Enum rust_sc2::action::ActionResult [−][src]
pub enum ActionResult {}Show variants
Success, NotSupported, Error, CantQueueThatOrder, Retry, Cooldown, QueueIsFull, RallyQueueIsFull, NotEnoughMinerals, NotEnoughVespene, NotEnoughTerrazine, NotEnoughCustom, NotEnoughFood, FoodUsageImpossible, NotEnoughLife, NotEnoughShields, NotEnoughEnergy, LifeSuppressed, ShieldsSuppressed, EnergySuppressed, NotEnoughCharges, CantAddMoreCharges, TooMuchMinerals, TooMuchVespene, TooMuchTerrazine, TooMuchCustom, TooMuchFood, TooMuchLife, TooMuchShields, TooMuchEnergy, MustTargetUnitWithLife, MustTargetUnitWithShields, MustTargetUnitWithEnergy, CantTrade, CantSpend, CantTargetThatUnit, CouldntAllocateUnit, UnitCantMove, TransportIsHoldingPosition, BuildTechRequirementsNotMet, CantFindPlacementLocation, CantBuildOnThat, CantBuildTooCloseToDropOff, CantBuildLocationInvalid, CantSeeBuildLocation, CantBuildTooCloseToCreepSource, CantBuildTooCloseToResources, CantBuildTooFarFromWater, CantBuildTooFarFromCreepSource, CantBuildTooFarFromBuildPowerSource, CantBuildOnDenseTerrain, CantTrainTooFarFromTrainPowerSource, CantLandLocationInvalid, CantSeeLandLocation, CantLandTooCloseToCreepSource, CantLandTooCloseToResources, CantLandTooFarFromWater, CantLandTooFarFromCreepSource, CantLandTooFarFromBuildPowerSource, CantLandTooFarFromTrainPowerSource, CantLandOnDenseTerrain, AddOnTooFarFromBuilding, MustBuildRefineryFirst, BuildingIsUnderConstruction, CantFindDropOff, CantLoadOtherPlayersUnits, NotEnoughRoomToLoadUnit, CantUnloadUnitsThere, CantWarpInUnitsThere, CantLoadImmobileUnits, CantRechargeImmobileUnits, CantRechargeUnderConstructionUnits, CantLoadThatUnit, NoCargoToUnload, LoadAllNoTargetsFound, NotWhileOccupied, CantAttackWithoutAmmo, CantHoldAnyMoreAmmo, TechRequirementsNotMet, MustLockdownUnitFirst, MustTargetUnit, MustTargetInventory, MustTargetVisibleUnit, MustTargetVisibleLocation, MustTargetWalkableLocation, MustTargetPawnableUnit, YouCantControlThatUnit, YouCantIssueCommandsToThatUnit, MustTargetResources, RequiresHealTarget, RequiresRepairTarget, NoItemsToDrop, CantHoldAnyMoreItems, CantHoldThat, TargetHasNoInventory, CantDropThisItem, CantMoveThisItem, CantPawnThisUnit, MustTargetCaster, CantTargetCaster, MustTargetOuter, CantTargetOuter, MustTargetYourOwnUnits, CantTargetYourOwnUnits, MustTargetFriendlyUnits, CantTargetFriendlyUnits, MustTargetNeutralUnits, CantTargetNeutralUnits, MustTargetEnemyUnits, CantTargetEnemyUnits, MustTargetAirUnits, CantTargetAirUnits, MustTargetGroundUnits, CantTargetGroundUnits, MustTargetStructures, CantTargetStructures, MustTargetLightUnits, CantTargetLightUnits, MustTargetArmoredUnits, CantTargetArmoredUnits, MustTargetBiologicalUnits, CantTargetBiologicalUnits, MustTargetHeroicUnits, CantTargetHeroicUnits, MustTargetRoboticUnits, CantTargetRoboticUnits, MustTargetMechanicalUnits, CantTargetMechanicalUnits, MustTargetPsionicUnits, CantTargetPsionicUnits, MustTargetMassiveUnits, CantTargetMassiveUnits, MustTargetMissile, CantTargetMissile, MustTargetWorkerUnits, CantTargetWorkerUnits, MustTargetEnergyCapableUnits, CantTargetEnergyCapableUnits, MustTargetShieldCapableUnits, CantTargetShieldCapableUnits, MustTargetFlyers, CantTargetFlyers, MustTargetBuriedUnits, CantTargetBuriedUnits, MustTargetCloakedUnits, CantTargetCloakedUnits, MustTargetUnitsInAStasisField, CantTargetUnitsInAStasisField, MustTargetUnderConstructionUnits, CantTargetUnderConstructionUnits, MustTargetDeadUnits, CantTargetDeadUnits, MustTargetRevivableUnits, CantTargetRevivableUnits, MustTargetHiddenUnits, CantTargetHiddenUnits, CantRechargeOtherPlayersUnits, MustTargetHallucinations, CantTargetHallucinations, MustTargetInvulnerableUnits, CantTargetInvulnerableUnits, MustTargetDetectedUnits, CantTargetDetectedUnits, CantTargetUnitWithEnergy, CantTargetUnitWithShields, MustTargetUncommandableUnits, CantTargetUncommandableUnits, MustTargetPreventDefeatUnits, CantTargetPreventDefeatUnits, MustTargetPreventRevealUnits, CantTargetPreventRevealUnits, MustTargetPassiveUnits, CantTargetPassiveUnits, MustTargetStunnedUnits, CantTargetStunnedUnits, MustTargetSummonedUnits, CantTargetSummonedUnits, MustTargetUser1, CantTargetUser1, MustTargetUnstoppableUnits, CantTargetUnstoppableUnits, MustTargetResistantUnits, CantTargetResistantUnits, MustTargetDazedUnits, CantTargetDazedUnits, CantLockdown, CantMindControl, MustTargetDestructibles, CantTargetDestructibles, MustTargetItems, CantTargetItems, NoCalldownAvailable, WaypointListFull, MustTargetRace, CantTargetRace, MustTargetSimilarUnits, CantTargetSimilarUnits, CantFindEnoughTargets, AlreadySpawningLarva, CantTargetExhaustedResources, CantUseMinimap, CantUseInfoPanel, OrderQueueIsFull, CantHarvestThatResource, HarvestersNotRequired, AlreadyTargeted, CantAttackWeaponsDisabled, CouldntReachTarget, TargetIsOutOfRange, TargetIsTooClose, TargetIsOutOfArc, CantFindTeleportLocation, InvalidItemClass, CantFindCancelOrder,
Result of executed action.
Variants
Trait Implementations
impl Clone for ActionResult
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fn clone(&self) -> ActionResult
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pub fn clone_from(&mut self, source: &Self)
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impl Copy for ActionResult
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impl Debug for ActionResult
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impl Eq for ActionResult
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impl Hash for ActionResult
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fn hash<__H: Hasher>(&self, state: &mut __H)
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pub fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
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H: Hasher,
impl PartialEq<ActionResult> for ActionResult
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fn eq(&self, other: &ActionResult) -> bool
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#[must_use]pub fn ne(&self, other: &Rhs) -> bool
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#[must_use]
pub fn ne(&self, other: &Rhs) -> boolimpl StructuralEq for ActionResult
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impl StructuralPartialEq for ActionResult
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Auto Trait Implementations
impl RefUnwindSafe for ActionResult
impl Send for ActionResult
impl Sync for ActionResult
impl Unpin for ActionResult
impl UnwindSafe for ActionResult
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
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impl<Q, K> Equivalent<K> for Q where
K: Borrow<Q> + ?Sized,
Q: Eq + ?Sized,
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K: Borrow<Q> + ?Sized,
Q: Eq + ?Sized,
pub fn equivalent(&self, key: &K) -> bool
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T> Same<T> for T
type Output = T
Should always be Self
impl<T> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
pub fn to_owned(&self) -> T
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pub fn clone_into(&self, target: &mut T)
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impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
pub fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
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impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,