pub struct FacilityEntry {Show 36 fields
pub key: &'static str,
pub name: &'static str,
pub category: &'static str,
pub width: i64,
pub floors: i64,
pub cost: f64,
pub pays_for_floor: bool,
pub min_star: i64,
pub population: i64,
pub max_household: Option<i64>,
pub attendance: Option<i64>,
pub modern_only: bool,
pub transport: bool,
pub staff_only: bool,
pub basement: bool,
pub no_basement: bool,
pub available: bool,
pub build_minutes: f64,
pub resale_refund: f64,
pub build_cap: Option<i64>,
pub pool: Option<&'static str>,
pub max_span: Option<i64>,
pub fixed_span: bool,
pub max_cars: Option<i64>,
pub car_capacity: Option<f64>,
pub subtypes: Option<Vec<&'static str>>,
pub rent: Option<Rent>,
pub daily_income: Option<f64>,
pub spend_per_customer: Option<f64>,
pub upkeep_monthly: Option<f64>,
pub open_hours: Option<Vec<bool>>,
pub own_household: bool,
pub commercial: bool,
pub hotel: bool,
pub lease_amenity: bool,
pub unmet_demand: bool,
}Expand description
One facility kind, resolved for the catalog’s mode.
Fields§
§key: &'static strThe key saves and commands name the kind by.
name: &'static strThe name a player sees, such as Fast Food.
category: &'static strstructure, transport, office, residential, hotel, food,
retail, entertainment, service or special.
width: i64Width in tiles. A transport’s width is its shaft’s.
floors: i64Height in floors (1 for an ordinary room, and 1 for a transport, whose height is its span).
cost: f64The build price. An elevator adds transportFloorCost for each floor
past its first (top minus bottom). A room adds the floor’s price for
every floor tile laid under it, and so does a kind that pays for its
floor (paysForFloor) placed where there is no floor yet. With
automatic bridging on, every gap tile bridged to the tower adds one
substrate tile: the lobby’s price plus the floor’s when placing a
lobby (on any floor), the floor’s price for a floor tile or a room.
pays_for_floor: boolWhether a tile of this kind placed where there is no floor yet also
pays the floor’s price, for the floor it lays (the lobby). Over a
floor tile it pays cost alone.
min_star: i64The star rating that unlocks it.
population: i64The people it holds (tenants, residents or customers at a time).
max_household: Option<i64>The largest generated household size for this kind, or null.
attendance: Option<i64>The audience an attendance venue seats, or null.
modern_only: boolOnly Modern games build it.
transport: boolAn elevator, stairs or an escalator.
staff_only: boolA staff-only transport (the service elevator).
basement: boolBuilt underground only.
no_basement: boolNever built underground.
available: boolWhether this mode can build it at all (the star gate aside).
build_minutes: f64In-game minutes of construction (0 for structure and for transports, which work as soon as they are placed).
resale_refund: f64What selling it refunds (a gutted unit refunds nothing).
build_cap: Option<i64>The most a tower may hold of this kind alone, or null when uncapped.
pool: Option<&'static str>The PoolEntry::key of the cap it shares, or null.
max_span: Option<i64>For a transport, the largest top floor minus bottom floor it may
have, else null. It serves maxSpan + 1 floors: stairs and
escalators have 1 and link two floors.
fixed_span: boolFor a transport, whether it is a fixed two-floor unit placed with one tap and never resized (stairs, escalators).
max_cars: Option<i64>For an elevator, the most cars a shaft takes, else null.
car_capacity: Option<f64>For a transport, the passengers one car (or one flight) carries, else null.
subtypes: Option<Vec<&'static str>>The varieties a new unit draws from, in the engine’s order, or null.
rent: Option<Rent>How the player prices it in this mode, or null when its price is not player-set.
daily_income: Option<f64>A trading venue’s headline daily take in this mode, or null: the ceiling the money loop pays a sold-out venue.
spend_per_customer: Option<f64>The average ticket per customer the engine counts customers with, for the venues that track them in this mode (those with subtypes and a daily income), else null.
upkeep_monthly: Option<f64>A service facility’s monthly maintenance, or null.
open_hours: Option<Vec<bool>>Whether it is open in each hour of the day, 0 to 23, for a kind that
keeps business hours (hasBusinessHours), else null (always open).
own_household: boolWhether a unit may carry its own household size (residents), which
then stands in for population; a condo’s price scales with it
against the condo’s population (householdPrice).
commercial: boolA foot-traffic trading kind: the one predicate the noise and
lobby-proximity rules key off (isCommercial).
hotel: boolA hotel room of any size.
lease_amenity: boolA Modern lease amenity (fitness club, clinic): lease tenants that erode on unserved placement and an over-market rent.
unmet_demand: boolA demand tenant whose unmet coverage drains satisfaction.
Trait Implementations§
Source§impl Clone for FacilityEntry
impl Clone for FacilityEntry
Source§fn clone(&self) -> FacilityEntry
fn clone(&self) -> FacilityEntry
1.0.0 (const: unstable) · Source§fn clone_from(&mut self, source: &Self)
fn clone_from(&mut self, source: &Self)
source. Read moreSource§impl Debug for FacilityEntry
impl Debug for FacilityEntry
Source§impl PartialEq for FacilityEntry
impl PartialEq for FacilityEntry
Source§fn eq(&self, other: &FacilityEntry) -> bool
fn eq(&self, other: &FacilityEntry) -> bool
self and other values to be equal, and is used by ==.