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Functions2,421 in github.com/DomWilliams0/name-needed

↓ 3 callersMethoddebug_add_quad
(&mut self, points: [WorldPoint; 4], color: Color)
game/simulation/src/render/renderer.rs:51
↓ 3 callersMethoddebug_add_square_around
(&mut self, centre: WorldPoint, radius: f32, color: Color)
game/simulation/src/render/renderer.rs:100
↓ 3 callersMethoddimensions
(&self)
shared/grid/src/dynamic.rs:80
↓ 3 callersMethodelapsed
(&self, current: Tick)
game/simulation/src/event/timer.rs:26
↓ 3 callersMethodequip
( &self, ctx: &ActivityContext, item: Entity, extra_hands: u16, )
game/simulation/src/activity/subactivity/equip.rs:78
↓ 3 callersMethodevaluate
(&self, x: NormalizedFloat)
game/ai/src/consideration.rs:74
↓ 3 callersMethodexpect_mut
(&mut self)
game/world/src/chunk/slab.rs:78
↓ 3 callersMethodfill
(&mut self, block: B)
game/world/src/chunk/slice.rs:155
↓ 3 callersMethodfind_accessible_block
TODO use an enum for the slice range rather than Options
game/world/src/chunk/terrain.rs:628
↓ 3 callersMethodfind_component
(&self, name: &str)
game/simulation/src/definitions/loader/step3_construction.rs:52
↓ 3 callersMethodfind_hauling_slot_range
Finds range of empty slots to fit the number of extra hands
game/simulation/src/item/inventory/component.rs:126
↓ 3 callersMethodfind_job
(&self, handle: SocietyJobHandle)
game/simulation/src/society/job/list.rs:229
↓ 3 callersMethodfind_path_with_goal
( &self, from: WorldPosition, to: WorldPosition, goal: SearchGoal, )
game/world/src/world.rs:191
↓ 3 callersFunctionflatten_coords
(block: SliceBlock)
game/world/src/chunk/slice.rs:213
↓ 3 callersFunctionfor_tests
()
shared/logging/src/tests.rs:12
↓ 3 callersMethodforce_activity
(&mut self, slave: Entity, action: AiAction)
game/simulation/src/dev.rs:291
↓ 3 callersMethodforwards
(&self)
game/simulation/src/transform.rs:122
↓ 3 callersFunctionget_edge
(graph: &AreaGraph, from: WorldArea, to: WorldArea)
game/world/src/navigation/area_navigation.rs:330
↓ 3 callersMethodget_or_create_region
(&self, region: RegionLocation)
game/procgen/src/planet.rs:373
↓ 3 callersMethodget_slab
(&self, slab: impl Into<SlabIndex>)
shared/unit/src/world/chunk_location.rs:13
↓ 3 callersMethodget_string
(&mut self, key: &str)
game/simulation/src/ecs/component.rs:143
↓ 3 callersMethodhandle
(&self)
game/simulation/src/society/job/job.rs:167
↓ 3 callersMethodindex_mut
(&mut self, index: I)
game/world/src/chunk/slice.rs:200
↓ 3 callersMethodindices
(&self)
shared/grid/src/grid_impl.rs:23
↓ 3 callersMethodinsert_item
Frees up enough equip slots by pushing them into containers, then fills equip slots with the given item, returning true if it worked on_move: callbac
game/simulation/src/item/inventory/component.rs:300
↓ 3 callersMethodinto_block
(self, z: GlobalSliceIndex)
game/procgen/src/region/unit.rs:149
↓ 3 callersMethodinto_world_area
(self, chunk_pos: ChunkLocation)
game/world/src/navigation/mod.rs:76
↓ 3 callersMethodis_boundary_empty
(&self)
game/procgen/src/region/feature.rs:275
↓ 3 callersMethodis_destructive_for
doer is the living entity interesting in this one, e.g. the hauler, the eater
game/simulation/src/event/subscription.rs:163
↓ 3 callersMethoditer
(&self)
game/simulation/src/ecs/component.rs:155
↓ 3 callersMethoditer
(&self)
shared/grid/src/dynamic.rs:88
↓ 3 callersMethoditer_coords_with_z_range_mut
( &mut self, z_range: CoordRange, )
shared/grid/src/dynamic.rs:109
↓ 3 callersMethoditer_individual_layers_mut
Each land layer followed by high air
game/procgen/src/climate.rs:76
↓ 3 callersMethoditer_layer
(&self, layer: AirLayer)
game/procgen/src/climate.rs:67
↓ 3 callersMethoditer_layer_mut
(&mut self, layer: AirLayer)
game/procgen/src/climate.rs:71
↓ 3 callersMethodkeys
(&self)
game/simulation/src/ecs/component.rs:147
↓ 3 callersMethodload
(&self)
shared/config/src/load.rs:144
↓ 3 callersMethodload_notifications
(&self)
game/world/src/world.rs:362
↓ 3 callersMethodmaintain
(&mut self, current: Tick)
game/simulation/src/event/timer.rs:42
↓ 3 callersFunctionmake_collision_mesh
Based off this[0] and its insane javascript implementation[1]. An attempt was made to make it more idiomatic and less dense but it stops working in su
game/world/src/mesh.rs:182
↓ 3 callersMethodmax_dimension
(&self)
game/simulation/src/transform.rs:145
↓ 3 callersMethodmodify_y
Panics if new value is not finite
shared/unit/src/world/world_point.rs:130
↓ 3 callersMethodname
(&self)
game/simulation/src/society/society.rs:31
↓ 3 callersMethodnew_human
(&self, pos: EntityPosition)
testing/src/helpers.rs:12
↓ 3 callersMethodparent
(&self)
game/simulation/src/definitions/loader/step1_deserialization.rs:59
↓ 3 callersFunctionrandom_walkable_pos
(world: &InnerWorldRef)
renderer/main/src/scenarios.rs:345
↓ 3 callersMethodrange
Inclusive range
game/world/src/chunk/double_sided_vec.rs:126
↓ 3 callersMethodrange
(&self)
game/simulation/src/input/system.rs:472
↓ 3 callersMethodraw_terrain
(&self)
game/world/src/chunk/terrain.rs:147
↓ 3 callersMethodraw_terrain_mut
(&mut self)
game/world/src/chunk/terrain.rs:151
↓ 3 callersMethodremove
(&mut self, entity: Entity)
game/simulation/src/item/inventory/container.rs:108
↓ 3 callersMethodrequest_slabs_with_count
TODO add more efficient version that takes chunk+multiple slabs Must be sorted by chunk then by ascending slab (debug asserted). All slabs are loaded
game/world/src/loader/loading.rs:86
↓ 3 callersMethodresolve_and_cast
( self, societies: &Societies, do_this: impl FnOnce(&J) -> R, )
game/simulation/src/society/job/list.rs:64
↓ 3 callersMethodround
(&self)
shared/unit/src/world/world_point.rs:78
↓ 3 callersMethodsample_wrapped_normalized
Produces seamlessly wrapping noise scaled from 0-1 by limits of this generator
game/procgen/src/biome.rs:361
↓ 3 callersMethodsearch
(&self, filter: &ItemFilter, world: &W)
game/simulation/src/item/inventory/component.rs:353
↓ 3 callersMethodset
(&mut self, proportion: NormalizedFloat)
game/simulation/src/item/condition.rs:34
↓ 3 callersMethodset_block
Panics if block position is invalid for the chunk. Will create slabs as necessary
game/world/src/chunk/builder.rs:37
↓ 3 callersMethodsingle_tile
(&self)
game/simulation/src/input/system.rs:476
↓ 3 callersMethodsize
(self)
renderer/engine/src/render/sdl/gl/vertex.rs:69
↓ 3 callersMethodslab_mut
Cow-copies the slab if not already the exclusive holder
game/world/src/chunk/terrain.rs:191
↓ 3 callersMethodslice_unsigned
(&self)
shared/unit/src/world/slice_index.rs:123
↓ 3 callersMethodslices_from_bottom
(&self)
game/world/src/chunk/terrain.rs:225
↓ 3 callersMethodterrain
(&mut self)
game/world/src/chunk/builder.rs:26
↓ 3 callersFunctiontest_world_timeout
()
game/world/src/world.rs:1130
↓ 3 callersMethodto_world_point
(self, chunk_pos: P)
shared/unit/src/world/block_position.rs:38
↓ 3 callersMethodui
(&self)
renderer/engine/src/render/sdl/ui/context.rs:62
↓ 3 callersMethodunflatten_index
(&self, index: usize)
shared/grid/src/dynamic.rs:35
↓ 3 callersFunctionunreachable_debug
()
game/procgen/src/region/feature.rs:631
↓ 3 callersMethodunsubscribe
(&mut self, subscriber: Entity, unsubscription: EntityEventSubscription)
game/simulation/src/event/queue.rs:95
↓ 3 callersMethodunsubscribe_all
(&mut self, subscriber: Entity)
game/simulation/src/event/queue.rs:76
↓ 3 callersMethodupdate_makeup
(&mut self, world: &InnerWorldRef)
game/simulation/src/input/system.rs:454
↓ 3 callersMethodupdate_value
(&mut self)
shared/common/src/newtype.rs:165
↓ 3 callersMethodvalue
(&self)
shared/common/src/newtype.rs:44
↓ 3 callersMethodvertex_attribs
(&self)
renderer/engine/src/render/sdl/gl/vertex.rs:106
↓ 3 callersMethodvisible_chunks
(&self)
game/world/src/viewer.rs:215
↓ 3 callersMethodweight
(&self)
game/ai/src/decision.rs:219
↓ 3 callersMethodweight
(self)
game/world/src/navigation/cost.rs:14
↓ 3 callersFunctionworld_update
( from: (i32, i32, i32), to: (i32, i32, i32), )
game/world/src/loader/update.rs:233
↓ 3 callersMethodwrapping_neighbours
( &self, coord: impl GridCoord<T>, )
shared/grid/src/dynamic.rs:226
↓ 3 callersMethodwrite_interest
(&mut self, direction: Rad, value: f32)
game/simulation/src/steer/context.rs:170
↓ 3 callersMethodx
(&self)
game/simulation/src/transform.rs:74
↓ 3 callersMethody
(&self)
game/simulation/src/transform.rs:77
↓ 2 callersMethodaabb
(&self)
game/procgen/src/biome.rs:499
↓ 2 callersMethodadd
(&mut self, c: T)
game/ai/src/decision.rs:147
↓ 2 callersMethodadd_all
(&mut self, subscriptions: impl Iterator<Item = EventSubscription>)
game/simulation/src/event/queue.rs:236
↓ 2 callersMethodadd_entity
( &mut self, pos: WorldPoint, shape: Shape2d, color: Color, size: Leng
renderer/engine/src/render/sdl/render/entity.rs:118
↓ 2 callersMethodadd_internal
Capacity and homogeneity must have been checked. Only fails on overflow
game/simulation/src/item/stack.rs:190
↓ 2 callersMethodadd_regions
(&self, regions: impl Iterator<Item = RegionLocation<SIZE>> + Clone)
game/procgen/src/region/feature.rs:283
↓ 2 callersMethodadd_to_stack
Item is checked for homogeneity with the stack
game/simulation/src/item/containers.rs:243
↓ 2 callersMethodapply
continuations=Some: first time running this on the root slab, will propagate subfeature to neighbouring slabs continuations=None: applying after being
game/procgen/src/region/subfeature.rs:195
↓ 2 callersMethodapply_sunlight
Gently heat up air directly above the planet surface. Land heats up faster than water, and the equator heats up more than the poles.
game/procgen/src/climate.rs:454
↓ 2 callersMethodarea_index
(self)
game/world/src/block.rs:112
↓ 2 callersMethodareas
(&self)
game/world/src/chunk/chunk.rs:110
↓ 2 callersMethodas_f64
(self)
shared/unit/src/dim.rs:36
↓ 2 callersMethodas_i16
(self)
shared/unit/src/dim.rs:24
↓ 2 callersMethodas_interactive
(&self)
game/simulation/src/ecs/world.rs:600
↓ 2 callersFunctionastar
Doesnt include goal node
game/world/src/navigation/astar.rs:12
↓ 2 callersMethodbiome
(&self)
game/procgen/src/region/region.rs:660
↓ 2 callersMethodblock
(&self, block: SliceBlock)
game/procgen/src/region/region.rs:640
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