Structs§
- Ability
Cooldown Hud - Cooldown state for a combat ability shown on the action bar.
- Blueprint
Ingredient View - Blueprint
View - Building
View - Cast
Progress Hud - Active spell cast channel progress.
- Chat
Message - Combat
Hud - Observer combat HUD (local player only).
- Combat
Slot Hud - One combat target slot in the observer HUD.
- Combat
Target Hud - Observer combat HUD (local player only).
- Craft
Result - Death
Notice - Derived
Preview - Derived combat/survival preview for character sheet UI.
- Door
View - Entity
State - Envelope
- Every on-wire payload is wrapped for versioning and codec uniformity.
- Ground
Drop View - Loot pile on the ground (AOI-filtered).
- Harvest
Result - Hello
- Session handshake after transport connect.
- Interaction
Notice - Item
Stack - NpcView
- Placed
Container View - AOI view of a placeable chest on the map.
- Player
Skills - Core trained skills shipped at launch (
plans/11§10). - Player
Vitals - Player health / resources (players only; omitted on other entities).
- Primary
Attributes - Core primary stats — internal scale 1–1000; UI displays
value / 10(1–100). - Resource
Node View - Harvestable node visible to clients.
- Rotation
Preset - Saved ability rotation preset (
plans/26§C3). - Skill
Progress - Trained skill — internal 0–1000; UI uses tiers / display level.
- Skill
Requirement View - Snapshot
- Full state on region enter or reconnect.
- Stored
Combat Profile - Stored
Target Slot - Durable combat state (
plans/12§4.1) — target by wildlife instance id, not entity id. - Stored
Vitals State - Durable pool snapshot for Postgres (max values recomputed from attributes on load).
- Terrain
Zone View - Tick
Delta - Server → client AOI-filtered entity updates for one sim tick.
- Tool
Requirement View - Transform
- UseResult
- Velocity2D
- Welcome
- World
Clock - Authoritative region clock (one in-game day = configurable real duration).
- World
Coord - World position
(x, y, z, w, t)—treserved at 0.
Enums§
- Auth
Credential - How the client authenticates to the game gateway. Uses default serde enum encoding (postcard-compatible; not internally tagged).
- Body
Slot - Body region a wearable item occupies — at most one item equipped per slot.
Head/Body/Arms/Legs/Feetare reserved for future armor (plans/11); onlyBack(backpack) andWaist(belt) have equippable items today (plans/08§4.1). - Chat
Channel - Nearby voice chat vs magical long-range (requires whisper-stone item).
- Client
Message - Encumbrance
State - Carry encumbrance band (
plans/08§3.2). - Intent
- Client → server gameplay input (reliable, sequenced per entity).
- Inventory
Location - Where an item lives for
MoveItem/ open-container UX. - Life
State - Resource
Node State - Server
Message - Terrain
Kind View - Terrain overlay from segment YAML (
terrain_zones). - Time
OfDay Phase - Named slice of the in-game day (drives future weather / spawn tables).