pub enum ActionData {
Show 59 variants
Interact {
player_id: u8,
action_length: u16,
target_id: u32,
x: f32,
y: f32,
selected: i16,
unknown1: i16,
unknown2: [i8; 4],
unit_ids: Vec<u32>,
},
Stop {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
AiInteract {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Move {
player_id: u8,
action_length: u16,
unknown1: i32,
x: f32,
y: f32,
selected: i16,
unknown2: i16,
unknown3: [u8; 4],
unit_ids: Vec<u32>,
},
Create {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
AddAttribute {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
GiveAttribute {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
AiMove {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Resign {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Spec {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Waypoint {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Stance {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Guard {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Follow {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Patrol {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Formation {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Save {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
AiWaypoint {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Chapter {
player_id: u8,
action_length: u16,
},
DeAttackMove {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown35 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown37 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Autoscout {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown39 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Transform {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
SwitchAttack {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Unknown44 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Unknown45 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
AiCommand {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
AiQueue {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Research {
player_id: u8,
action_length: u16,
building_id: i32,
selected: i16,
technology_type: u16,
unknown1: [u8; 5],
building_ids: Vec<i32>,
},
Build {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Game {
player_id: u8,
action_length: u16,
game_command: Game,
},
Unknown104 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Wall {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Delete {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
AttackGround {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Tribute {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown109 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Repair {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Release {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Multiqueue {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
ToggleGate {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Flare {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Order {Show 13 fields
player_id: u8,
action_length: u16,
selected: i16,
unknown1: i16,
building_id: i32,
unknown2: f32,
unknown3: f32,
unknown4: i32,
unknown5: u32,
order_type: OrderType,
multiple: u16,
unknown7: u16,
object_ids: Vec<u32>,
},
Queue {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Gatherpoint {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Sell {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Buy {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DropRelic {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
TownBell {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
BackToWork {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeQueue {
player_id: u8,
action_length: u16,
selected: u16,
unknown1: [u8; 4],
building_type: u16,
unit_id: u16,
amount: u16,
unknown2: u32,
building_ids: Vec<u32>,
},
DeUnknown130 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown131 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown135 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown140 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
DeUnknown196 {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
Achievements {
player_id: u8,
action_length: u16,
data: Vec<u8>,
},
}Variants§
Interact
Fields
Stop
AiInteract
Move
Fields
Create
AddAttribute
GiveAttribute
AiMove
Resign
Spec
Waypoint
Stance
Guard
Follow
Patrol
Formation
Save
AiWaypoint
Chapter
DeAttackMove
DeUnknown35
DeUnknown37
Autoscout
DeUnknown39
Transform
SwitchAttack
Unknown44
Unknown45
AiCommand
AiQueue
Research
Fields
Build
Game
Unknown104
Wall
Delete
AttackGround
Tribute
DeUnknown109
Repair
Release
Multiqueue
ToggleGate
Flare
Order
Fields
Queue
Gatherpoint
Sell
Buy
DropRelic
TownBell
BackToWork
DeQueue
Fields
DeUnknown130
DeUnknown131
DeUnknown135
DeUnknown140
DeUnknown196
Achievements
Trait Implementations§
Source§impl BinRead for ActionData
impl BinRead for ActionData
Source§fn read_options<R: Read + Seek>(
__binrw_generated_var_reader: &mut R,
__binrw_generated_var_endian: Endian,
__binrw_generated_var_arguments: Self::Args<'_>,
) -> BinResult<Self>
fn read_options<R: Read + Seek>( __binrw_generated_var_reader: &mut R, __binrw_generated_var_endian: Endian, __binrw_generated_var_arguments: Self::Args<'_>, ) -> BinResult<Self>
Source§fn read_be<R>(reader: &mut R) -> Result<Self, Error>
fn read_be<R>(reader: &mut R) -> Result<Self, Error>
Read
Self from the reader using default arguments and assuming
big-endian byte order. Read moreSource§fn read_le<R>(reader: &mut R) -> Result<Self, Error>
fn read_le<R>(reader: &mut R) -> Result<Self, Error>
Read
Self from the reader using default arguments and assuming
little-endian byte order. Read moreSource§fn read_ne<R>(reader: &mut R) -> Result<Self, Error>
fn read_ne<R>(reader: &mut R) -> Result<Self, Error>
Read
T from the reader assuming native-endian byte order. Read moreSource§fn read_be_args<R>(reader: &mut R, args: Self::Args<'_>) -> Result<Self, Error>
fn read_be_args<R>(reader: &mut R, args: Self::Args<'_>) -> Result<Self, Error>
Read
Self from the reader, assuming big-endian byte order, using the
given arguments. Read moreSource§impl BinWrite for ActionData
impl BinWrite for ActionData
Source§fn write_options<W: Write + Seek>(
&self,
__binrw_generated_var_writer: &mut W,
__binrw_generated_var_endian: Endian,
__binrw_generated_var_arguments: Self::Args<'_>,
) -> BinResult<()>
fn write_options<W: Write + Seek>( &self, __binrw_generated_var_writer: &mut W, __binrw_generated_var_endian: Endian, __binrw_generated_var_arguments: Self::Args<'_>, ) -> BinResult<()>
Source§fn write_be<W>(&self, writer: &mut W) -> Result<(), Error>
fn write_be<W>(&self, writer: &mut W) -> Result<(), Error>
Write
Self to the writer assuming big-endian byte order. Read moreSource§fn write_le<W>(&self, writer: &mut W) -> Result<(), Error>
fn write_le<W>(&self, writer: &mut W) -> Result<(), Error>
Write
Self to the writer assuming little-endian byte order. Read moreSource§fn write_ne<W>(&self, writer: &mut W) -> Result<(), Error>
fn write_ne<W>(&self, writer: &mut W) -> Result<(), Error>
Write
Self to the writer assuming native-endian byte order. Read moreSource§fn write_be_args<W>(
&self,
writer: &mut W,
args: Self::Args<'_>,
) -> Result<(), Error>
fn write_be_args<W>( &self, writer: &mut W, args: Self::Args<'_>, ) -> Result<(), Error>
Write
Self to the writer, assuming big-endian byte order, using the
given arguments. Read moreSource§impl Debug for ActionData
impl Debug for ActionData
Auto Trait Implementations§
impl Freeze for ActionData
impl RefUnwindSafe for ActionData
impl Send for ActionData
impl Sync for ActionData
impl Unpin for ActionData
impl UnsafeUnpin for ActionData
impl UnwindSafe for ActionData
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more