pub struct Snapshot {Show 39 fields
pub tick: Tick,
pub chunk_rev: u64,
pub content_rev: u64,
pub publish_rev: u64,
pub entities: Vec<EntityState>,
pub resource_nodes: Vec<ResourceNodeView>,
pub world_x0: f32,
pub world_y0: f32,
pub world_width_m: f32,
pub world_height_m: f32,
pub buildings: Vec<BuildingView>,
pub doors: Vec<DoorView>,
pub npcs: Vec<NpcView>,
pub inventory: Vec<ItemStack>,
pub blueprints: Vec<BlueprintView>,
pub building_materials: Vec<BuildingMaterialView>,
pub world_clock: WorldClock,
pub terrain_zones: Vec<TerrainZoneView>,
pub z_platforms: Vec<ZPlatformView>,
pub z_transitions: Vec<ZTransitionView>,
pub ground_drops: Vec<GroundDropView>,
pub placed_containers: Vec<PlacedContainerView>,
pub combat: Option<CombatHud>,
pub interior_map: Option<InteriorMapView>,
pub quest_log: Vec<QuestLogEntry>,
pub hired_workers: Vec<HiredWorkerView>,
pub interactables: Vec<InteractableView>,
pub ledger: Option<PlayerLedgerView>,
pub career: Option<PlayerCareerView>,
pub combat_fx: Vec<CombatFx>,
pub property_zones: Vec<PropertyZoneView>,
pub tax_zones: Vec<TaxZoneView>,
pub boundary_zones: Vec<BoundaryZoneView>,
pub encounter_zones: Vec<EncounterZoneView>,
pub growth_zones: Vec<GrowthZoneView>,
pub biome_zones: Vec<BiomeZoneView>,
pub terrain_kind_nav: Vec<TerrainKindNavView>,
pub property_plots: Vec<PropertyPlotView>,
pub property_plot_settings: Option<PropertyPlotSettingsView>,
}Expand description
Full state on region enter or reconnect.
Fields§
§tick: Tick§chunk_rev: u64§content_rev: u64Bumped when blueprints, catalog, segment, or settings reload.
publish_rev: u64Stable publish revision from assets/.content-publish.json (for client asset sync).
entities: Vec<EntityState>§resource_nodes: Vec<ResourceNodeView>§world_x0: f32Outdoor play AABB origin (meters). With width/height, defines the composed world.
world_y0: f32§world_width_m: f32Segment play area width in meters (for HUD / beyond-zone).
world_height_m: f32§buildings: Vec<BuildingView>§doors: Vec<DoorView>§npcs: Vec<NpcView>§inventory: Vec<ItemStack>§blueprints: Vec<BlueprintView>§building_materials: Vec<BuildingMaterialView>Wall/roof material packs for the B plot-build menu.
world_clock: WorldClock§terrain_zones: Vec<TerrainZoneView>§z_platforms: Vec<ZPlatformView>§z_transitions: Vec<ZTransitionView>§ground_drops: Vec<GroundDropView>§placed_containers: Vec<PlacedContainerView>§combat: Option<CombatHud>§interior_map: Option<InteriorMapView>§quest_log: Vec<QuestLogEntry>§hired_workers: Vec<HiredWorkerView>§interactables: Vec<InteractableView>§ledger: Option<PlayerLedgerView>§career: Option<PlayerCareerView>§combat_fx: Vec<CombatFx>Active combat footprints / hit markers (plans/39).
property_zones: Vec<PropertyZoneView>Authored crown property zones (claimable land) — plan 40.
tax_zones: Vec<TaxZoneView>Tax overlays (for claim cost premium preview).
boundary_zones: Vec<BoundaryZoneView>Town / security / PvP boundaries (plan 43).
encounter_zones: Vec<EncounterZoneView>Random-encounter rectangles (plan 54).
growth_zones: Vec<GrowthZoneView>Growth / fertility overlays (plan 37 / farming).
biome_zones: Vec<BiomeZoneView>Climate / biome overlays (plan 38).
Terrain kind move speed / impassable table for client pathfinding (from terrain-kinds.yaml).
property_plots: Vec<PropertyPlotView>Claimed property plots in this segment.
property_plot_settings: Option<PropertyPlotSettingsView>Server knobs needed for client claim quote preview.