Struct GameState

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pub struct GameState {
Show 20 fields pub character: Character, pub tavern: Tavern, pub arena: Arena, pub last_fight: Option<Fight>, pub shops: EnumMap<ShopType, Shop>, pub guild: Option<Guild>, pub specials: TimedSpecials, pub dungeons: Dungeons, pub underworld: Option<Underworld>, pub fortress: Option<Fortress>, pub pets: Option<Pets>, pub hellevator: HellevatorEvent, pub blacksmith: Option<Blacksmith>, pub witch: Option<Witch>, pub achievements: Achievements, pub idle_game: Option<IdleGame>, pub pending_unlocks: Vec<Unlockable>, pub hall_of_fames: HallOfFames, pub lookup: Lookup, pub mail: Mail, /* private fields */
}
Expand description

Represent the full state of the game at some point in time

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§character: Character

Everything, that can be considered part of the character, or his immediate surrounding and not the rest of the world

§tavern: Tavern

Information about quests and work

§arena: Arena

The place to fight other players

§last_fight: Option<Fight>

The last fight, that this player was involved in

§shops: EnumMap<ShopType, Shop>

Both shops. You can access a specific one either with get(), get_mut(), or [] and the ShopType as the key.

§guild: Option<Guild>

If the player is in a guild, this will contain information about it

§specials: TimedSpecials

Everything, that is time sensitive, like events, calendar, etc.

§dungeons: Dungeons

Everything, that can be found under the Dungeon tab

§underworld: Option<Underworld>

Contains information about the underworld, if it has been unlocked

§fortress: Option<Fortress>

Contains information about the fortress, if it has been unlocked

§pets: Option<Pets>

Information the pet collection, that a player can build over time

§hellevator: HellevatorEvent

Contains information about the hellevator, if it is currently active

§blacksmith: Option<Blacksmith>

Contains information about the blacksmith, if it has been unlocked

§witch: Option<Witch>

Contains information about the witch, if it has been unlocked

§achievements: Achievements

Tracker for small challenges, that a player can complete

§idle_game: Option<IdleGame>

The boring idle game

§pending_unlocks: Vec<Unlockable>

Contains the features this char is able to unlock right now

§hall_of_fames: HallOfFames

Anything related to hall of fames

§lookup: Lookup

Contains both other guilds & players, that you can look at via commands

§mail: Mail

Anything you can find in the mail tab of the official client

Implementations§

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impl GameState

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pub fn new(response: Response) -> Result<Self, SFError>

Constructs a new GameState from the provided response. The response has to be the login response from a Session.

§Errors

If the response contains any errors, or does not contain enough information about the player to build a full GameState, this will return a ParsingError, or TooShortResponse depending on the exact error

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pub fn update<R: Borrow<Response>>( &mut self, response: R, ) -> Result<(), SFError>

Updates the players information with the new data received from the server. Any error that is encounters terminates the update process

§Errors

Mainly returns ParsingError if the response does not exactly follow the expected length, type and layout

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pub fn server_time(&self) -> ServerTime

Returns the time of the server. This is just an 8 byte copy behind the scenes, so feel free to NOT cache/optimize calling this in any way

Trait Implementations§

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impl Clone for GameState

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fn clone(&self) -> GameState

Returns a duplicate of the value. Read more
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const fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for GameState

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for GameState

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fn default() -> GameState

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for GameState

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Serialize for GameState

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

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