Struct veloren_world::site2::Site

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pub struct Site {
    pub origin: Vec2<i32>,
    name: String,
    pub tiles: TileGrid,
    pub plots: Store<Plot>,
    pub plazas: Vec<Id<Plot>>,
    pub roads: Vec<Id<Plot>>,
}

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§origin: Vec2<i32>§name: String§tiles: TileGrid§plots: Store<Plot>§plazas: Vec<Id<Plot>>§roads: Vec<Id<Plot>>

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impl Site

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pub fn radius(&self) -> f32

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pub fn spawn_rules(&self, wpos: Vec2<i32>) -> SpawnRules

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pub fn bounds(&self) -> Aabr<i32>

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pub fn plot(&self, id: Id<Plot>) -> &Plot

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pub fn plots(&self) -> impl ExactSizeIterator<Item = &Plot> + '_

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pub fn plazas(&self) -> impl ExactSizeIterator<Item = Id<Plot>> + '_

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pub fn create_plot(&mut self, plot: Plot) -> Id<Plot>

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pub fn blit_aabr(&mut self, aabr: Aabr<i32>, tile: Tile)

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pub fn create_road( &mut self, land: &Land<'_>, rng: &mut impl Rng, a: Vec2<i32>, b: Vec2<i32>, w: u16, ) -> Option<Id<Plot>>

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pub fn find_aabr( &mut self, search_pos: Vec2<i32>, area_range: Range<u32>, min_dims: Extent2<u32>, ) -> Option<(Aabr<i32>, Vec2<i32>, Vec2<i32>)>

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pub fn find_roadside_aabr( &mut self, rng: &mut impl Rng, area_range: Range<u32>, min_dims: Extent2<u32>, ) -> Option<(Aabr<i32>, Vec2<i32>, Vec2<i32>)>

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pub fn find_rural_aabr( &mut self, rng: &mut impl Rng, area_range: Range<u32>, min_dims: Extent2<u32>, ) -> Option<(Aabr<i32>, Vec2<i32>, Vec2<i32>)>

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pub fn make_plaza( &mut self, land: &Land<'_>, rng: &mut impl Rng, ) -> Option<Id<Plot>>

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pub fn demarcate_obstacles(&mut self, land: &Land<'_>)

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pub fn name(&self) -> &str

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pub fn generate_mine( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_citadel( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_gnarling( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_adlet( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, index: IndexRef<'_>, ) -> Self

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pub fn generate_terracotta( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_myrmidon( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_giant_tree( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_city( land: &Land<'_>, index: IndexRef<'_>, rng: &mut impl Rng, origin: Vec2<i32>, size: f32, calendar: Option<&Calendar>, ) -> Self

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pub fn generate_glider_course( land: &Land<'_>, _index: IndexRef<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_cliff_town( land: &Land<'_>, index: IndexRef<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_savannah_town( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_coastal_town( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_desert_city( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_farm( is_desert: bool, rng: &mut impl Rng, site: &mut Site, land: &Land<'_>, )

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pub fn generate_haniwa( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_chapel_site( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_pirate_hideout( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_jungle_ruin( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_rock_circle( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_troll_cave( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_camp( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_cultist( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_sahagin( land: &Land<'_>, index: IndexRef<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_vampire_castle( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, ) -> Self

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pub fn generate_bridge( land: &Land<'_>, index: IndexRef<'_>, rng: &mut impl Rng, start: Vec2<i32>, end: Vec2<i32>, ) -> Self

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pub fn wpos_tile_pos(&self, wpos2d: Vec2<i32>) -> Vec2<i32>

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pub fn wpos_tile(&self, wpos2d: Vec2<i32>) -> &Tile

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pub fn tile_wpos(&self, tile: Vec2<i32>) -> Vec2<i32>

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pub fn tile_center_wpos(&self, tile: Vec2<i32>) -> Vec2<i32>

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pub fn render_tile( &self, canvas: &mut Canvas<'_>, dynamic_rng: &mut impl Rng, tpos: Vec2<i32>, )

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pub fn render(&self, canvas: &mut Canvas<'_>, dynamic_rng: &mut impl Rng)

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pub fn apply_supplement( &self, dynamic_rng: &mut impl Rng, wpos2d: Vec2<i32>, supplement: &mut ChunkSupplement, )

Trait Implementations§

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impl Default for Site

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fn default() -> Site

Returns the “default value” for a type. Read more

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impl Freeze for Site

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impl RefUnwindSafe for Site

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impl Send for Site

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impl Sync for Site

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impl Unpin for Site

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impl UnwindSafe for Site

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