Struct flattiverse_connector::controllable::Drone
source · pub struct Drone { /* private fields */ }
Implementations
Trait Implementations
sourceimpl Controllable for Drone
impl Controllable for Drone
fn id(&self) -> u8
fn revision(&self) -> i64
fn class(&self) -> &str
fn name(&self) -> &str
fn radius(&self) -> f32
fn gravity(&self) -> f32
fn efficiency_tactical(&self) -> f32
fn efficiency_economical(&self) -> f32
fn visible_range_multiplier(&self) -> f32
fn energy_max(&self) -> f32
fn particles_max(&self) -> f32
fn ions_max(&self) -> f32
fn energy_cells(&self) -> f32
fn particles_cells(&self) -> f32
fn ions_cells(&self) -> f32
fn energy_reactor(&self) -> f32
fn particles_reactor(&self) -> f32
fn ions_reactor(&self) -> f32
fn hull_max(&self) -> f32
fn hull_armor(&self) -> f32
fn hull_repair(&self) -> &EnergyCost
fn shield_max(&self) -> f32
fn shield_armor(&self) -> f32
fn shield_load(&self) -> &EnergyCost
fn engine_speed(&self) -> f32
fn engine_acceleration(&self) -> &EnergyCost
fn scanner_degree_per_scan(&self) -> f32
fn scanner_count(&self) -> u8
fn scanner_area(&self) -> &ScanEnergyCost
fn weapon_shot(&self) -> &WeaponEnergyCost
fn weapon_hull(&self) -> f32
fn weapon_hull_armor(&self) -> f32
fn weapon_shield(&self) -> f32
fn weapon_shield_armor(&self) -> f32
fn weapon_visible_range_multiplier(&self) -> f32
fn weapon_gravity(&self) -> f32
fn weapon_size(&self) -> f32
fn weapon_production(&self) -> f32
fn weapon_production_load(&self) -> f32
fn weapon_sub_directions(&self) -> u8
fn weapon_sub_directions_length(&self) -> f32
fn builder_time(&self) -> f32
fn builder_time_factory_energy(&self) -> f32
fn builder_time_factory_particles(&self) -> f32
fn builder_time_factory_ions(&self) -> f32
fn builder_capabilities(&self) -> &Vec<UnitKind>
fn energy_transfer_energy(&self) -> &EnergyCost
fn energy_transfer_particles(&self) -> &EnergyCost
fn energy_transfer_ions(&self) -> &EnergyCost
fn cargo_slots(&self) -> u8
fn cargo_amount(&self) -> f32
fn crystal_converter(&self) -> &EnergyCost
fn crystal_slots(&self) -> u8
fn tractor_beam(&self) -> &EnergyCost
fn tractor_beam_range(&self) -> f32
fn scores(&self) -> &Arc<Scores>
fn energy(&self) -> f32
fn particles(&self) -> f32
fn ions(&self) -> f32
fn hull(&self) -> f32
fn shield(&self) -> f32
fn build_position(&self) -> Option<Vector>
fn build_progress(&self) -> f32
fn is_building(&self) -> Option<AnyControllable>
fn is_built_by(&self) -> Option<AnyControllable>
fn weapon_production_status(&self) -> f32
fn crystals(&self) -> RwLockReadGuard<'_, Vec<Arc<CrystalCargoItem>>>
fn cargo_items(&self) -> RwLockReadGuard<'_, Vec<AnyCargoItem>>
fn universe(&self) -> Weak<Universe>
fn haste_time(&self) -> u16
fn double_damage_time(&self) -> u16
fn quad_damage_time(&self) -> u16
fn cloak_time(&self) -> u16
fn connector(&self) -> &Weak<Connector>
fn is_active(&self) -> bool
fn is_pending_shutdown(&self) -> bool
fn scan_list(&self) -> &RwLock<Vec<AnyUnit>>
fn update(&self, packet: &Packet) -> Result<(), Error>
fn update_extended(&self, packet: &Packet) -> Result<(), Error>
fn set_crystals(&self, crystals: Vec<Arc<CrystalCargoItem>>) -> Result<(), Error>
fn set_cargo_items(&self, items: Vec<AnyCargoItem>) -> Result<(), Error>
fn set_scan_list(&self, list: Vec<AnyUnit>) -> Result<(), Error>
fn set_active(&self, active: bool) -> Result<(), Error>
fn close(&self) -> Result<(), Error>
fn scan_area(&self, degree: f32, range: f32) -> Result<Vec<AnyUnit>, Error>
fn scan_areas(&self, info: &[ScanInfo]) -> Result<Vec<AnyUnit>, Error>
fn accelerate(&self, movement: &Vector) -> Result<(), Error>
fn build(
&self,
class: &str,
name: &str,
direction: f32,
crystals: &[Box<CrystalCargoItem>]
) -> Result<AnyControllable, Error>
fn kill(&self) -> Result<(), Error>
fn repair_hull(&self, hull: f32) -> Result<(), Error>
fn load_shields(&self, amount: f32) -> Result<(), Error>
fn harvest_nebula(&self, amount: f32) -> Result<(), Error>
fn flush_cargo(&self) -> Result<(), Error>
fn produce_crystal(&self, name: &str) -> Result<Arc<CrystalCargoItem>, Error>
fn shoot_full_load(&self, direction: &Vector, time: u16) -> Result<String, Error>
fn shoot_with_load(
&self,
direction: &Vector,
time: u16,
load: f32,
damage: f32
) -> Result<String, Error>
fn shoot(
&self,
direction: &Vector,
launch_angle: f32,
time: u16,
load: f32,
damage_hull: f32,
damage_shields: f32,
damage_energy: f32,
sub_directions: &[SubDirection]
) -> Result<String, Error>
sourcefn transfer_energy(
&self,
destination: &str,
energy: f32,
particles: f32,
ions: f32
) -> Result<(), Error>
fn transfer_energy(
&self,
destination: &str,
energy: f32,
particles: f32,
ions: f32
) -> Result<(), Error>
Transfer energy to another ship in range of 200
sourcefn tractorbeam(
&self,
direction: f32,
range: f32,
force: f32
) -> Result<bool, Error>
fn tractorbeam(
&self,
direction: f32,
range: f32,
force: f32
) -> Result<bool, Error>
Engages the tractorbeam of the ship into the given direction, range and with
the specified force. The tractorbeam changes the movement-Vector of
objects towards or away from you. When you affect a [Mobility#Still]
or [Mobility#Steady] [Unit] your movement gets affected in the opposite way. Read more
Auto Trait Implementations
impl !RefUnwindSafe for Drone
impl Send for Drone
impl Sync for Drone
impl Unpin for Drone
impl !UnwindSafe for Drone
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more