Buildings
New building ids, used in operations that create new buildings, are represented by the following enum:
#![allow(unused)] fn main() { pub enum NewBuildingId { Well = 0x28, Tower = 0x29, // Cannon, Bombard; Gate, Port HousePoor = 0x2a, PitchShoot = 0x2f, HouseWealthy = 0x50, HouseRich = 0x51, FarmGrain = 0x53, FarmHemp = 0x54, FarmSheep = 0x55, FarmCattle = 0x56, FishermansHouse = 0x57, Brewery = 0x58, Apiary = 0x59, WeavingMill = 0x5a, Workshop = 0x5b, Vineyard = 0x5c, HuntingLodge = 0x5d, Saltworks = 0x5e, IronSmelter = 0x60, Pitchmaker = 0x61, Brickworks = 0x62, Pottery = 0x63, Sawmill = 0x64, Hospital = 0x65, Warehouse = 0x66, Mint = 0x67, School = 0x68, Chapel = 0x69, } }
At 0x672fbf is a table that maps building ids to new building ids:
| BuildingId | NewBuildingId |
|---|---|
| 0x00 | 0x2c |
| 0x01 | 0x1b |
| 0x02 | 0x0b |
| 0x03 | 0x08 |
| 0x04 | HuntingLodge |
| 0x05 | FishermansHouse |
| 0x06 | Brewery |
| 0x07 | Workshop |
| 0x08 | Apiary |
| 0x09 | FarmGrain |
| 0x0a | FarmCattle |
| 0x0b | Sawmill |
| 0x0c | WeavingMill |
| 0x0d | Saltworks |
| 0x0e | IronSmelter |
| 0x0f | FarmSheep |
| 0x10 | Vineyard |
| 0x11 | Pottery |
| 0x12 | Brickworks |
| 0x13 | Pitchmaker |
| 0x14 | FarmHemp |
| 0x15 | HouseRich |
| 0x16 | HouseRich |
| 0x17 | HouseRich |
| 0x18 | HouseWealthy |
| 0x19 | HouseWealthy |
| 0x1a | HouseWealthy |
| 0x1b | HousePoor |
| 0x1c | HousePoor |
| 0x1d | HousePoor |
| 0x1e | Warehouse |
| 0x1f | 0x04 |
| 0x20 | 0x03 |
| 0x21 | 0x0b |
| 0x22 | 0x07 |
| 0x23 | 0x00 |
| 0x24 | 0x02 |
| 0x25 | 0x05 |
| 0x26 | 0x09 |
| 0x27 | 0x33 |
| 0x28 | 0x52 |
| 0x29 | Hospital |
| 0x2a | Mint |
| 0x2b | School |
| 0x2c | Chapel |
| 0x2d | 0x37 |
| 0x2e | 0x01 |
| 0x2f | 0x5f |
| 0x30 | Tower |
| 0x31 | Tower |
| 0x32 | Tower |
| 0x33 | Tower |
| 0x34 | PitchShoot |
| 0x35 | PitchShoot |