/src/windows/level_up.rs:938
↓ 4 callersFunctionrender_event_description
(ui: &imgui::Ui, event: &Event)
gui/src/render/ui/engine.rs:77
↓ 4 callersMethodrender_with_context
( &self, ui: &imgui::Ui, (game_state, mode): (&GameState, &CreatureRenderMode), )
gui/src/render/ui/entities.rs:50
↓ 4 callersMethodrequired_slots
(&self)
core/src/components/items/equipment/loadout.rs:81
↓ 4 callersMethodround
(&self)
core/src/engine/encounter.rs:235
↓ 4 callersFunctionscoped_attack_damage_roll
( scope: DamageRollScope, provider_name: &'static str, )
core/src/registry/serialize/dice.rs:47
↓ 4 callersFunctionscoped_attack_roll
(scope: AttackRollScope, provider_name: &'static str)
core/src/registry/serialize/d20.rs:39
↓ 4 callersFunctionscoped_attack_targeting
( scope: TargetingScope, provider_name: &'static str, )
core/src/registry/serialize/targeting.rs:112
↓ 4 callersMethodset_temp
Sets temporary hit points. If the new value is higher than the current temp HP, replaces it. If lower or equal, does nothing (DND 5e rules).
core/src/components/health/hit_points.rs:132
↓ 4 callersFunctionspawn_entity
( game_state: &mut GameState, components: impl DynamicBundle, id: Option<Entity>,
core/src/test_utils/fixtures.rs:56
↓ 4 callersFunctiontargeting_context_data
(world: &World, action_data: &ActionData)
core/src/systems/actions.rs:502
↓ 4 callersMethodtime_mode
(mut self, time_mode: TimeMode)
core/src/test_utils/scenario.rs:205
↓ 4 callersMethodtotal
(&self)
core/src/components/dice.rs:130
↓ 3 callersFunctionaction_usable
( world: &World, entity: Entity, action_id: &ActionId, // TODO: Is context really not needed h
core/src/systems/actions.rs:134
↓ 3 callersMethodactors
(&self)
core/src/engine/action_prompt.rs:39
↓ 3 callersFunctionadd_actions
(world: &mut World, entity: Entity, actions: &[ActionId])
core/src/systems/actions.rs:48
↓ 3 callersMethodadd_crit_threshold_reduction
(&mut self, source: ModifierSource, reduction: u8)
core/src/components/d20.rs:116
↓ 3 callersFunctionadd_effect_template
( game_state: &mut GameState, applier: Entity, target: Entity, source: ModifierSource, tem
core/src/systems/effects.rs:33
↓ 3 callersMethodadd_modifier
(&mut self, source: ModifierSource, value: T)
core/src/components/dice.rs:119
↓ 3 callersMethodadd_uses
(&mut self, amount: u8)
core/src/components/resource.rs:163
↓ 3 callersMethodadvance
( &mut self, game_state: &mut GameState, decision: &LevelUpDecision, )
core/src/systems/level_up.rs:157
↓ 3 callersMethodall_classes
(&self)
core/src/components/level.rs:161
↓ 3 callersFunctionapply_class_base
( game_state: &mut GameState, entity: Entity, class_base: &ClassBase, id: ClassIdentifier,
core/src/systems/class.rs:158
↓ 3 callersMethodas_turns
(&self)
core/src/components/time.rs:56
↓ 3 callersMethodassert_d20_crit_threshold_reduction
( &self, game_state: &GameState, kind: &D20CheckKind, source: &ModifierSource,
core/src/test_utils/creature_probe.rs:295
↓ 3 callersMethodassert_no_effect
(&self, game_state: &GameState, effect_id: impl Into<EffectId>)
core/src/test_utils/creature_probe.rs:195
↓ 3 callersFunctionattitude_from_to
(world: &World, source: Entity, destination: Entity)
core/src/systems/factions.rs:20
↓ 3 callersFunctionavailable_reactions_to_event
( game_state: &GameState, reactor: Entity, event: &Event, skip_checks: &[ActionUsabilityCheck]
core/src/systems/actions.rs:511
↓ 3 callersFunctioncan_afford
( world: &World, entity: Entity, cost: &ResourceAmountMap, )
core/src/systems/resources.rs:38
↓ 3 callersFunctioncast_ice_knife
(scenario: &mut Scenario, attack_outcome: D20CheckOutcome, slot_level: u8)
core/tests/spell_ice_knife.rs:45
↓ 3 callersMethodclass_state_mut
( &mut self, class_and_subclass: &ClassAndSubclass, )
core/src/components/spells/spellbook.rs:293
↓ 3 callersMethodclear_forced_outcome
(&mut self)
core/src/components/d20.rs:153
↓ 3 callersMethodclear_temp
(&mut self, source: &ModifierSource)
core/src/components/health/hit_points.rs:145
↓ 3 callersMethodcollect_hooks
Collect clones of all hook `Arc`s matching `get_hook`. Callers can then drop the shared borrow on the world and invoke the hooks with `&mut GameState`
core/src/components/effects/effect_manager.rs:129
↓ 3 callersMethodcontext_filter
( &mut self, world: &World, filter_fn: impl Fn(&ActionContext, &ResourceAmountMap) ->
core/src/components/actions/action_builder.rs:117
↓ 3 callersMethodd20_result_mut
(&mut self)
core/src/systems/d20.rs:137
↓ 3 callersMethoddamage_dealt
( mut self, target: impl Into<String>, damage: DamageComponent, source: Damage
core/src/test_utils/scenario.rs:537
↓ 3 callersMethodend_turn
(&mut self, game_state: &mut GameState, entity: Entity)
core/src/engine/encounter.rs:124
↓ 3 callersMethodequip
(&mut self, equipment: T)
core/src/components/items/equipment/loadout.rs:273
↓ 3 callersMethodexpect_char
(&mut self, expected: char)
core/src/registry/serialize/parser.rs:202
↓ 3 callersMethodfn_name
(&self)
core/src/scripts/script.rs:138
↓ 3 callersFunctionforce_saving_throws
(scenario: &mut Scenario, outcome: D20CheckOutcome)
core/tests/spell_ice_knife.rs:38
↓ 3 callersFunctionget_faction
(faction_id: &FactionId)
core/src/systems/factions.rs:13
↓ 3 callersFunctionget_height
(world: &World, entity: Entity)
core/src/systems/geometry.rs:53
↓ 3 callersMethodget_potential_reactors
(&self, actor: Entity)
core/src/engine/game_state.rs:574
↓ 3 callersMethodhas_property
(&self, property: &WeaponProperties)
core/src/components/items/equipment/weapon.rs:288
↓ 3 callersFunctionice_knife_scenario
TODO: One test per spell is perhaps a bit overkill? Need to figure out how to best organize these... Wizard plus two goblins standing within 5 feet of
core/tests/spell_ice_knife.rs:19
↓ 3 callersMethodinstantiate
( &self, game_state: &GameState, action: &ActionData, target: Entity, )
core/src/systems/geometry.rs:1042
↓ 3 callersFunctionis_action_condition_type
( damage_roll_result: &DamageRollResult, predicate: fn(&ActionCondition) -> bool, )
core/src/scripts/script_api.rs:301
↓ 3 callersFunctionis_alive
(world: &World, entity: Entity)
core/src/systems/health.rs:248
↓ 3 callersMethodis_permanent
(&self)
core/src/components/effects/effect.rs:192
↓ 3 callersMethodis_wielding_weapon_with_both_hands
(&self, weapon_kind: &WeaponKind)
core/src/components/items/equipment/loadout.rs:327
↓ 3 callersFunctionitem_rarity_color
(rarity: &ItemRarity)
gui/src/render/ui/text.rs:25
↓ 3 callersMethodknown_spells_for_class
Computed known spells for a class: - Learned: learned_spells (+ cantrips, always_prepared) - EntireClassList: all spells from class list up to max_spe
core/src/components/spells/spellbook.rs:303
↓ 3 callersFunctionleaf_label
Helper: last segment of a key for a nice leaf label
gui/src/state/settings.rs:298
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