[][src]Struct eu4save::Country

pub struct Country {
    pub human: bool,
    pub was_player: bool,
    pub has_switched_nation: bool,
    pub is_great_power: bool,
    pub history: CountryHistory,
    pub previous_country_tags: Vec<CountryTag>,
    pub name: Option<String>,
    pub government_rank: i32,
    pub subject_focus: i32,
    pub trade_mission: f32,
    pub blockade_mission: f32,
    pub continent: Vec<i32>,
    pub institutions: Vec<i32>,
    pub capital: ProvinceId,
    pub original_capital: Option<ProvinceId>,
    pub trade_port: ProvinceId,
    pub base_tax: f32,
    pub development: f32,
    pub prestige: f32,
    pub stability: f32,
    pub treasury: f32,
    pub inflation: f32,
    pub corruption: f32,
    pub raw_development: f32,
    pub capped_development: f32,
    pub realm_development: f32,
    pub isolationism: i32,
    pub manpower: f32,
    pub max_manpower: f32,
    pub sailors: f32,
    pub max_sailors: f32,
    pub overextension: f32,
    pub innovativeness: f32,
    pub religious_unity: f32,
    pub initialized_rivals: bool,
    pub national_focus: Option<String>,
    pub recalculate_strategy: bool,
    pub colors: CountryColors,
    pub dirty_colony: bool,
    pub primary_culture: Option<String>,
    pub dominant_culture: Option<String>,
    pub accepted_cultures: Vec<String>,
    pub religion: Option<String>,
    pub dominant_religion: Option<String>,
    pub technology_group: Option<String>,
    pub unit_type: Option<String>,
    pub tribute_type: Option<i32>,
    pub technology: CountryTechnology,
    pub ledger: CountryLedger,
    pub loans: Vec<Loan>,
    pub estates: Vec<Estate>,
    pub subjects: Vec<CountryTag>,
    pub flags: Vec<(String, Eu4Date)>,
    pub highest_possible_fort: Option<i32>,
    pub transfer_home_bonus: f32,
    pub enemies: Vec<String>,
    pub current_power_projection: f32,
    pub great_power_score: f32,
    pub total_war_worth: u32,
    pub armies: Vec<Army>,
    pub navies: Vec<Navy>,
    pub custom_nation_points: Option<f32>,
    pub num_of_cities: i32,
    pub num_of_total_ports: i32,
    pub completed_missions: Vec<String>,
    pub adm_spent_indexed: Vec<(i32, i32)>,
    pub dip_spent_indexed: Vec<(i32, i32)>,
    pub mil_spent_indexed: Vec<(i32, i32)>,
}

Fields

human: boolwas_player: boolhas_switched_nation: boolis_great_power: boolhistory: CountryHistoryprevious_country_tags: Vec<CountryTag>name: Option<String>government_rank: i32subject_focus: i32trade_mission: f32blockade_mission: f32continent: Vec<i32>institutions: Vec<i32>capital: ProvinceIdoriginal_capital: Option<ProvinceId>trade_port: ProvinceIdbase_tax: f32development: f32prestige: f32stability: f32treasury: f32inflation: f32corruption: f32raw_development: f32capped_development: f32realm_development: f32isolationism: i32manpower: f32max_manpower: f32sailors: f32max_sailors: f32overextension: f32innovativeness: f32religious_unity: f32initialized_rivals: boolnational_focus: Option<String>recalculate_strategy: boolcolors: CountryColorsdirty_colony: boolprimary_culture: Option<String>dominant_culture: Option<String>accepted_cultures: Vec<String>religion: Option<String>dominant_religion: Option<String>technology_group: Option<String>unit_type: Option<String>tribute_type: Option<i32>technology: CountryTechnologyledger: CountryLedgerloans: Vec<Loan>estates: Vec<Estate>subjects: Vec<CountryTag>flags: Vec<(String, Eu4Date)>highest_possible_fort: Option<i32>transfer_home_bonus: f32enemies: Vec<String>current_power_projection: f32great_power_score: f32total_war_worth: u32armies: Vec<Army>navies: Vec<Navy>custom_nation_points: Option<f32>num_of_cities: i32num_of_total_ports: i32completed_missions: Vec<String>adm_spent_indexed: Vec<(i32, i32)>dip_spent_indexed: Vec<(i32, i32)>mil_spent_indexed: Vec<(i32, i32)>

Trait Implementations

impl Clone for Country[src]

impl Debug for Country[src]

impl Default for Country[src]

impl<'de> Deserialize<'de> for Country[src]

Auto Trait Implementations

impl RefUnwindSafe for Country

impl Send for Country

impl Sync for Country

impl Unpin for Country

impl UnwindSafe for Country

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> DeserializeOwned for T where
    T: for<'de> Deserialize<'de>, 
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> ToOwned for T where
    T: Clone
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type Owned = T

The resulting type after obtaining ownership.

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.

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.