pub struct WeaponDef {
pub ai_id: i32,
pub weapon_def_id: i32,
}
Fields§
§ai_id: i32
§weapon_def_id: i32
Implementations§
Source§impl WeaponDef
impl WeaponDef
pub fn name(&self) -> Result<String, Box<dyn Error>>
pub fn description(&self) -> Result<String, Box<dyn Error>>
pub fn range(&self) -> Result<f32, Box<dyn Error>>
pub fn spray_angle(&self) -> Result<f32, Box<dyn Error>>
pub fn moving_accuracy(&self) -> Result<f32, Box<dyn Error>>
pub fn target_move_error(&self) -> Result<f32, Box<dyn Error>>
pub fn lead_limit(&self) -> Result<f32, Box<dyn Error>>
pub fn lead_bonus(&self) -> Result<f32, Box<dyn Error>>
pub fn predict_boost(&self) -> Result<f32, Box<dyn Error>>
pub fn paralyze_damage_time(&self) -> Result<i32, Box<dyn Error>>
pub fn impulse_factor(&self) -> Result<f32, Box<dyn Error>>
pub fn impulse_boost(&self) -> Result<f32, Box<dyn Error>>
pub fn crater_multiplier(&self) -> Result<f32, Box<dyn Error>>
pub fn crater_boost(&self) -> Result<f32, Box<dyn Error>>
pub fn area_of_effect(&self) -> Result<f32, Box<dyn Error>>
pub fn self_damage(&self) -> Result<bool, Box<dyn Error>>
pub fn fire_starter(&self) -> Result<f32, Box<dyn Error>>
pub fn edge_effectivness(&self) -> Result<f32, Box<dyn Error>>
pub fn size(&self) -> Result<f32, Box<dyn Error>>
pub fn size_growth(&self) -> Result<f32, Box<dyn Error>>
pub fn collision_size(&self) -> Result<f32, Box<dyn Error>>
pub fn salvo_size(&self) -> Result<i32, Box<dyn Error>>
pub fn salvo_delay(&self) -> Result<f32, Box<dyn Error>>
pub fn reload(&self) -> Result<f32, Box<dyn Error>>
pub fn beam_time(&self) -> Result<f32, Box<dyn Error>>
pub fn beam_burst(&self) -> Result<bool, Box<dyn Error>>
pub fn bounce(&self) -> WeaponBounce
pub fn max_angle(&self) -> Result<f32, Box<dyn Error>>
pub fn up_time(&self) -> Result<f32, Box<dyn Error>>
pub fn flight_time(&self) -> Result<i32, Box<dyn Error>>
pub fn cost(&self, resource: Resource) -> Result<f32, Box<dyn Error>>
pub fn projectiles_per_shot(&self) -> Result<i32, Box<dyn Error>>
pub fn turret(&self) -> Result<bool, Box<dyn Error>>
pub fn only_forward(&self) -> Result<bool, Box<dyn Error>>
pub fn fixed_launcher(&self) -> Result<bool, Box<dyn Error>>
pub fn water_weapon(&self) -> Result<bool, Box<dyn Error>>
pub fn fire_submersed(&self) -> Result<bool, Box<dyn Error>>
pub fn sub_missile(&self) -> Result<bool, Box<dyn Error>>
pub fn tracks(&self) -> Result<bool, Box<dyn Error>>
pub fn dropped(&self) -> Result<bool, Box<dyn Error>>
pub fn paralyzer(&self) -> Result<bool, Box<dyn Error>>
pub fn impact_only(&self) -> Result<bool, Box<dyn Error>>
pub fn auto_target(&self) -> Result<bool, Box<dyn Error>>
pub fn manual_fire(&self) -> Result<bool, Box<dyn Error>>
pub fn interceptor(&self) -> Result<bool, Box<dyn Error>>
pub fn targetable(&self) -> Result<bool, Box<dyn Error>>
pub fn stockpileable(&self) -> Result<bool, Box<dyn Error>>
pub fn stockpile_time(&self) -> Result<f32, Box<dyn Error>>
pub fn interceptor_coverage_range(&self) -> Result<f32, Box<dyn Error>>
pub fn intensity(&self) -> Result<f32, Box<dyn Error>>
pub fn duration(&self) -> Result<f32, Box<dyn Error>>
pub fn fall_off_rate(&self) -> Result<f32, Box<dyn Error>>
pub fn sound_trigger(&self) -> Result<bool, Box<dyn Error>>
pub fn self_explode(&self) -> Result<bool, Box<dyn Error>>
pub fn gravity_affected(&self) -> Result<bool, Box<dyn Error>>
pub fn trajectory_height(&self) -> Result<f32, Box<dyn Error>>
pub fn trajectory(&self) -> Result<Trajectory, Box<dyn Error>>
pub fn gravity(&self) -> Result<f32, Box<dyn Error>>
pub fn explode(&self) -> Result<bool, Box<dyn Error>>
pub fn start_velocity(&self) -> Result<f32, Box<dyn Error>>
pub fn max_velocity(&self) -> Result<f32, Box<dyn Error>>
pub fn weapon_acceleration(&self) -> Result<f32, Box<dyn Error>>
pub fn turn_rate(&self) -> Result<f32, Box<dyn Error>>
pub fn projectile_speed(&self) -> Result<f32, Box<dyn Error>>
pub fn explosion_speed(&self) -> Result<f32, Box<dyn Error>>
pub fn wobble(&self) -> Result<f32, Box<dyn Error>>
pub fn dance(&self) -> Result<f32, Box<dyn Error>>
pub fn large_beam_laser(&self) -> Result<bool, Box<dyn Error>>
pub fn shield(&self) -> Result<Option<WeaponShield>, Box<dyn Error>>
pub fn avoid_friendly(&self) -> Result<bool, Box<dyn Error>>
pub fn avoid_feature(&self) -> Result<bool, Box<dyn Error>>
pub fn avoid_neutral(&self) -> Result<bool, Box<dyn Error>>
pub fn target_border(&self) -> Result<f32, Box<dyn Error>>
pub fn cylinder_targetting(&self) -> Result<f32, Box<dyn Error>>
pub fn minimum_intensity(&self) -> Result<f32, Box<dyn Error>>
pub fn height_boost_factor(&self) -> Result<f32, Box<dyn Error>>
pub fn proximity_priority(&self) -> Result<f32, Box<dyn Error>>
pub fn sweep_fire(&self) -> Result<bool, Box<dyn Error>>
pub fn able_to_attack_ground(&self) -> Result<bool, Box<dyn Error>>
pub fn dynamic_damage_exponent(&self) -> Result<f32, Box<dyn Error>>
pub fn dynamic_damage_minimum(&self) -> Result<f32, Box<dyn Error>>
pub fn dynamic_damage_range(&self) -> Result<f32, Box<dyn Error>>
pub fn dynamic_damage_inverted(&self) -> Result<bool, Box<dyn Error>>
pub fn all(&self) -> Result<WeaponDefAll, Box<dyn Error>>
Trait Implementations§
Source§impl<'de> Deserialize<'de> for WeaponDef
impl<'de> Deserialize<'de> for WeaponDef
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
impl Copy for WeaponDef
impl Eq for WeaponDef
impl StructuralPartialEq for WeaponDef
Auto Trait Implementations§
impl Freeze for WeaponDef
impl RefUnwindSafe for WeaponDef
impl Send for WeaponDef
impl Sync for WeaponDef
impl Unpin for WeaponDef
impl UnwindSafe for WeaponDef
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self
from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self
is actually part of its subset T
(and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset
but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self
to the equivalent element of its superset.