pub struct Client { /* private fields */ }Implementations§
Source§impl Client
impl Client
pub async fn simulate_battle( &self, req: SimulateBattleRequest, ) -> Result<BattleResult>
Source§impl Client
impl Client
pub async fn get_chat_history( &self, req: GetChatHistoryRequest, ) -> Result<GetChatHistoryResponse>
pub async fn push_chat_message( &self, req: PushChatMessageRequest, ) -> Result<ChatMessageId>
Source§impl Client
impl Client
pub async fn cheat_get_build_steps( &self, req: CheatGetBuildStepsRequest, ) -> Result<Vec<BuildStep>>
Source§impl Client
impl Client
pub async fn cheat_set_stability( &self, req: CheatSetStabilityRequest, ) -> Result<()>
Source§impl Client
impl Client
pub async fn cheat_get_academy_recruit_queue( &self, req: CheatGetAcademyRecruitQueueRequest, ) -> Result<AcademyRecruitQueue>
pub async fn cheat_get_academy_recruit_queues( &self, req: CheatGetAcademyRecruitQueuesRequest, ) -> Result<Vec<(Coord, AcademyRecruitQueue)>>
pub async fn cheat_get_all_academy_recruit_queues( &self, req: CheatGetAllAcademyRecruitQueuesRequest, ) -> Result<Vec<(Coord, AcademyRecruitQueue)>>
pub async fn cheat_get_all_prefecture_build_queues( &self, req: CheatGetAllPrefectureBuildQueuesRequest, ) -> Result<Vec<(Coord, PrefectureBuildQueue)>>
pub async fn cheat_get_all_stable_recruit_queues( &self, req: CheatGetAllStableRecruitQueuesRequest, ) -> Result<Vec<(Coord, StableRecruitQueue)>>
pub async fn cheat_get_infrastructure( &self, req: CheatGetInfrastructureRequest, ) -> Result<Infrastructure>
pub async fn cheat_get_prefecture_build_queue( &self, req: CheatGetPrefectureBuildQueueRequest, ) -> Result<PrefectureBuildQueue>
pub async fn cheat_get_prefecture_build_queues( &self, req: CheatGetPrefectureBuildQueuesRequest, ) -> Result<Vec<(Coord, PrefectureBuildQueue)>>
pub async fn cheat_get_stable_recruit_queue( &self, req: CheatGetStableRecruitQueueRequest, ) -> Result<StableRecruitQueue>
pub async fn cheat_get_stable_recruit_queues( &self, req: CheatGetStableRecruitQueuesRequest, ) -> Result<Vec<(Coord, StableRecruitQueue)>>
pub async fn cheat_get_storage_capacity( &self, req: CheatGetStorageCapacityRequest, ) -> Result<OverallStorageCapacity>
pub async fn cheat_set_building_level( &self, req: CheatSetBuildingLevelRequest, ) -> Result<()>
pub async fn cheat_set_max_infrastructure( &self, req: CheatSetMaxInfrastructureRequest, ) -> Result<()>
Source§impl Client
impl Client
pub async fn cheat_get_idle_armies_at( &self, req: CheatGetIdleArmiesAtRequest, ) -> Result<Vec<Army>>
pub async fn cheat_get_idle_personnel_at( &self, req: CheatGetIdlePersonnelAtRequest, ) -> Result<ArmyPersonnel>
pub async fn cheat_spawn_personnel( &self, req: CheatSpawnPersonnelRequest, ) -> Result<()>
Source§impl Client
impl Client
pub async fn cheat_get_ethics( &self, req: CheatGetEthicsRequest, ) -> Result<Option<Ethics>>
pub async fn cheat_set_bot_ethics( &self, req: CheatSetBotEthicsRequest, ) -> Result<()>
pub async fn cheat_spawn_bot(&self, req: CheatSpawnBotRequest) -> Result<BotId>
Source§impl Client
impl Client
pub async fn cheat_get_player( &self, req: CheatGetPlayerRequest, ) -> Result<Player>
pub async fn cheat_get_players( &self, req: CheatGetPlayersRequest, ) -> Result<Vec<Player>>
Source§impl Client
impl Client
pub async fn cheat_get_resources( &self, req: CheatGetResourcesRequest, ) -> Result<Resources>
pub async fn cheat_set_food(&self, req: CheatSetFoodRequest) -> Result<()>
pub async fn cheat_set_iron(&self, req: CheatSetIronRequest) -> Result<()>
pub async fn cheat_set_max_food( &self, req: CheatSetMaxFoodRequest, ) -> Result<()>
pub async fn cheat_set_max_iron( &self, req: CheatSetMaxIronRequest, ) -> Result<()>
pub async fn cheat_set_max_resources( &self, req: CheatSetMaxResourcesRequest, ) -> Result<()>
pub async fn cheat_set_max_silo_resources( &self, req: CheatSetMaxSiloResourcesRequest, ) -> Result<()>
pub async fn cheat_set_max_stone( &self, req: CheatSetMaxStoneRequest, ) -> Result<()>
pub async fn cheat_set_max_warehouse_resources( &self, req: CheatSetMaxWarehouseResourcesRequest, ) -> Result<()>
pub async fn cheat_set_max_wood( &self, req: CheatSetMaxWoodRequest, ) -> Result<()>
pub async fn cheat_set_resources( &self, req: CheatSetResourcesRequest, ) -> Result<()>
pub async fn cheat_set_stone(&self, req: CheatSetStoneRequest) -> Result<()>
pub async fn cheat_set_wood(&self, req: CheatSetWoodRequest) -> Result<()>
Source§impl Client
impl Client
pub async fn cheat_skip_round(&self, req: CheatSkipRoundRequest) -> Result<()>
Source§impl Client
impl Client
pub async fn get_city(&self, req: GetCityRequest) -> Result<City>
pub async fn get_city_score(&self, req: GetCityScoreRequest) -> Result<Score>
pub async fn get_public_cities( &self, req: GetPublicCitiesRequest, ) -> Result<Vec<GetPublicCityResponse>>
pub async fn get_public_city( &self, req: GetPublicCityRequest, ) -> Result<GetPublicCityResponse>
pub async fn rename_city(&self, req: RenameCityRequest) -> Result<()>
pub async fn search_city(&self, req: SearchCityRequest) -> Result<Vec<City>>
pub async fn search_public_city( &self, req: SearchPublicCityRequest, ) -> Result<Vec<PublicCity>>
Source§impl Client
impl Client
pub async fn get_continent_size( &self, req: GetContinentSizeRequest, ) -> Result<ContinentSize>
pub async fn get_public_field( &self, req: GetPublicFieldRequest, ) -> Result<PublicField>
pub async fn get_public_fields( &self, req: GetPublicFieldsRequest, ) -> Result<Vec<(Coord, PublicField)>>
Source§impl Client
impl Client
pub async fn add_academy_recruit_order( &self, req: AddAcademyRecruitOrderRequest, ) -> Result<()>
pub async fn cancel_academy_recruit_order( &self, req: CancelAcademyRecruitOrderRequest, ) -> Result<()>
pub async fn get_academy_recruit_catalog( &self, req: GetAcademyRecruitCatalogRequest, ) -> Result<AcademyRecruitCatalog>
Source§impl Client
impl Client
pub async fn add_prefecture_build_order( &self, req: AddPrefectureBuildOrderRequest, ) -> Result<()>
pub async fn cancel_prefecture_build_order( &self, req: CancelPrefectureBuildOrderRequest, ) -> Result<()>
pub async fn get_prefecture_build_catalog( &self, req: GetPrefectureBuildCatalogRequest, ) -> Result<PrefectureBuildCatalog>
Source§impl Client
impl Client
pub async fn add_stable_recruit_order( &self, req: AddStableRecruitOrderRequest, ) -> Result<()>
pub async fn cancel_stable_recruit_order( &self, req: CancelStableRecruitOrderRequest, ) -> Result<()>
pub async fn get_stable_recruit_catalog( &self, req: GetStableRecruitCatalogRequest, ) -> Result<StableRecruitCatalog>
Source§impl Client
impl Client
pub async fn add_workshop_recruit_order( &self, req: AddWorkshopRecruitOrderRequest, ) -> Result<()>
pub async fn cancel_workshop_recruit_order( &self, req: CancelWorkshopRecruitOrderRequest, ) -> Result<()>
pub async fn get_workshop_recruit_catalog( &self, req: GetWorkshopRecruitCatalogRequest, ) -> Result<WorkshopRecruitCatalog>
Source§impl Client
impl Client
pub async fn toggle_building(&self, req: ToggleBuildingRequest) -> Result<()>
Source§impl Client
impl Client
pub async fn request_maneuver( &self, req: RequestManeuverRequest, ) -> Result<ManeuverId>
Source§impl Client
impl Client
pub async fn get_bot_coords( &self, req: GetBotCoordsRequest, ) -> Result<Vec<Coord>>
pub async fn get_public_bot( &self, req: GetPublicBotRequest, ) -> Result<PublicBot>
pub async fn get_public_bots( &self, req: GetPublicBotsRequest, ) -> Result<Vec<PublicBot>>
Source§impl Client
impl Client
pub async fn get_precursor_coords( &self, req: GetPrecursorCoordsRequest, ) -> Result<Vec<Coord>>
pub async fn get_public_precursor( &self, req: GetPublicPrecursorRequest, ) -> Result<PublicPrecursor>
pub async fn get_public_precursors( &self, req: GetPublicPrecursorsRequest, ) -> Result<Vec<PublicPrecursor>>
Source§impl Client
impl Client
pub async fn get_player(&self, req: GetPlayerRequest) -> Result<Player>
pub async fn get_player_coords( &self, req: GetPlayerCoordsRequest, ) -> Result<Vec<Coord>>
pub async fn get_player_maintenance( &self, req: GetPlayerMaintenanceRequest, ) -> Result<Maintenance>
pub async fn get_player_military( &self, req: GetPlayerMilitaryRequest, ) -> Result<Military>
pub async fn get_player_reports( &self, req: GetPlayerReportsRequest, ) -> Result<Vec<ReportId>>
pub async fn get_player_status( &self, req: GetPlayerStatusRequest, ) -> Result<PlayerStatus>
pub async fn get_player_storage_capacity( &self, req: GetPlayerStorageCapacityRequest, ) -> Result<OverallStorageCapacity>
pub async fn get_player_worlds( &self, req: GetPlayerWorldsRequest, ) -> Result<Vec<WorldId>>
pub async fn get_public_player( &self, req: GetPublicPlayerRequest, ) -> Result<PublicPlayer>
pub async fn get_public_players( &self, req: GetPublicPlayersRequest, ) -> Result<Vec<PublicPlayer>>
pub async fn player_exists(&self, req: PlayerExistsRequest) -> Result<bool>
pub async fn set_player_status(&self, req: SetPlayerStatusRequest) -> Result<()>
pub async fn spawn_player(&self, req: SpawnPlayerRequest) -> Result<()>
Source§impl Client
impl Client
pub async fn get_rank( &self, req: GetRankRequest, ) -> Result<Option<RankingEntry>>
pub async fn get_ranking(&self, req: GetRankingRequest) -> Result<Ranking>
Source§impl Client
impl Client
pub async fn get_report(&self, req: GetReportRequest) -> Result<ReportKind>
pub async fn get_reports( &self, req: GetReportsRequest, ) -> Result<Vec<ReportKind>>
Source§impl Client
impl Client
pub async fn get_round(&self, req: GetRoundRequest) -> Result<Round>
pub async fn set_player_ready( &self, req: SetPlayerReadyRequest, ) -> Result<Round>
pub async fn start_round(&self, req: StartRoundRequest) -> Result<Round>
Source§impl Client
impl Client
pub async fn create_user(&self, req: CreateUserRequest) -> Result<()>
pub async fn user_exists(&self, req: UserExistsRequest) -> Result<bool>
Source§impl Client
impl Client
pub async fn create_remote_world( &self, req: CreateRemoteWorldRequest, ) -> Result<WorldId>
pub async fn get_remote_world( &self, req: GetRemoteWorldRequest, ) -> Result<RemoteWorld>
pub async fn get_remote_worlds(&self) -> Result<Vec<RemoteWorld>>
pub async fn get_world_bots( &self, req: GetWorldBotsRequest, ) -> Result<Vec<BotId>>
pub async fn get_world_config( &self, req: GetWorldConfigRequest, ) -> Result<WorldConfig>
pub async fn get_world_players( &self, req: GetWorldPlayersRequest, ) -> Result<Vec<PlayerId>>
pub async fn get_world_precursors( &self, req: GetWorldPrecursorsRequest, ) -> Result<Vec<PrecursorId>>
pub async fn get_world_stats( &self, req: GetWorldStatsRequest, ) -> Result<WorldStats>
pub async fn save_local_world(&self, req: SaveLocalWorldRequest) -> Result<()>
Source§impl Client
impl Client
pub fn new(server: ServerAddr) -> Self
pub fn new_local(addr: SocketAddrV4) -> Self
pub fn new_remote() -> Self
pub async fn stop(&mut self)
pub fn server_addr(&self) -> ServerAddr
pub fn server(&self) -> ServerAddr
pub fn world(&self) -> Option<WorldId>
pub fn user_agent(&self) -> &str
pub fn set_user_agent(&mut self, user_agent: &str)
pub fn is_local(&self) -> bool
pub fn is_remote(&self) -> bool
pub async fn get_server_kind(&self) -> Result<ServerKind>
pub async fn get_server_version(&self) -> Result<String>
pub async fn is_ready(&self) -> bool
pub async fn validate_token<T>(&self, req: T) -> Result<Option<PlayerId>>where
T: Into<ValidateTokenRequest>,
pub fn update<'f1, OnEvent>( &'f1 mut self, server: ServerAddr, ) -> ClientUpdateBuilder<'f1, OnEvent>
Trait Implementations§
Auto Trait Implementations§
impl !Freeze for Client
impl RefUnwindSafe for Client
impl Send for Client
impl Sync for Client
impl Unpin for Client
impl UnsafeUnpin for Client
impl UnwindSafe for Client
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