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Module types

Module types 

Source

Structs§

AbilityCooldownHud
Cooldown state for a combat ability shown on the action bar.
BlueprintIngredientView
BlueprintView
BuildingView
CastProgressHud
Active spell cast channel progress.
ChatMessage
CombatHud
Observer combat HUD (local player only).
CombatSlotHud
One combat target slot in the observer HUD.
CombatTargetHud
Observer combat HUD (local player only).
CraftResult
DeathNotice
DerivedPreview
Derived combat/survival preview for character sheet UI.
DoorView
EntityState
Envelope
Every on-wire payload is wrapped for versioning and codec uniformity.
GroundDropView
Loot pile on the ground (AOI-filtered).
HarvestResult
Hello
Session handshake after transport connect.
InteractionNotice
ItemStack
NpcView
PlacedContainerView
AOI view of a placeable chest on the map.
PlayerSkills
Core trained skills shipped at launch (plans/11 §10).
PlayerVitals
Player health / resources (players only; omitted on other entities).
PrimaryAttributes
Core primary stats — internal scale 1–1000; UI displays value / 10 (1–100).
ResourceNodeView
Harvestable node visible to clients.
RotationPreset
Saved ability rotation preset (plans/26 §C3).
SkillProgress
Trained skill — internal 0–1000; UI uses tiers / display level.
SkillRequirementView
Snapshot
Full state on region enter or reconnect.
StoredCombatProfile
StoredTargetSlot
Durable combat state (plans/12 §4.1) — target by wildlife instance id, not entity id.
StoredVitalsState
Durable pool snapshot for Postgres (max values recomputed from attributes on load).
TerrainZoneView
TickDelta
Server → client AOI-filtered entity updates for one sim tick.
ToolRequirementView
Transform
UseResult
Velocity2D
Welcome
WorldClock
Authoritative region clock (one in-game day = configurable real duration).
WorldCoord
World position (x, y, z, w, t)t reserved at 0.

Enums§

AuthCredential
How the client authenticates to the game gateway. Uses default serde enum encoding (postcard-compatible; not internally tagged).
BodySlot
Body region a wearable item occupies — at most one item equipped per slot. Head/Body/Arms/Legs/Feet are reserved for future armor (plans/11); only Back (backpack) and Waist (belt) have equippable items today (plans/08 §4.1).
ChatChannel
Nearby voice chat vs magical long-range (requires whisper-stone item).
ClientMessage
EncumbranceState
Carry encumbrance band (plans/08 §3.2).
Intent
Client → server gameplay input (reliable, sequenced per entity).
InventoryLocation
Where an item lives for MoveItem / open-container UX.
LifeState
ResourceNodeState
ServerMessage
TerrainKindView
Terrain overlay from segment YAML (terrain_zones).
TimeOfDayPhase
Named slice of the in-game day (drives future weather / spawn tables).

Type Aliases§

EntityId
Seq
SessionId
Tick