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Properties

Struct Properties 

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pub struct Properties { /* private fields */ }
Expand description

Building and entity properties controlling behavior and rendering.

This structure contains a comprehensive set of properties that define how buildings and entities behave in the game, including damage states, AI interactions, rendering settings, and strategic importance.

§Property Categories

§State Properties

  • building_id: Unique identifier for the building
  • starting_damage_unary: Initial damage level (0.0 = undamaged, 1.0 = destroyed)
  • on_fire: Whether the building starts on fire
  • start_disabled: Whether the building starts in disabled state

§Gameplay Properties

  • weak_point: Whether this is a weak point for siege battles
  • ai_breachable: Whether AI can breach through this building
  • indestructible: Whether the building cannot be destroyed
  • dockable: Whether siege engines can dock at this building
  • toggleable: Whether the building can be toggled on/off

§Rendering Properties

  • lite: Use simplified rendering (lower detail)
  • clamp_to_surface: Clamp building position to terrain surface
  • cast_shadows: Whether the building casts shadows
  • include_in_fog: Whether the building is affected by fog of war
  • tint_inherit_from_parent: Inherit color tint from parent entity

§Strategic Properties

  • key_building: Whether this is a key strategic building
  • key_building_use_fort: Whether key building uses fort mechanics
  • settlement_level_configurable: Whether properties vary by settlement level

§Miscellaneous

  • dont_merge_building: Prevent building mesh merging optimization
  • is_prop_in_outfield: Whether this prop is in the outfield area
  • hide_tooltip: Hide tooltip UI for this building

§Example

use rpfm_lib::files::bmd::common::properties::Properties;

let mut props = Properties::default();
props.set_serialise_version(11);
props.set_building_id("main_gate".to_string());
props.set_indestructible(false);
props.set_weak_point(true);
props.set_starting_damage_unary(0.0);

Implementations§

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impl Properties

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pub fn serialise_version(&self) -> &u16

Format version number (4, 6, 7, or 11).

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pub fn building_id(&self) -> &String

Unique identifier for this building.

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pub fn starting_damage_unary(&self) -> &f32

Initial damage level (0.0 = undamaged, 1.0 = destroyed).

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pub fn on_fire(&self) -> &bool

Whether the building starts on fire.

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pub fn start_disabled(&self) -> &bool

Whether the building starts in disabled state.

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pub fn weak_point(&self) -> &bool

Whether this is a weak point for siege battles.

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pub fn ai_breachable(&self) -> &bool

Whether AI can breach through this building.

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pub fn indestructible(&self) -> &bool

Whether the building cannot be destroyed.

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pub fn dockable(&self) -> &bool

Whether siege engines can dock at this building.

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pub fn toggleable(&self) -> &bool

Whether the building can be toggled on/off.

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pub fn lite(&self) -> &bool

Use simplified rendering (lower detail).

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pub fn clamp_to_surface(&self) -> &bool

Clamp building position to terrain surface.

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pub fn cast_shadows(&self) -> &bool

Whether the building casts shadows.

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pub fn dont_merge_building(&self) -> &bool

Prevent building mesh merging optimization.

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pub fn key_building(&self) -> &bool

Whether this is a key strategic building.

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pub fn key_building_use_fort(&self) -> &bool

Whether key building uses fort mechanics.

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pub fn is_prop_in_outfield(&self) -> &bool

Whether this prop is in the outfield area.

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pub fn settlement_level_configurable(&self) -> &bool

Whether properties vary by settlement level.

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pub fn hide_tooltip(&self) -> &bool

Hide tooltip UI for this building.

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pub fn include_in_fog(&self) -> &bool

Whether the building is affected by fog of war.

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pub fn tint_inherit_from_parent(&self) -> &bool

Inherit color tint from parent entity.

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impl Properties

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pub fn serialise_version_mut(&mut self) -> &mut u16

Format version number (4, 6, 7, or 11).

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pub fn building_id_mut(&mut self) -> &mut String

Unique identifier for this building.

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pub fn starting_damage_unary_mut(&mut self) -> &mut f32

Initial damage level (0.0 = undamaged, 1.0 = destroyed).

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pub fn on_fire_mut(&mut self) -> &mut bool

Whether the building starts on fire.

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pub fn start_disabled_mut(&mut self) -> &mut bool

Whether the building starts in disabled state.

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pub fn weak_point_mut(&mut self) -> &mut bool

Whether this is a weak point for siege battles.

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pub fn ai_breachable_mut(&mut self) -> &mut bool

Whether AI can breach through this building.

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pub fn indestructible_mut(&mut self) -> &mut bool

Whether the building cannot be destroyed.

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pub fn dockable_mut(&mut self) -> &mut bool

Whether siege engines can dock at this building.

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pub fn toggleable_mut(&mut self) -> &mut bool

Whether the building can be toggled on/off.

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pub fn lite_mut(&mut self) -> &mut bool

Use simplified rendering (lower detail).

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pub fn clamp_to_surface_mut(&mut self) -> &mut bool

Clamp building position to terrain surface.

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pub fn cast_shadows_mut(&mut self) -> &mut bool

Whether the building casts shadows.

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pub fn dont_merge_building_mut(&mut self) -> &mut bool

Prevent building mesh merging optimization.

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pub fn key_building_mut(&mut self) -> &mut bool

Whether this is a key strategic building.

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pub fn key_building_use_fort_mut(&mut self) -> &mut bool

Whether key building uses fort mechanics.

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pub fn is_prop_in_outfield_mut(&mut self) -> &mut bool

Whether this prop is in the outfield area.

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pub fn settlement_level_configurable_mut(&mut self) -> &mut bool

Whether properties vary by settlement level.

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pub fn hide_tooltip_mut(&mut self) -> &mut bool

Hide tooltip UI for this building.

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pub fn include_in_fog_mut(&mut self) -> &mut bool

Whether the building is affected by fog of war.

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pub fn tint_inherit_from_parent_mut(&mut self) -> &mut bool

Inherit color tint from parent entity.

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impl Properties

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pub fn set_serialise_version(&mut self, val: u16) -> &mut Self

Format version number (4, 6, 7, or 11).

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pub fn set_building_id(&mut self, val: String) -> &mut Self

Unique identifier for this building.

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pub fn set_starting_damage_unary(&mut self, val: f32) -> &mut Self

Initial damage level (0.0 = undamaged, 1.0 = destroyed).

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pub fn set_on_fire(&mut self, val: bool) -> &mut Self

Whether the building starts on fire.

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pub fn set_start_disabled(&mut self, val: bool) -> &mut Self

Whether the building starts in disabled state.

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pub fn set_weak_point(&mut self, val: bool) -> &mut Self

Whether this is a weak point for siege battles.

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pub fn set_ai_breachable(&mut self, val: bool) -> &mut Self

Whether AI can breach through this building.

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pub fn set_indestructible(&mut self, val: bool) -> &mut Self

Whether the building cannot be destroyed.

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pub fn set_dockable(&mut self, val: bool) -> &mut Self

Whether siege engines can dock at this building.

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pub fn set_toggleable(&mut self, val: bool) -> &mut Self

Whether the building can be toggled on/off.

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pub fn set_lite(&mut self, val: bool) -> &mut Self

Use simplified rendering (lower detail).

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pub fn set_clamp_to_surface(&mut self, val: bool) -> &mut Self

Clamp building position to terrain surface.

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pub fn set_cast_shadows(&mut self, val: bool) -> &mut Self

Whether the building casts shadows.

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pub fn set_dont_merge_building(&mut self, val: bool) -> &mut Self

Prevent building mesh merging optimization.

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pub fn set_key_building(&mut self, val: bool) -> &mut Self

Whether this is a key strategic building.

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pub fn set_key_building_use_fort(&mut self, val: bool) -> &mut Self

Whether key building uses fort mechanics.

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pub fn set_is_prop_in_outfield(&mut self, val: bool) -> &mut Self

Whether this prop is in the outfield area.

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pub fn set_settlement_level_configurable(&mut self, val: bool) -> &mut Self

Whether properties vary by settlement level.

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pub fn set_hide_tooltip(&mut self, val: bool) -> &mut Self

Hide tooltip UI for this building.

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pub fn set_include_in_fog(&mut self, val: bool) -> &mut Self

Whether the building is affected by fog of war.

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pub fn set_tint_inherit_from_parent(&mut self, val: bool) -> &mut Self

Inherit color tint from parent entity.

Trait Implementations§

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impl Clone for Properties

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fn clone(&self) -> Properties

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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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 Decodeable for Properties

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fn decode<R: ReadBytes>( data: &mut R, extra_data: &Option<DecodeableExtraData<'_>>, ) -> Result<Self>

Decodes binary data into the implementing type. Read more
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impl Default for Properties

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fn default() -> Properties

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for Properties

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl Encodeable for Properties

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fn encode<W: WriteBytes>( &mut self, buffer: &mut W, extra_data: &Option<EncodeableExtraData<'_>>, ) -> Result<()>

Encodes the implementing type into binary data. Read more
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impl PartialEq for Properties

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

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for Properties

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for Properties

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impl<T> Any for T
where T: 'static + ?Sized,

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Gets the TypeId of self. Read more
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where T: ?Sized,

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Immutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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Calls U::from(self).

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Converts self into a Left variant of Either<Self, Self> if into_left is true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
where F: FnOnce(&Self) -> bool,

Converts self into a Left variant of Either<Self, Self> if into_left(&self) returns true. Converts self into a Right variant of Either<Self, Self> otherwise. Read more
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impl<T> Pointable for T

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const ALIGN: usize

The alignment of pointer.
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type Init = T

The type for initializers.
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unsafe fn init(init: <T as Pointable>::Init) -> usize

Initializes a with the given initializer. Read more
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