Struct veloren_world::civ::Civs
source · pub struct Civs {
pub civs: Store<Civ>,
pub places: Store<Place>,
pub pois: Store<PointOfInterest>,
pub tracks: Store<Track>,
pub track_map: DHashMap<Id<Site>, DHashMap<Id<Site>, Id<Track>>>,
pub bridges: DHashMap<Vec2<i32>, (Vec2<i32>, Id<Site>)>,
pub sites: Store<Site>,
pub caves: Store<CaveInfo>,
}
Fields§
§civs: Store<Civ>
§places: Store<Place>
§pois: Store<PointOfInterest>
§tracks: Store<Track>
§track_map: DHashMap<Id<Site>, DHashMap<Id<Site>, Id<Track>>>
We use this hasher (FxHasher64) because (1) we don’t care about DDOS attacks (ruling out SipHash); (2) we care about determinism across computers (ruling out AAHash); (3) we have 8-byte keys (for which FxHash is fastest).
bridges: DHashMap<Vec2<i32>, (Vec2<i32>, Id<Site>)>
§sites: Store<Site>
§caves: Store<CaveInfo>
Implementations§
source§impl Civs
impl Civs
pub fn generate( seed: u32, sim: &mut WorldSim, index: &mut Index, calendar: Option<&Calendar>, report_stage: &dyn Fn(WorldCivStage), ) -> Self
fn generate_caves(&mut self, ctx: &mut GenCtx<'_, impl Rng>)
fn generate_cave( &mut self, ctx: &mut GenCtx<'_, impl Rng>, submerged_cave_chunks: &mut Vec<Vec2<i32>>, )
pub fn place(&self, id: Id<Place>) -> &Place
pub fn sites(&self) -> impl Iterator<Item = &Site> + '_
fn display_info(&self)
sourcepub fn track_between(
&self,
a: Id<Site>,
b: Id<Site>,
) -> Option<(Id<Track>, bool)>
pub fn track_between( &self, a: Id<Site>, b: Id<Site>, ) -> Option<(Id<Track>, bool)>
Return the direct track between two places, bool if the track should be reversed or not
sourcepub fn neighbors(&self, site: Id<Site>) -> impl Iterator<Item = Id<Site>> + '_
pub fn neighbors(&self, site: Id<Site>) -> impl Iterator<Item = Id<Site>> + '_
Return an iterator over a site’s neighbors
sourcefn route_between(
&self,
a: Id<Site>,
b: Id<Site>,
) -> Option<(Path<Id<Site>>, f32)>
fn route_between( &self, a: Id<Site>, b: Id<Site>, ) -> Option<(Path<Id<Site>>, f32)>
Find the cheapest route between two places
fn birth_civ(&mut self, ctx: &mut GenCtx<'_, impl Rng>) -> Option<Id<Civ>>
fn establish_place( &mut self, _ctx: &mut GenCtx<'_, impl Rng>, loc: Vec2<i32>, _area: Range<usize>, ) -> Id<Place>
sourcefn name_biomes(&mut self, ctx: &mut GenCtx<'_, impl Rng>)
fn name_biomes(&mut self, ctx: &mut GenCtx<'_, impl Rng>)
Adds lake POIs and names them
sourcefn name_peaks(&mut self, ctx: &mut GenCtx<'_, impl Rng>)
fn name_peaks(&mut self, ctx: &mut GenCtx<'_, impl Rng>)
Adds mountain POIs and name them
fn establish_site( &mut self, ctx: &mut GenCtx<'_, impl Rng>, loc: Vec2<i32>, site_fn: impl FnOnce(Id<Place>) -> Site, ) -> Id<Site>
fn gnarling_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn adlet_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn haniwa_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn chapel_site_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn mine_site_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn terracotta_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn cultist_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn myrmidon_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn vampire_castle_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn tree_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn castle_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn jungle_ruin_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn town_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn towns(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn pirate_hideout_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn sahagin_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn rock_circle_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn troll_cave_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
fn camp_enemies(&self) -> impl Iterator<Item = Vec2<i32>> + '_
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Civs
impl RefUnwindSafe for Civs
impl Send for Civs
impl Sync for Civs
impl Unpin for Civs
impl UnwindSafe for Civs
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