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 |