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ActionData

Enum ActionData 

Source
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§

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Interact

Fields

§player_id: u8
§action_length: u16
§target_id: u32
§selected: i16
§unknown1: i16
§unknown2: [i8; 4]
§unit_ids: Vec<u32>
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Stop

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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AiInteract

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Move

Fields

§player_id: u8
§action_length: u16
§unknown1: i32
§selected: i16
§unknown2: i16
§unknown3: [u8; 4]
§unit_ids: Vec<u32>
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Create

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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AddAttribute

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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GiveAttribute

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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AiMove

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Resign

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Spec

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Waypoint

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Stance

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Guard

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Follow

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Patrol

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Formation

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Save

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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AiWaypoint

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Chapter

Fields

§player_id: u8
§action_length: u16
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DeAttackMove

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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DeUnknown35

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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DeUnknown37

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Autoscout

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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DeUnknown39

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Transform

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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SwitchAttack

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Unknown44

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Unknown45

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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AiCommand

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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AiQueue

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Research

Fields

§player_id: u8
§action_length: u16
§building_id: i32
§selected: i16
§technology_type: u16
§unknown1: [u8; 5]
§building_ids: Vec<i32>
§

Build

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Game

Fields

§player_id: u8
§action_length: u16
§game_command: Game
§

Unknown104

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Wall

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Delete

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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AttackGround

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Tribute

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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DeUnknown109

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Repair

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Release

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Multiqueue

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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ToggleGate

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Flare

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Order

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>
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Queue

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Gatherpoint

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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Sell

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Buy

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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DropRelic

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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TownBell

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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BackToWork

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
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DeQueue

Fields

§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

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

DeUnknown131

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

DeUnknown135

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

DeUnknown140

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

DeUnknown196

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>
§

Achievements

Fields

§player_id: u8
§action_length: u16
§data: Vec<u8>

Trait Implementations§

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impl BinRead for ActionData

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type Args<'__binrw_generated_args_lifetime> = (u32, u16)

The type used for the args parameter of read_args() and read_options(). Read more
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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>

Read Self from the reader using the given Endian and arguments. Read more
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fn read_be<R>(reader: &mut R) -> Result<Self, Error>
where R: Read + Seek, Self::Args<'a>: for<'a> Required,

Read Self from the reader using default arguments and assuming big-endian byte order. Read more
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fn read_le<R>(reader: &mut R) -> Result<Self, Error>
where R: Read + Seek, Self::Args<'a>: for<'a> Required,

Read Self from the reader using default arguments and assuming little-endian byte order. Read more
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fn read_ne<R>(reader: &mut R) -> Result<Self, Error>
where R: Read + Seek, Self::Args<'a>: for<'a> Required,

Read T from the reader assuming native-endian byte order. Read more
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fn read_be_args<R>(reader: &mut R, args: Self::Args<'_>) -> Result<Self, Error>
where R: Read + Seek,

Read Self from the reader, assuming big-endian byte order, using the given arguments. Read more
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fn read_le_args<R>(reader: &mut R, args: Self::Args<'_>) -> Result<Self, Error>
where R: Read + Seek,

Read Self from the reader, assuming little-endian byte order, using the given arguments. Read more
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fn read_ne_args<R>(reader: &mut R, args: Self::Args<'_>) -> Result<Self, Error>
where R: Read + Seek,

Read T from the reader, assuming native-endian byte order, using the given arguments. Read more
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impl BinWrite for ActionData

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type Args<'__binrw_generated_args_lifetime> = ()

The type used for the args parameter of write_args() and write_options(). Read more
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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<()>

Write Self to the writer using the given Endian and arguments. Read more
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fn write_be<W>(&self, writer: &mut W) -> Result<(), Error>
where W: Write + Seek, Self::Args<'a>: for<'a> Required,

Write Self to the writer assuming big-endian byte order. Read more
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fn write_le<W>(&self, writer: &mut W) -> Result<(), Error>
where W: Write + Seek, Self::Args<'a>: for<'a> Required,

Write Self to the writer assuming little-endian byte order. Read more
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fn write_ne<W>(&self, writer: &mut W) -> Result<(), Error>
where W: Write + Seek, Self::Args<'a>: for<'a> Required,

Write Self to the writer assuming native-endian byte order. Read more
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fn write_be_args<W>( &self, writer: &mut W, args: Self::Args<'_>, ) -> Result<(), Error>
where W: Write + Seek,

Write Self to the writer, assuming big-endian byte order, using the given arguments. Read more
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fn write_le_args<W>( &self, writer: &mut W, args: Self::Args<'_>, ) -> Result<(), Error>
where W: Write + Seek,

Write Self to the writer, assuming little-endian byte order, using the given arguments. Read more
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fn write_ne_args<W>( &self, writer: &mut W, args: Self::Args<'_>, ) -> Result<(), Error>
where W: Write + Seek,

Write Self to the writer, assuming native-endian byte order, using the given arguments. Read more
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impl Debug for ActionData

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Serialize for ActionData

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.