Enum veloren_common::outcome::Outcome

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pub enum Outcome {
Show 44 variants Explosion { pos: Vec3<f32>, power: f32, radius: f32, is_attack: bool, reagent: Option<Reagent>, }, Lightning { pos: Vec3<f32>, }, ProjectileShot { pos: Vec3<f32>, body: Body, vel: Vec3<f32>, }, ProjectileHit { pos: Vec3<f32>, body: Body, vel: Vec3<f32>, source: Option<Uid>, target: Option<Uid>, }, Beam { pos: Vec3<f32>, specifier: FrontendSpecifier, }, ExpChange { uid: Uid, exp: u32, xp_pools: HashSet<SkillGroupKind>, }, SkillPointGain { uid: Uid, skill_tree: SkillGroupKind, total_points: u16, }, ComboChange { uid: Uid, combo: u32, }, BreakBlock { pos: Vec3<i32>, tool: Option<ToolKind>, color: Option<Rgb<u8>>, }, DamagedBlock { pos: Vec3<i32>, tool: Option<ToolKind>, stage_changed: bool, }, SummonedCreature { pos: Vec3<f32>, body: Body, }, HealthChange { pos: Vec3<f32>, info: HealthChangeInfo, }, Death { pos: Vec3<f32>, }, Block { pos: Vec3<f32>, parry: bool, uid: Uid, }, PoiseChange { pos: Vec3<f32>, state: PoiseState, }, GroundSlam { pos: Vec3<f32>, }, IceSpikes { pos: Vec3<f32>, }, IceCrack { pos: Vec3<f32>, }, FlashFreeze { pos: Vec3<f32>, }, Steam { pos: Vec3<f32>, }, LaserBeam { pos: Vec3<f32>, }, CyclopsCharge { pos: Vec3<f32>, }, FlamethrowerCharge { pos: Vec3<f32>, }, FuseCharge { pos: Vec3<f32>, }, TerracottaStatueCharge { pos: Vec3<f32>, }, SurpriseEgg { pos: Vec3<f32>, }, Utterance { pos: Vec3<f32>, body: Body, kind: UtteranceKind, }, Glider { pos: Vec3<f32>, wielded: bool, }, SpriteDelete { pos: Vec3<i32>, sprite: SpriteKind, }, SpriteUnlocked { pos: Vec3<i32>, }, FailedSpriteUnlock { pos: Vec3<i32>, }, Whoosh { pos: Vec3<f32>, }, Swoosh { pos: Vec3<f32>, }, Slash { pos: Vec3<f32>, }, FireShockwave { pos: Vec3<f32>, }, GroundDig { pos: Vec3<f32>, }, PortalActivated { pos: Vec3<f32>, }, TeleportedByPortal { pos: Vec3<f32>, }, FromTheAshes { pos: Vec3<f32>, }, ClayGolemDash { pos: Vec3<f32>, }, Bleep { pos: Vec3<f32>, }, Charge { pos: Vec3<f32>, }, HeadLost { uid: Uid, head: usize, }, Splash { vel: Vec3<f32>, pos: Vec3<f32>, mass: f32, kind: LiquidKind, },
}
Expand description

An outcome represents the final result of an instantaneous event. It implies that said event has already occurred. It is not a request for that event to occur, nor is it something that may be cancelled or otherwise altered. Its primary purpose is to act as something for frontends (both server and client) to listen to in order to receive feedback about events in the world.

Variants§

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Explosion

Fields

§pos: Vec3<f32>
§power: f32
§radius: f32
§is_attack: bool
§reagent: Option<Reagent>
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Lightning

Fields

§pos: Vec3<f32>
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ProjectileShot

Fields

§pos: Vec3<f32>
§body: Body
§vel: Vec3<f32>
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ProjectileHit

Fields

§pos: Vec3<f32>
§body: Body
§vel: Vec3<f32>
§source: Option<Uid>
§target: Option<Uid>
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Beam

Fields

§pos: Vec3<f32>
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ExpChange

Fields

§uid: Uid
§exp: u32
§xp_pools: HashSet<SkillGroupKind>
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SkillPointGain

Fields

§uid: Uid
§skill_tree: SkillGroupKind
§total_points: u16
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ComboChange

Fields

§uid: Uid
§combo: u32
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BreakBlock

Fields

§pos: Vec3<i32>
§color: Option<Rgb<u8>>
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DamagedBlock

Fields

§pos: Vec3<i32>
§stage_changed: bool
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SummonedCreature

Fields

§pos: Vec3<f32>
§body: Body
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HealthChange

Fields

§pos: Vec3<f32>
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Death

Fields

§pos: Vec3<f32>
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Block

Fields

§pos: Vec3<f32>
§parry: bool
§uid: Uid
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PoiseChange

Fields

§pos: Vec3<f32>
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GroundSlam

Fields

§pos: Vec3<f32>
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IceSpikes

Fields

§pos: Vec3<f32>
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IceCrack

Fields

§pos: Vec3<f32>
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FlashFreeze

Fields

§pos: Vec3<f32>
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Steam

Fields

§pos: Vec3<f32>
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LaserBeam

Fields

§pos: Vec3<f32>
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CyclopsCharge

Fields

§pos: Vec3<f32>
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FlamethrowerCharge

Fields

§pos: Vec3<f32>
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FuseCharge

Fields

§pos: Vec3<f32>
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TerracottaStatueCharge

Fields

§pos: Vec3<f32>
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SurpriseEgg

Fields

§pos: Vec3<f32>
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Utterance

Fields

§pos: Vec3<f32>
§body: Body
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Glider

Fields

§pos: Vec3<f32>
§wielded: bool
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SpriteDelete

Fields

§pos: Vec3<i32>
§sprite: SpriteKind
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SpriteUnlocked

Fields

§pos: Vec3<i32>
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FailedSpriteUnlock

Fields

§pos: Vec3<i32>
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Whoosh

Fields

§pos: Vec3<f32>
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Swoosh

Fields

§pos: Vec3<f32>
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Slash

Fields

§pos: Vec3<f32>
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FireShockwave

Fields

§pos: Vec3<f32>
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GroundDig

Fields

§pos: Vec3<f32>
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PortalActivated

Fields

§pos: Vec3<f32>
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TeleportedByPortal

Fields

§pos: Vec3<f32>
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FromTheAshes

Fields

§pos: Vec3<f32>
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ClayGolemDash

Fields

§pos: Vec3<f32>
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Bleep

Fields

§pos: Vec3<f32>
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Charge

Fields

§pos: Vec3<f32>
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HeadLost

Fields

§uid: Uid
§head: usize
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Splash

Fields

§vel: Vec3<f32>
§pos: Vec3<f32>
§mass: f32

Implementations§

Trait Implementations§

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impl Clone for Outcome

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fn clone(&self) -> Outcome

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

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

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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<'de> Deserialize<'de> for Outcome

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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 Outcome

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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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impl VariantNames for Outcome

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const VARIANTS: &'static [&'static str] = _

Names of the variants of this enum

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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default unsafe fn clone_to_uninit(&self, dst: *mut T)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dst. Read more
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type Data = C

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type Error = Infallible

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Convert this data type into serializable form (Data) using entity to marker mapping function
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Returns the argument unchanged.

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const ALIGN: usize = _

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