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Module types

Module types 

Source

Structs§

AbilityCooldownHud
Cooldown state for a combat ability shown on the action bar.
BankPanel
Bank teller interaction panel (plans/08 §8).
BlueprintIngredientView
BlueprintView
BuildingView
CareerMetricRow
CastProgressHud
Active spell cast channel progress.
ChatMessage
CombatFx
Authoritative attack footprint / hit cue for clients to draw on the map.
CombatFxHit
One entity struck (or targeted) by a combat FX resolve.
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
DefenseHud
Aggregated mitigation / resist summary for the local player Equip UI.
DefensePieceHud
One worn piece contribution in the defense breakdown.
DerivedPreview
Derived combat/survival preview for character sheet UI.
DoorView
EntityState
Envelope
Every on-wire payload is wrapped for versioning and codec uniformity.
GroundDropView
HarvestResult
Hello
Session handshake after transport connect.
HiredWorkerView
One player-hired worker visible in snapshot / tick deltas.
InteractableView
InteractionNotice
InteriorDoorView
InteriorMapView
InteriorRoomView
ItemStack
ItemStatusBinding
Per-instance status effect binding (unique gear grants / enchantments).
KnownAbility
Character-owned combat ability (skill book / temporary grant).
LedgerEntryView
LedgerPeriodTotals
NpcTalkClosed
NpcTalkError
NpcTalkOpened
NpcTalkPending
NpcTalkReply
NpcView
PlacedContainerView
AOI view of a placeable chest on the map.
PlayerCareerView
Personal analytics summary for the Character i Career tab.
PlayerLedgerView
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).
ProgressionXp
Fractional XP pools — source of truth for progression curve (plans/27).
QuestLogEntry
QuestNotice
QuestObjectiveProgress
QuestOffer
ResourceNodeView
Harvestable node visible to clients.
RotationPreset
Saved ability rotation preset (plans/26 §C3).
ShopBuyLine
ShopCatalog
ShopOffer
SkillProgress
Trained skill — internal 0–1000; UI uses tiers / display level.
SkillRequirementView
Snapshot
Full state on region enter or reconnect.
StatusEffectHud
One active status effect for HUD (buff/debuff icon strip).
StoragePanel
Town storage manager panel (plans/08 §7).
StorageShipDest
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
TradePanel
Live player-to-player trade escrow view (both sides see the same presented buckets).
Transform
UseResult
Velocity2D
Welcome
WorkerRouteView
Saved worker route for UI / route editor reload.
WorkerRouteWaypointView
WorkerVitalsSummary
Compact vitals for hired worker HUD rows.
WorkerWithdrawItemView
One withdraw line for a WithdrawFrom route stop view.
WorldClock
Authoritative region clock (one in-game day = configurable real duration).
WorldCoord
World position (x, y, z, w, t)t reserved at 0.
ZPlatformView
Walkable platform at a fixed z (segment.z_platforms).
ZTransitionView
Stairs / ramp linking two z bands (segment.z_transitions).

Enums§

AnalyticsMetric
Gameplay analytics metric keys (extensible string on the wire via rename).
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. Armor, cloak, jewelry, and carriers (Back backpack, Waist belt). Hands (mainhand / offhand) are separate combat sockets — not BodySlot.
ChatChannel
In-world speech / stone contact channels.
ChatClarity
How clearly this recipient heard the line (server-authored text already matches).
ClientMessage
CombatFxHitOutcome
Outcome attached to a hit marker / struck entity.
CombatFxKind
Spatial combat cue for map overlays (plans/39).
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.
ItemStatusBindingMode
LedgerCategory
Copper ledger category (expense negative / income positive on the wire entry).
LifeState
NpcTalkDepth
NpcTalkTrustFlag
QuestStatusView
ResourceNodeState
ServerMessage
ShopOfferKind
TerrainKindView
Terrain overlay from segment YAML (terrain_zones).
TimeOfDayPhase
Named slice of the in-game day (drives future weather / spawn tables).
WorkerModeView
Hired worker automation mode on the wire.
WorkerRouteKindView
High-level route shape — harvest_loop (legacy flat lists) or ordered (typed stop list).
WorkerRouteStopView
One typed stop in an ordered worker route.
WorkerStateView
Hired worker FSM state on the wire.

Constants§

HOTBAR_ITEM_PREFIX
Prefix for hotbar slots bound to inventory consumables (item:health_potion).

Functions§

hotbar_binding_is_consumable
True when a hotbar binding string refers to a consumable (not an ability).
hotbar_consumable_binding
Encode a consumable template id for Intent::SetHotbarSlot / combat HUD hotbar.
hotbar_consumable_template
If binding is an item: consumable slot, return the template id.
humanize_snake_id
Fallback display text for snake_case ids when no authored label exists.

Type Aliases§

EntityId
Seq
SessionId
Tick