pub struct LogStateResolver {
pub systems: HashMap<u64, SystemState>,
pub current_system: Option<u64>,
pub current_organic_progress: Option<CurrentOrganicProgress>,
pub current_exploration_data: Vec<ScanEvent>,
pub material_state: MaterialsState,
pub shipyard_state: ShipyardState,
pub touchdown: Option<TouchdownEvent>,
pub carrier_state: Option<CarrierState>,
pub current_loadout: Option<LoadoutEvent>,
pub rank: Option<RankEvent>,
pub reputation: Option<ReputationEvent>,
pub statistics: Option<StatisticsEvent>,
}
Expand description
High level resolver for resolving all log events. This does not however differentiate between multiple commanders, whereas GameStateResolver does.
Fields§
§systems: HashMap<u64, SystemState>
Systems that the player has visited.
current_system: Option<u64>
The system address the player is currently in.
current_organic_progress: Option<CurrentOrganicProgress>
Information about the current exobiology scans the player is performing.
current_exploration_data: Vec<ScanEvent>
List of scans that have been performed since the last time the player has sold data or died.
material_state: MaterialsState
Keeps track of the current materials the player has.
shipyard_state: ShipyardState
Information about the player’s stored ships.
touchdown: Option<TouchdownEvent>
Current touchdown event. Is set back to none when the player lifts off or dies.
carrier_state: Option<CarrierState>
State regarding the player’s carrier if they own one. None
means that the player does
not own one or that their carrier has been scrapped.
current_loadout: Option<LoadoutEvent>
The lastest loadout event fired for the player.
rank: Option<RankEvent>
The lastest rank event fired for the player.
reputation: Option<ReputationEvent>
The lastest reputation event fired for the player.
statistics: Option<StatisticsEvent>
The lastest statistics event fired for the player.