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MissionObjective

Enum MissionObjective 

Source
pub enum MissionObjective {
Show 23 variants ReachSpecifiedDate { year: u32, week: u32, }, ControlNRegionsIncluding { total: u32, regions: Vec<String>, }, ControlNProvincesIncluding { total: u32, provinces: Vec<String>, }, ResearchNTechsOfTypeX { total: u32, categories: Vec<String>, text: Option<String>, }, EarnXAmountFromBuildingWealth { total: u32, }, EarnXAmountFromRaiding { total: u32, }, OwnNUnits { total: u32, naval: bool, }, OwnNProvincesWithCulturalDominance { total: u32, }, ConstructNBuildingsIncluding { total: u32, buildings: Vec<String>, faction: String, }, SubjugateFactions { total: u32, }, MaintainNClientStates { total: u32, }, LootOrSackNDifferentSettlementsIncluding { total: u32, regions: Vec<String>, }, RazeOrSackNDifferentSettlementsIncluding { total: u32, regions: Vec<String>, }, AtLeastXReligionInAllProvinces { total: f32, religion: String, }, ReclaimNDifferentSettlementsIncluding { total: u32, regions: Vec<String>, }, EnsureFactionsHaveNoMilitaryPresence { factions: Vec<String>, }, AtLeastXPublicOrderInProvinces { total: f32, provinces: Vec<String>, }, StayHorde, MaintainNAlliances { total: u32, }, IncomeAtLeastX { income: u32, }, EliminateCharacterInBattle { faction: String, }, ConfederateFactions { total: u32, }, AttainFameLevel { level: u32, },
}
Expand description

An objective of a mission, by its script type. total is the amount the objective asks for.

Variants§

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ReachSpecifiedDate

Reach a date (year, week_of_year).

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§year: u32
§week: u32
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ControlNRegionsIncluding

Control a number of regions among some (region).

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§total: u32
§regions: Vec<String>
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ControlNProvincesIncluding

Control a number of provinces among some (province).

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§total: u32
§provinces: Vec<String>
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ResearchNTechsOfTypeX

Research a number of technologies of some categories (technology_category), with an optional text (override_text).

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§total: u32
§categories: Vec<String>
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EarnXAmountFromBuildingWealth

Earn an amount of money from buildings.

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§total: u32
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EarnXAmountFromRaiding

Earn an amount of money from raiding.

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§total: u32
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OwnNUnits

Own a number of units (OWN_N_UNITS), or of naval units (OWN_N_NAVAL_UNITS).

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§total: u32
§naval: bool
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OwnNProvincesWithCulturalDominance

Own a number of provinces where the faction’s culture dominates.

Fields

§total: u32
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ConstructNBuildingsIncluding

Construct a number of buildings among some (building_level), for a faction.

Fields

§total: u32
§buildings: Vec<String>
§faction: String
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SubjugateFactions

Subjugate a number of factions.

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§total: u32
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MaintainNClientStates

Keep a number of client states.

Fields

§total: u32
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LootOrSackNDifferentSettlementsIncluding

Loot or sack a number of settlements (region lists some; the game doesn’t keep them).

Fields

§total: u32
§regions: Vec<String>
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RazeOrSackNDifferentSettlementsIncluding

Raze or sack a number of settlements (region lists some; the game doesn’t keep them).

Fields

§total: u32
§regions: Vec<String>
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AtLeastXReligionInAllProvinces

Have a religion at a percentage in every province.

Fields

§total: f32
§religion: String
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ReclaimNDifferentSettlementsIncluding

Reclaim a number of settlements among some (region).

Fields

§total: u32
§regions: Vec<String>
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EnsureFactionsHaveNoMilitaryPresence

Leave some factions (faction) without armies.

Fields

§factions: Vec<String>
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AtLeastXPublicOrderInProvinces

Have public order at a level in some provinces (province).

Fields

§total: f32
§provinces: Vec<String>
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StayHorde

Stay a horde.

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MaintainNAlliances

Keep a number of alliances.

Fields

§total: u32
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IncomeAtLeastX

Have an income of at least an amount (income).

Fields

§income: u32
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EliminateCharacterInBattle

Kill a faction’s leader in battle (faction).

Fields

§faction: String
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ConfederateFactions

Confederate a number of factions.

Fields

§total: u32
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AttainFameLevel

Reach a fame level (fame_level).

Fields

§level: u32

Implementations§

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impl MissionObjective

Source

pub fn statements(&self) -> Vec<(&'static str, String)>

Returns the statements of the objective’s script block, as (key, value) pairs in the order Self::from_item reads them.

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pub fn type_key(&self) -> &'static str

Returns the script key of the objective’s type.

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pub fn from_item(item: &ScriptItem) -> Result<Self>

Reads an objective from its script block.

§Errors

Returns an error if the objective’s type is unsupported, or a value it needs is missing or malformed.

Trait Implementations§

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impl Clone for MissionObjective

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fn clone(&self) -> MissionObjective

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for MissionObjective

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl PartialEq for MissionObjective

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fn eq(&self, other: &MissionObjective) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for MissionObjective

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