Module inner

Source

Modules§

ability
agent
anchor
aura
beam
body
buff
character_state
chat
combo
compass
controller
dialogue
fluid_dynamics
group
inventory
invite
loot_owner
melee
misc
ori
pet
poise
presence
projectile
shockwave
skillset
teleport
visual

Structs§

AbilityItem
ActiveAbilities
Admin
Agent
For use with the builder pattern https://doc.rust-lang.org/1.0.0/style/ownership/builders.html
AllBodies
Metadata intended to be stored per-body, together with data intended to be stored for each species for each body.
Aura
Aura Applies a buff to entities in the radius if meeting conditions set forth in the aura system.
Auras
Component holding all auras emitted by an entity.
Beam
Behavior
Behavior Component
BehaviorCapability
BehaviorState
BodyData
Data representing data generic to the body together with per-species data.
Buff
Actual de/buff. Buff can timeout after some time if time is Some. If time is None, Buff will last indefinitely, until removed manually (by some action, like uncursing).
BuffData
BuffKey
Buffs
Component holding all de/buffs that gets resolved each tick. On each tick, remaining time of buffs get lowered and buff effect of each buff is applied or not, depending on the BuffEffect (specs system will decide based on BuffEffect, to simplify implementation). TODO: Something like once flag for Buff to remove the dependence on BuffEffect enum?
CanBuild
CharacterActivity
Contains information about the visual activity of a character.
Combo
Controller
ControllerInputs
Density
The average density (specific mass) of an entity. Units used for reference is kg/m³
Energy
Energy is represented by u32s within the module, but treated as a float by the rest of the game.
EnteredAuras
Auras affecting an entity
Faction
Player factions are used to coordinate pvp vs hostile factions or segment chat from the world
ForceUpdate
Used to forcefully update the position, velocity, and orientation of the client
FrontendItem
Newtype around Item used for frontend events to prevent it accidentally being used for anything other than frontend events
Group
Hardcore
Heads
Health
Health is represented by u32s within the module, but treated as a float by the rest of the game.
HealthChange
Specifies what and how much changed current health
Immovable
InputAttr
Interactors
Inventory
NOTE: Do not add a PartialEq instance for Inventory; that’s broken!
InventoryUpdate
Item
NOTE: Do not call Item::clone without consulting the core devs! It only exists due to being required for message serialization at the moment, and should not be used for any other purpose.
ItemConfig
ItemDrops
Last
LightAnimation
LightEmitter
LootOwner
MapMarker
Marker on the map, used for sharing waypoint with group and persisting it server side.
Mass
Melee
MeleeConstructor
Ori
Pet
PhysicsState
PickupItem
PidController
PID controllers (Proportional–integral–derivative controllers) are used for automatically adapting nonlinear controls (like buoyancy for balloons) and for damping out oscillations in control feedback loops (like vehicle cruise control). PID controllers can monitor an error signal between a setpoint and a process variable, and use that error to adjust a control variable. A PID controller can only control one variable at a time.
Player
Poise
Poise is represented by u32s within the module, but treated as a float by the rest of the game.
PoiseChange
Pos
Position
PosVelOriDefer
Used to defer writes to Pos/Vel in nested join loops
Presence
PreviousPhysCache
Cache of Velocity (of last tick) * dt (of curent tick) It’s updated and read in physics sys to speed up entity<->entity collisions no need to send it via network
Projectile
ProjectileConstructor
RecipeBook
Scale
Shockwave
ShockwaveHitEntities
SkillGroup
A group of skills that have been unlocked by a player. Each skill group has independent exp and skill points which are used to unlock skills in that skill group.
SkillSet
Contains all of a player’s skill groups and skills. Provides methods for manipulating assigned skills and skill groups including unlocking skills, refunding skills etc.
SpeechBubble
Adds a speech bubble above the character
StateUpdate
Data returned from character behavior fn’s to Character Behavior System.
Stats
StatsModifier
Sticky
Teleporting
Vel
Velocity
VolumeRiders
Waypoint
WaypointArea

Enums§

Ability
AbilityInput
AdminRole
AliasError
Alignment
Anchor
This component exists in order to fix a bug that caused entities such as campfires to duplicate because the chunk was double-loaded. See https://gitlab.com/veloren/veloren/-/merge_requests/1543
AuraChange
Information about whether aura addition or removal was requested. This to implement “on_add” and “on_remove” hooks for auras
AuraKind
AuraKind is what kind of effect an aura applies Currently only buffs are implemented
Body
BuffCategory
De/buff category ID. Similar to BuffKind, but to mark a category (for more generic usage, like positive/negative buffs).
BuffChange
Information about whether buff addition or removal was requested. This to implement “on_add” and “on_remove” hooks for constant buffs.
BuffEffect
Data indicating and configuring behaviour of a de/buff.
BuffKind
De/buff Kind. This is used to determine what effects a buff will have
BuffSource
Source of the de/buff
CharacterAbility
For documentation on individual fields, see the corresponding character state file in ‘common/src/states/’
CharacterAbilityType
A lighter form of character state to pass around as needed for frontend purposes
CharacterState
ChatMode
A player’s current chat mode. These are chat types that can only be sent by the player.
ChatType
List of chat types. Each one is colored differently and has its own icon.
CollectFailedReason
Collider
Content
The type to represent generic localization request, to be sent from server to client and then localized (or internationalized) there.
ControlAction
ControlEvent
DisconnectReason
Fluid
Fluid medium in which the entity exists
Gender
Semantic gender aka body_type
GroupManip
InputKind
InventoryAction
InventoryEvent
InventoryManip
InventoryUpdateEvent
ItemKey
ItemKey should only be used for front-end identification purposes
LocalizationArg
A localisation argument for localised content (see Content::Localized).
MapMarkerChange
MapMarkerUpdate
MeleeConstructorKind
ModifierKind
Object
PoiseState
States to define effects of a poise change
PresenceKind
Skill
Represents a skill that a player can unlock, that either grants them some kind of active ability, or a passive effect etc. Obviously because this is an enum it doesn’t describe what the skill actually -does-, this will be handled by dedicated ECS systems.
SkillGroupKind
SpeechBubbleType
List of chat types for players and NPCs. Each one has its own icon.
Stance
TradingBehavior
UtteranceKind

Constants§

BASE_ABILITY_LIMIT
MAX_ALIAS_LEN

Functions§

is_downed
Returns true if an entity is downed, their character state is Crawl and their death protection has been consumed.
is_downed_or_dead

Type Aliases§

ChatMsg
IsFollower
IsInteractor
IsLeader
IsMount
IsRider
IsVolumeRider
UnresolvedChatMsg