pub struct Construction {Show 52 fields
pub commute: Commute,
pub jobs: Jobs,
pub professions: Professions,
pub workforce: Workforce,
pub templates: Vec<SiteTemplate>,
pub sites: BTreeMap<usize, Site>,
pub site_list: Vec<usize>,
pub placed: Vec<usize>,
pub commands: Vec<Command>,
pub piles: BTreeMap<usize, Pile>,
pub claimed_resources: BTreeSet<usize>,
pub new_piles: Vec<usize>,
pub models_dirty: bool,
pub destroy: Vec<usize>,
pub homes: BTreeMap<usize, Home>,
pub attendance: BTreeMap<usize, Attendance>,
pub attendance_list: Vec<usize>,
pub healers: Vec<usize>,
pub happiness: Vec<usize>,
pub calendar: f32,
pub year: u32,
pub fruits: BTreeMap<usize, Fruit>,
pub keep_piles: BTreeMap<usize, bool>,
pub site_events: Vec<(i32, i32, usize)>,
pub storage_changes: Vec<(usize, bool)>,
pub cemeteries: Vec<usize>,
pub tombstones: BTreeMap<usize, i64>,
pub burials: Vec<(usize, i32)>,
pub rebuilds: Vec<Rebuild>,
pub water: Water,
pub game_flags: u32,
pub precipitation: bool,
pub population: i32,
pub visitors: (f32, i64),
pub nomads_admitted: i32,
pub trading_posts: Vec<usize>,
pub trade_value: i32,
pub pending_roads: BTreeMap<i32, i32>,
pub terraform_requests: Vec<Terraform>,
pub flatten_requests: Vec<[i32; 4]>,
pub tornadoes: BTreeMap<usize, Tornado>,
pub tornado_kills: Vec<usize>,
pub trackers: BTreeMap<usize, Tracker>,
pub decals: BTreeMap<usize, Decal>,
pub counters: StockCounters,
pub terraforms: BTreeMap<usize, TerraformState>,
pub road_markers: Vec<(i32, usize)>,
pub trade_goods: Vec<TradeGood>,
pub river: Vec<[f32; 2]>,
pub names: Option<Arc<(NameDatabase, NameDatabase)>>,
pub known: Vec<usize>,
pub known_materials: Vec<usize>,
}Expand description
The job manager, professions, workforce and every construction site.
Fields§
§commute: CommuteThe town’s commute optimisation (StockManager).
jobs: JobsThe job manager.
professions: ProfessionsThe professions.
workforce: WorkforceThe citizens’ workplaces and professions.
templates: Vec<SiteTemplate>The building templates, as construction reads them.
sites: BTreeMap<usize, Site>Entity → site.
site_list: Vec<usize>Game →: sites in their gathering and building states.
placed: Vec<usize>Sites placed since the last iteration (activated before the next one).
commands: Vec<Command>Player commands for the next iteration.
piles: BTreeMap<usize, Pile>Loose raw-material piles (RawMaterialComponent), by entity.
claimed_resources: BTreeSet<usize>NaturalResourceComponent flag 0x100000: a removal sequence holds the resource.
new_piles: Vec<usize>Piles created since the last iteration (registered with the entity manager and activated after the citizens’ update).
models_dirty: boolEntities were created or removed (the models need refreshing).
destroy: Vec<usize>Entities the player destroyed (RemovalTool cancel), before the next iteration.
homes: BTreeMap<usize, Home>Finished residences’ ResidenceComponents, by entity.
attendance: BTreeMap<usize, Attendance>AttendanceComponents, by entity, and the town manager’s registry.
attendance_list: Vec<usize>The town manager’s list of schools, chapels and doctors.
healers: Vec<usize>The town manager’s HealerComponents.
happiness: Vec<usize>The town manager’s registered HappinessComponents, by entity.
calendar: f32The calendar’s seconds into the year, set before each iteration.
year: u32The calendar’s year, set before each iteration.
fruits: BTreeMap<usize, Fruit>FruitComponents of orchard trees, by entity.
keep_piles: BTreeMap<usize, bool>NaturalResourceComponent set by a crop field: whether harvesting leaves a pile.
site_events: Vec<(i32, i32, usize)>Event-log entries the sites posted: type, severity, entity; the game formats them with the entity’s toolbar name.
Original: FUN_14009a2d0.
storage_changes: Vec<(usize, bool)>StorageLocationComponents joining (true) or leaving the town’s storages, in order; the
town applies them after the iteration’s update.
cemeteries: Vec<usize>The town’s cemeteries, in order.
tombstones: BTreeMap<usize, i64>TombstoneComponents and the time each has left.
burials: Vec<(usize, i32)>Burials decided at a death (cemetery, grave cell), placed after the citizens’ update.
rebuilds: Vec<Rebuild>Entities a DestroyComponent puts in a torn-down building’s place, created by the town after the update.
Original: FUN_1400c9d70.
water: WaterThe town’s water sources (built with the map).
Original: FUN_1400a43f0.
game_flags: u32The game’s flags (for example, disasters off).
precipitation: boolThe sky’s state is precipitation, set before each iteration.
population: i32Town manager: the population, set before each update.
visitors: (f32, i64)Town manager /: the visitors’ disease risk and how long it lasts.
nomads_admitted: i32Town manager: nomads taken in.
trading_posts: Vec<usize>Town manager: the trading posts.
trade_value: i32Town manager: the value traded away.
pending_roads: BTreeMap<i32, i32>Map: the cells with a planned road, and their BuildRoad works.
terraform_requests: Vec<Terraform>Tunnels to dig or fill back (TerraformComponent event 4 and removal), for the terrain’s owner, and each terraformed entity’s kept heights and cells.
flatten_requests: Vec<[i32; 4]>Requests to flatten the ground: cell rectangles (x0, y0, x1, y1, inclusive) whose
cells’ low corners go to height 0. They are applied to the terrain after the iteration.
Original: FUN_1400a35b0.
tornadoes: BTreeMap<usize, Tornado>The tornadoes by entity, and the citizens they killed this iteration (death code 5; the citizens’ pass applies it).
tornado_kills: Vec<usize>The citizens killed by tornadoes this iteration.
trackers: BTreeMap<usize, Tracker>TrackerComponents by entity, and the stock manager’s made/used counters.
decals: BTreeMap<usize, Decal>DecalComponents that left their setup state, by entity (the others show at their description’s alpha with material 0).
counters: StockCountersWhat the town made and used since the last sample.
terraforms: BTreeMap<usize, TerraformState>The terraforming state of tunnels, by entity.
road_markers: Vec<(i32, usize)>Built road cells Remove Roads marked, for the town to place their markers (cell, marker template).
trade_goods: Vec<TradeGood>The goods with a ValueDescription, in the factory’s order (GameResources).
river: Vec<[f32; 2]>MapComponent ‘s first river centre line, the trader boats’ way.
names: Option<Arc<(NameDatabase, NameDatabase)>>Game/Names/Male and Female, for the merchants’ names.
known: Vec<usize>The town manager’s known crops, orchard trees and livestock, as placed-object templates.
Original: FUN_140096ef0.
known_materials: Vec<usize>The stock manager’s known raw materials: the start profile’s, then each as its first pile is set up or it is traded for.
Original: FUN_140097330.
Trait Implementations§
Source§impl Clone for Construction
impl Clone for Construction
Source§fn clone(&self) -> Construction
fn clone(&self) -> Construction
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read more