Struct veloren_world::site2::Site
source · 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>>,
}
Fields§
§origin: Vec2<i32>
§name: String
§tiles: TileGrid
§plots: Store<Plot>
§plazas: Vec<Id<Plot>>
§roads: Vec<Id<Plot>>
Implementations§
source§impl Site
impl Site
pub fn radius(&self) -> f32
pub fn spawn_rules(&self, wpos: Vec2<i32>) -> SpawnRules
pub fn bounds(&self) -> Aabr<i32>
pub fn plot(&self, id: Id<Plot>) -> &Plot
pub fn plots(&self) -> impl ExactSizeIterator<Item = &Plot> + '_
pub fn plazas(&self) -> impl ExactSizeIterator<Item = Id<Plot>> + '_
pub fn create_plot(&mut self, plot: Plot) -> Id<Plot>
pub fn blit_aabr(&mut self, aabr: Aabr<i32>, tile: Tile)
pub fn create_road( &mut self, land: &Land<'_>, rng: &mut impl Rng, a: Vec2<i32>, b: Vec2<i32>, w: u16 ) -> Option<Id<Plot>>
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>)>
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>)>
pub fn make_plaza( &mut self, land: &Land<'_>, rng: &mut impl Rng ) -> Option<Id<Plot>>
pub fn demarcate_obstacles(&mut self, land: &Land<'_>)
pub fn name(&self) -> &str
pub fn dungeon_difficulty(&self) -> Option<u32>
pub fn generate_dungeon( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_mine( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_citadel( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_gnarling( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_adlet( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32>, index: IndexRef<'_> ) -> Self
pub fn generate_terracotta( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_giant_tree( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_city( land: &Land<'_>, index: IndexRef<'_>, rng: &mut impl Rng, origin: Vec2<i32>, size: f32, calendar: Option<&Calendar> ) -> Self
pub fn generate_cliff_town( land: &Land<'_>, index: IndexRef<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_savannah_pit( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_coastal_town( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_desert_city( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_haniwa( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_chapel_site( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_pirate_hideout( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_jungle_ruin( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_rock_circle( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_troll_cave( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_camp( land: &Land<'_>, rng: &mut impl Rng, origin: Vec2<i32> ) -> Self
pub fn generate_bridge( land: &Land<'_>, index: IndexRef<'_>, rng: &mut impl Rng, start: Vec2<i32>, end: Vec2<i32> ) -> Self
pub fn wpos_tile_pos(&self, wpos2d: Vec2<i32>) -> Vec2<i32>
pub fn wpos_tile(&self, wpos2d: Vec2<i32>) -> &Tile
pub fn tile_wpos(&self, tile: Vec2<i32>) -> Vec2<i32>
pub fn tile_center_wpos(&self, tile: Vec2<i32>) -> Vec2<i32>
pub fn render_tile( &self, canvas: &mut Canvas<'_>, dynamic_rng: &mut impl Rng, tpos: Vec2<i32> )
pub fn render(&self, canvas: &mut Canvas<'_>, dynamic_rng: &mut impl Rng)
pub fn apply_supplement( &self, dynamic_rng: &mut impl Rng, wpos2d: Vec2<i32>, supplement: &mut ChunkSupplement )
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impl RefUnwindSafe for Site
impl Send for Site
impl Sync for Site
impl Unpin for Site
impl UnwindSafe for Site
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