pub struct Site {Show 29 fields
pub entity: usize,
pub template: usize,
pub machine: Machine,
pub progress: i32,
pub stages: i32,
pub work_id: i32,
pub work_priority: Option<i32>,
pub storage: usize,
pub complete: bool,
pub clear_total: i32,
pub destroyed: bool,
pub produce: Option<ProduceState>,
pub auto_pickup: Option<AutoPickup>,
pub forester: Option<Forester>,
pub happiness_registered: bool,
pub fishing: Option<Fishing>,
pub hunt_time: Option<i64>,
pub crop_field: Option<CropField>,
pub orchard: Option<Orchard>,
pub parts: Vec<usize>,
pub multi_stages: Option<i32>,
pub disease: Option<Blight>,
pub graves: Vec<i32>,
pub destroy: Option<Destroy>,
pub fire: Option<Fire>,
pub immigration: Option<Immigration>,
pub trade: Option<Trade>,
pub home: Option<Home>,
pub ui_settings: Vec<u8>,
}Expand description
One building under construction (and, once built, its WorkComponent).
Fields§
§entity: usizeThe building’s entity.
template: usizeIndex into Construction::templates.
machine: MachineThe building’s state machine.
progress: i32BuildComponent progress, stages.
stages: i32The construction stages.
work_id: i32WorkComponent registered work id (−1) and kept priority.
work_priority: Option<i32>The priority to keep for its work, if any.
storage: usizeThe building’s StorageComponent (index into the town’s storages).
complete: boolState 2 reached.
clear_total: i32ClearAreaComponent: objects on the footprint when clearing began.
destroyed: boolThe entity was destroyed during a state callback; the site goes once the machine has run.
Original: FUN_1400c8370.
produce: Option<ProduceState>ConsumeProduceComponent (ResourceProduceComponent’s for the others).
auto_pickup: Option<AutoPickup>AutoPickupComponent.
forester: Option<Forester>ForesterComponent’s toggles.
happiness_registered: boolHappinessComponent: registered.
fishing: Option<Fishing>FishingComponent.
hunt_time: Option<i64>HuntComponent: the hunting time gathered.
crop_field: Option<CropField>CropFieldComponent.
orchard: Option<Orchard>OrchardComponent.
parts: Vec<usize>MultiObjectComponent: the entities placed with this one (a pasture’s shelter and fences), in order.
multi_stages: Option<i32>MultiObjectComponent: the stages its construction counts (a bridge’s cells, a fenced area’s
border cells); BuildComponent::EnterGather takes it for.
disease: Option<Blight>DiseaseComponent.
graves: Vec<i32>CemeteryComponent: the grave cells.
Original: FUN_140047b60.
destroy: Option<Destroy>DestroyComponent.
fire: Option<Fire>FireComponent.
immigration: Option<Immigration>ImmigrationComponent.
trade: Option<Trade>TradeComponent.
home: Option<Home>The ResidenceComponent while the residence is out of the town’s (its states 3 to 7).
ui_settings: Vec<u8>UIComponent (bytes, the UIDescription’s): the window’s remembered settings
(DialogInstance::SaveSettings), empty until it is first closed.