pub struct World { /* private fields */ }Implementations§
Source§impl World
impl World
pub fn simulate_battle( &self, attacker: &[Squad], defender: &[Squad], luck: Luck, wall: BuildingLevel, ) -> Result<BattleResult>
Source§impl World
impl World
pub fn chat(&self) -> &Chat
pub fn push_chat_message( &mut self, author: PlayerId, message: &str, ) -> Result<ChatMessageId>
Source§impl World
impl World
pub fn city(&self, key: impl ContinentKey) -> Result<&City>
pub fn count_cities<R>(&self, owner: R) -> u32
pub fn get_city_score(&self, key: impl ContinentKey) -> Result<Score>
pub fn rename_city(&mut self, key: impl ContinentKey, name: &str) -> Result<()>
Source§impl World
impl World
pub fn add_academy_recruit_order( &mut self, req: &AcademyRecruitOrderRequest, ) -> Result<()>
pub fn cancel_academy_recruit_order( &mut self, coord: Coord, id: AcademyRecruitOrderId, ) -> Result<()>
Source§impl World
impl World
pub fn add_prefecture_build_order( &mut self, req: &PrefectureBuildOrderRequest, ) -> Result<()>
pub fn cancel_prefecture_build_order(&mut self, coord: Coord) -> Result<()>
Source§impl World
impl World
pub fn add_stable_recruit_order( &mut self, req: &StableRecruitOrderRequest, ) -> Result<()>
pub fn cancel_stable_recruit_order( &mut self, coord: Coord, id: StableRecruitOrderId, ) -> Result<()>
Source§impl World
impl World
pub fn add_workshop_recruit_order( &mut self, req: &WorkshopRecruitOrderRequest, ) -> Result<()>
pub fn cancel_workshop_recruit_order( &mut self, coord: Coord, id: WorkshopRecruitOrderId, ) -> Result<()>
Source§impl World
impl World
pub fn toggle_building( &mut self, coord: Coord, id: BuildingId, enabled: bool, ) -> Result<()>
Source§impl World
impl World
pub fn get_storage_capacity<R>( &self, ruler: R, ) -> Result<OverallStorageCapacity>
pub fn get_storage_capacity_weight<K>(
&self,
key: K,
) -> Result<OverallStorageCapacityWeight>where
K: ContinentKey,
Source§impl World
impl World
pub fn infrastructure(&self, key: impl ContinentKey) -> Result<&Infrastructure>
Source§impl World
impl World
pub fn cancel_maneuver(&mut self, id: ManeuverId) -> Result<()>
pub fn collapse_armies(&mut self)
pub fn is_maneuver_army_owned_by<R>( &self, id: ManeuverId, ruler: R, ) -> Result<bool>
pub fn request_maneuver( &mut self, request: ManeuverRequest, ) -> Result<ManeuverId>
Source§impl World
impl World
pub fn precursor_manager(&self) -> &PrecursorManager
pub fn precursor(&self, id: PrecursorId) -> &dyn Precursor
pub fn precursors(&self) -> impl Iterator<Item = &dyn Precursor>
Source§impl World
impl World
pub fn player_manager(&self) -> &PlayerManager
pub fn player(&self, id: &PlayerId) -> Result<&Player>
pub fn players(&self) -> impl Iterator<Item = &Player>
pub fn get_player_maintenance(&self, player: &PlayerId) -> Result<Maintenance>
pub fn get_player_military(&self, player: &PlayerId) -> Result<Military>
pub fn has_player(&self, id: &PlayerId) -> bool
pub fn has_any_active_player(&self) -> bool
pub fn set_player_status( &mut self, id: &PlayerId, status: PlayerStatus, ) -> Result<()>
pub fn spawn_player(&mut self, player: Player) -> Result<()>
Source§impl World
impl World
Sourcepub fn forward_report(
&self,
recipient: PlayerId,
report: ReportKind,
) -> Result<()>
pub fn forward_report( &self, recipient: PlayerId, report: ReportKind, ) -> Result<()>
Forwards a report to a player.
Source§impl World
impl World
pub fn get_weighted_resources<K>(&self, key: K) -> Result<Resources>where
K: ContinentKey,
Source§impl World
impl World
pub fn round(&self) -> &Round
pub fn start_round(&mut self) -> Result<()>
pub fn set_player_ready( &mut self, player: &PlayerId, is_ready: bool, ) -> Result<()>
Sourcepub fn dangerously_end_round(&mut self, emit: bool) -> Result<()>
pub fn dangerously_end_round(&mut self, emit: bool) -> Result<()>
Forcefully ends the current round.
Source§impl World
impl World
pub fn new(options: WorldOptions) -> Result<Self>
pub fn with_savedata(savedata: Savedata) -> Self
pub fn load(bytes: &[u8]) -> Result<Self>
pub fn id(&self) -> WorldId
pub fn config(&self) -> Arc<WorldConfig>
pub fn stats(&self) -> WorldStats
pub fn ruler(&self, ruler: &Ruler) -> Result<RulerRef<'_>>
pub fn rulers(&self) -> impl Iterator<Item = RulerRef<'_>>
pub fn military(&self) -> &Military
Trait Implementations§
Auto Trait Implementations§
impl !RefUnwindSafe for World
impl !UnwindSafe for World
impl Freeze for World
impl Send for World
impl Sync for World
impl Unpin for World
impl UnsafeUnpin for World
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fn instrument(self, span: Span) -> Instrumented<Self>
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impl<T> IntoEither for T
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