Documentation ¶
Overview ¶
Package evego provides an interface to the EVE Online static data export and APIs.
For an example program that uses this library, see the cmd/evego package.
Index ¶
- func SortSkills(skills []Skill)
- type ActivityType
- type BlueprintItem
- type BlueprintType
- type Cache
- type Character
- type CharacterSheet
- type Database
- type IndustryActivity
- type InventoryFlag
- type InventoryItem
- type InventoryLine
- type Item
- type ItemType
- type Market
- type MarketGroup
- type Order
- type OrderRange
- type OrderType
- type Region
- type Router
- type Skill
- type SolarSystem
- type Standing
- type StandingType
- type Station
- type XMLAPI
- type XMLKey
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func SortSkills ¶
func SortSkills(skills []Skill)
SortSkills sorts the provided skill array by group and name.
Types ¶
type ActivityType ¶
type ActivityType int
ActivityType is an industrial activity performed on or resulting in a blueprint.
const ( None ActivityType = iota Manufacturing ResearchingTechnology ResearchingTE ResearchingME Copying Duplicating ReverseEngineering Invention )
The ActivityType values.
func (ActivityType) String ¶
func (i ActivityType) String() string
type BlueprintItem ¶
type BlueprintItem struct { // ItemID is a unique identifier for this object. ItemID int `xml:"itemID,attr"` // LocationID is the solar system, station, or container ID where an object is located. LocationID int `xml:"locationID,attr"` // StationID is the solar system, station, or outpost ID where an object is located. StationID int `xml:"-"` // TypeID is the item's type. TypeID int `xml:"typeID,attr"` // TypeName is the item's type name. TypeName string `xml:"typeName,attr"` // Quantity is the number of items in this stack, or -1 if it's not stacked. Quantity int `xml:"quantity,attr"` // Flag indicates the item's position; see the InventoryFlag enum. Flag InventoryFlag `xml:"flagID,attr"` // TimeEfficiency is the blueprint's researched time efficiency level [0..20] TimeEfficiency int `xml:"timeEfficiency,attr"` // MaterialEfficiency is the blueprint's researched material efficiency level [0..10] MaterialEfficiency int `xml:"materialEfficiency,attr"` // NumRuns is the number of runs remaining (-1 for original blueprints) NumRuns int `xml:"runs,attr"` // IsOriginal is true iff this blueprint is an original. IsOriginal bool `xml:"-"` }
BlueprintItem is a blueprint returned from a blueprint endpoint.
type BlueprintType ¶
type BlueprintType int
BlueprintType is a blueprint's original/copy status.
const ( // NotBlueprint is not a blueprint. NotBlueprint BlueprintType = 0 // BlueprintOriginal is an orignal blueprint. BlueprintOriginal BlueprintType = -1 // BlueprintCopy is a blueprint copy. BlueprintCopy BlueprintType = -2 )
func (BlueprintType) String ¶
func (i BlueprintType) String() string
type Cache ¶
type Cache interface { io.Closer // Get returns the cached value of the key, if it is available and unexpired. // It also returns a boolean flag that is true if there was a hit, and false // if the item was not in the cache or it was expired. Get(key string) ([]byte, bool) // Put takes a key and blob to persist in the cache, and the item's expiry // time. It returns an error if something has gone wrong with the cache, // or nil otherwise. Put(key string, val []byte, expires time.Time) error }
Cache is the interface expected by evego packages for a local cache.
type Character ¶
type Character struct { Name string `json:"name" xml:"name,attr"` ID int `json:"id" xml:"characterID,attr"` Corporation string `json:"corporation" xml:"corporationName,attr"` CorporationID int `json:"corporationID" xml:"corporationID,attr"` Alliance string `json:"alliance" xml:"allianceName,attr"` AllianceID int `json:"allianceID" xml:"allianceID,attr"` }
Character represents one EVE player toon.
type CharacterSheet ¶
CharacterSheet contains the character sheet information for a toon as provied by the /char/CharacterSheet.xml.aspx endpoint.
type Database ¶
type Database interface { io.Closer ItemForName(itemName string) (*Item, error) ItemForID(itemID int) (*Item, error) ItemsForIDs(itemIDs []int) ([]*Item, error) ItemComposition(itemID int) ([]InventoryLine, error) MarketGroupForItem(item *Item) (*MarketGroup, error) SolarSystemForID(systemID int) (*SolarSystem, error) SolarSystemForName(systemName string) (*SolarSystem, error) SolarSystemsForPattern(systemName string) ([]SolarSystem, error) RegionForName(regionName string) (*Region, error) StationForID(stationID int) (*Station, error) StationsForName(stationName string) ([]Station, error) // BlueprintOutputs returns the items and quantity of each that can be output // by performing industrial actions on a blueprint given that blueprint's name // (typeName) as a string. The type name may include the percent (%) character // as a wildcard. BlueprintOutputs(typeName string) ([]IndustryActivity, error) // BlueprintForProduct returns the blueprints that can produce a given output. BlueprintForProduct(typeName string) ([]IndustryActivity, error) // BlueprintsUsingMaterial returns the blueprints that use the given input material // in an industrial process (manufacturing, invention, etc.) BlueprintsUsingMaterial(typeName string) ([]IndustryActivity, error) // BlueprintProductionInputs returns the required materials for one run // of production on an unresearched (ME 0% / TE 0%) blueprint. It takes as // parameters the blueprint to be used and the selected output product. BlueprintProductionInputs( typeName string, outputTypeName string) ([]InventoryLine, error) // ReprocessOutputMaterials produces a list of all materials that are possible // outputs from reprocessing. ReprocessOutputMaterials() ([]Item, error) }
Database is an object that returns information about items in EVE.
type IndustryActivity ¶
type IndustryActivity struct { InputItem *Item ActivityType ActivityType OutputItem *Item OutputQuantity int }
IndustryActivity is an action (e.g. invention) taken on an input item (e.g. Vexor Blueprint) producing a result (e.g. Ishtar Blueprint).
func (IndustryActivity) String ¶
func (i IndustryActivity) String() string
type InventoryFlag ¶
type InventoryFlag int
InventoryFlag describes the location of an item in the asset list.
const ( // InvNone : None InvNone InventoryFlag = 0 // InvWallet : Wallet InvWallet InventoryFlag = 1 // InvFactory : Factory InvFactory InventoryFlag = 2 // InvWardrobe : Wardrobe InvWardrobe InventoryFlag = 3 // InvHangar : Hangar InvHangar InventoryFlag = 4 // InvCargo : Cargo InvCargo InventoryFlag = 5 // InvBriefcase : Briefcase InvBriefcase InventoryFlag = 6 // InvSkill : Skill InvSkill InventoryFlag = 7 // InvReward : Reward InvReward InventoryFlag = 8 // InvConnected : Character in station connected InvConnected InventoryFlag = 9 // InvDisconnected : Character in station offline InvDisconnected InventoryFlag = 10 // InvLoSlot0 : Low power slot 1 InvLoSlot0 InventoryFlag = 11 // InvLoSlot1 : Low power slot 2 InvLoSlot1 InventoryFlag = 12 // InvLoSlot2 : Low power slot 3 InvLoSlot2 InventoryFlag = 13 // InvLoSlot3 : Low power slot 4 InvLoSlot3 InventoryFlag = 14 // InvLoSlot4 : Low power slot 5 InvLoSlot4 InventoryFlag = 15 // InvLoSlot5 : Low power slot 6 InvLoSlot5 InventoryFlag = 16 // InvLoSlot6 : Low power slot 7 InvLoSlot6 InventoryFlag = 17 // InvLoSlot7 : Low power slot 8 InvLoSlot7 InventoryFlag = 18 // InvMedSlot0 : Medium power slot 1 InvMedSlot0 InventoryFlag = 19 // InvMedSlot1 : Medium power slot 2 InvMedSlot1 InventoryFlag = 20 // InvMedSlot2 : Medium power slot 3 InvMedSlot2 InventoryFlag = 21 // InvMedSlot3 : Medium power slot 4 InvMedSlot3 InventoryFlag = 22 // InvMedSlot4 : Medium power slot 5 InvMedSlot4 InventoryFlag = 23 // InvMedSlot5 : Medium power slot 6 InvMedSlot5 InventoryFlag = 24 // InvMedSlot6 : Medium power slot 7 InvMedSlot6 InventoryFlag = 25 // InvMedSlot7 : Medium power slot 8 InvMedSlot7 InventoryFlag = 26 // InvHiSlot0 : High power slot 1 InvHiSlot0 InventoryFlag = 27 // InvHiSlot1 : High power slot 2 InvHiSlot1 InventoryFlag = 28 // InvHiSlot2 : High power slot 3 InvHiSlot2 InventoryFlag = 29 // InvHiSlot3 : High power slot 4 InvHiSlot3 InventoryFlag = 30 // InvHiSlot4 : High power slot 5 InvHiSlot4 InventoryFlag = 31 // InvHiSlot5 : High power slot 6 InvHiSlot5 InventoryFlag = 32 // InvHiSlot6 : High power slot 7 InvHiSlot6 InventoryFlag = 33 // InvHiSlot7 : High power slot 8 InvHiSlot7 InventoryFlag = 34 // InvFixedSlot : Fixed Slot InvFixedSlot InventoryFlag = 35 // InvPromenadeSlot1 : Promenade Slot 1 InvPromenadeSlot1 InventoryFlag = 40 // InvPromenadeSlot2 : Promenade Slot 2 InvPromenadeSlot2 InventoryFlag = 41 // InvPromenadeSlot3 : Promenade Slot 3 InvPromenadeSlot3 InventoryFlag = 42 // InvPromenadeSlot4 : Promenade Slot 4 InvPromenadeSlot4 InventoryFlag = 43 // InvPromenadeSlot5 : Promenade Slot 5 InvPromenadeSlot5 InventoryFlag = 44 // InvPromenadeSlot6 : Promenade Slot 6 InvPromenadeSlot6 InventoryFlag = 45 // InvPromenadeSlot7 : Promenade Slot 7 InvPromenadeSlot7 InventoryFlag = 46 // InvPromenadeSlot8 : Promenade Slot 8 InvPromenadeSlot8 InventoryFlag = 47 // InvPromenadeSlot9 : Promenade Slot 9 InvPromenadeSlot9 InventoryFlag = 48 // InvPromenadeSlot10 : Promenade Slot 10 InvPromenadeSlot10 InventoryFlag = 49 // InvPromenadeSlot11 : Promenade Slot 11 InvPromenadeSlot11 InventoryFlag = 50 // InvPromenadeSlot12 : Promenade Slot 12 InvPromenadeSlot12 InventoryFlag = 51 // InvPromenadeSlot13 : Promenade Slot 13 InvPromenadeSlot13 InventoryFlag = 52 // InvPromenadeSlot14 : Promenade Slot 14 InvPromenadeSlot14 InventoryFlag = 53 // InvPromenadeSlot15 : Promenade Slot 15 InvPromenadeSlot15 InventoryFlag = 54 // InvPromenadeSlot16 : Promenade Slot 16 InvPromenadeSlot16 InventoryFlag = 55 // InvCapsule : Capsule InvCapsule InventoryFlag = 56 // InvPilot : Pilot InvPilot InventoryFlag = 57 // InvPassenger : Passenger InvPassenger InventoryFlag = 58 // InvBoardingGate : Boarding gate InvBoardingGate InventoryFlag = 59 // InvCrew : Crew InvCrew InventoryFlag = 60 // InvSkillInTraining : Skill in training InvSkillInTraining InventoryFlag = 61 // InvCorpMarket : Corporation Market Deliveries / Returns InvCorpMarket InventoryFlag = 62 // InvLocked : Locked item, can not be moved unless unlocked InvLocked InventoryFlag = 63 // InvUnlocked : Unlocked item, can be moved InvUnlocked InventoryFlag = 64 // InvOfficeSlot1 : Office slot 1 InvOfficeSlot1 InventoryFlag = 70 // InvOfficeSlot2 : Office slot 2 InvOfficeSlot2 InventoryFlag = 71 // InvOfficeSlot3 : Office slot 3 InvOfficeSlot3 InventoryFlag = 72 // InvOfficeSlot4 : Office slot 4 InvOfficeSlot4 InventoryFlag = 73 // InvOfficeSlot5 : Office slot 5 InvOfficeSlot5 InventoryFlag = 74 // InvOfficeSlot6 : Office slot 6 InvOfficeSlot6 InventoryFlag = 75 // InvOfficeSlot7 : Office slot 7 InvOfficeSlot7 InventoryFlag = 76 // InvOfficeSlot8 : Office slot 8 InvOfficeSlot8 InventoryFlag = 77 // InvOfficeSlot9 : Office slot 9 InvOfficeSlot9 InventoryFlag = 78 // InvOfficeSlot10 : Office slot 10 InvOfficeSlot10 InventoryFlag = 79 // InvOfficeSlot11 : Office slot 11 InvOfficeSlot11 InventoryFlag = 80 // InvOfficeSlot12 : Office slot 12 InvOfficeSlot12 InventoryFlag = 81 // InvOfficeSlot13 : Office slot 13 InvOfficeSlot13 InventoryFlag = 82 // InvOfficeSlot14 : Office slot 14 InvOfficeSlot14 InventoryFlag = 83 // InvOfficeSlot15 : Office slot 15 InvOfficeSlot15 InventoryFlag = 84 // InvOfficeSlot16 : Office slot 16 InvOfficeSlot16 InventoryFlag = 85 // InvBonus : Bonus InvBonus InventoryFlag = 86 // InvDroneBay : Drone Bay InvDroneBay InventoryFlag = 87 // InvBooster : Booster InvBooster InventoryFlag = 88 // InvImplant : Implant InvImplant InventoryFlag = 89 // InvShipHangar : Ship Hangar InvShipHangar InventoryFlag = 90 // InvShipOffline : Ship Offline InvShipOffline InventoryFlag = 91 // InvRigSlot0 : Rig power slot 1 InvRigSlot0 InventoryFlag = 92 // InvRigSlot1 : Rig power slot 2 InvRigSlot1 InventoryFlag = 93 // InvRigSlot2 : Rig power slot 3 InvRigSlot2 InventoryFlag = 94 // InvRigSlot3 : Rig power slot 4 InvRigSlot3 InventoryFlag = 95 // InvRigSlot4 : Rig power slot 5 InvRigSlot4 InventoryFlag = 96 // InvRigSlot5 : Rig power slot 6 InvRigSlot5 InventoryFlag = 97 // InvRigSlot6 : Rig power slot 7 InvRigSlot6 InventoryFlag = 98 // InvRigSlot7 : Rig power slot 8 InvRigSlot7 InventoryFlag = 99 // InvFactoryOperation : Factory Background Operation InvFactoryOperation InventoryFlag = 100 // InvCorpSAG2 : Corp Security Access Group 2 InvCorpSAG2 InventoryFlag = 116 // InvCorpSAG3 : Corp Security Access Group 3 InvCorpSAG3 InventoryFlag = 117 // InvCorpSAG4 : Corp Security Access Group 4 InvCorpSAG4 InventoryFlag = 118 // InvCorpSAG5 : Corp Security Access Group 5 InvCorpSAG5 InventoryFlag = 119 // InvCorpSAG6 : Corp Security Access Group 6 InvCorpSAG6 InventoryFlag = 120 // InvCorpSAG7 : Corp Security Access Group 7 InvCorpSAG7 InventoryFlag = 121 // InvSecondaryStorage : Secondary Storage InvSecondaryStorage InventoryFlag = 122 // InvCaptainsQuarters : Captains Quarters InvCaptainsQuarters InventoryFlag = 123 // InvWisPromenade : Wis Promenade InvWisPromenade InventoryFlag = 124 // InvSubSystem0 : Sub system slot 0 InvSubSystem0 InventoryFlag = 125 // InvSubSystem1 : Sub system slot 1 InvSubSystem1 InventoryFlag = 126 // InvSubSystem2 : Sub system slot 2 InvSubSystem2 InventoryFlag = 127 // InvSubSystem3 : Sub system slot 3 InvSubSystem3 InventoryFlag = 128 // InvSubSystem4 : Sub system slot 4 InvSubSystem4 InventoryFlag = 129 // InvSubSystem5 : Sub system slot 5 InvSubSystem5 InventoryFlag = 130 // InvSubSystem6 : Sub system slot 6 InvSubSystem6 InventoryFlag = 131 // InvSubSystem7 : Sub system slot 7 InvSubSystem7 InventoryFlag = 132 // InvSpecializedFuelBay : Specialized Fuel Bay InvSpecializedFuelBay InventoryFlag = 133 // InvSpecializedOreHold : Specialized Ore Hold InvSpecializedOreHold InventoryFlag = 134 // InvSpecializedGasHold : Specialized Gas Hold InvSpecializedGasHold InventoryFlag = 135 // InvSpecializedMineralHold : Specialized Mineral Hold InvSpecializedMineralHold InventoryFlag = 136 // InvSpecializedSalvageHold : Specialized Salvage Hold InvSpecializedSalvageHold InventoryFlag = 137 // InvSpecializedShipHold : Specialized Ship Hold InvSpecializedShipHold InventoryFlag = 138 // InvSpecializedSmallShipHold : Specialized Small Ship Hold InvSpecializedSmallShipHold InventoryFlag = 139 // InvSpecializedMediumShipHold : Specialized Medium Ship Hold InvSpecializedMediumShipHold InventoryFlag = 140 // InvSpecializedLargeShipHold : Specialized Large Ship Hold InvSpecializedLargeShipHold InventoryFlag = 141 // InvSpecializedIndustrialShipHold : Specialized Industrial Ship Hold InvSpecializedIndustrialShipHold InventoryFlag = 142 // InvSpecializedAmmoHold : Specialized Ammo Hold InvSpecializedAmmoHold InventoryFlag = 143 // InvStructureActive : StructureActive InvStructureActive InventoryFlag = 144 // InvStructureInactive : StructureInactive InvStructureInactive InventoryFlag = 145 // InvJunkyardReprocessed : This item was put into a junkyard through reprocession. InvJunkyardReprocessed InventoryFlag = 146 // InvJunkyardTrashed : This item was put into a junkyard through being trashed by its owner. InvJunkyardTrashed InventoryFlag = 147 // InvSpecializedCommandCenterHold : Specialized Command Center Hold InvSpecializedCommandCenterHold InventoryFlag = 148 // InvSpecializedPlanetaryCommoditiesHold : Specialized Planetary Commodities Hold InvSpecializedPlanetaryCommoditiesHold InventoryFlag = 149 // InvPlanetSurface : Planet Surface InvPlanetSurface InventoryFlag = 150 // InvSpecializedMaterialBay : Specialized Material Bay InvSpecializedMaterialBay InventoryFlag = 151 // InvDustCharacterDatabank : Dust Character Databank InvDustCharacterDatabank InventoryFlag = 152 // InvDustCharacterBattle : Dust Character Battle InvDustCharacterBattle InventoryFlag = 153 // InvQuafeBay : Quafe Bay InvQuafeBay InventoryFlag = 154 // InvFleetHangar : Fleet Hangar InvFleetHangar InventoryFlag = 155 // InvHiddenModifiers : Hidden Modifiers InvHiddenModifiers InventoryFlag = 156 )
func (InventoryFlag) String ¶
func (i InventoryFlag) String() string
type InventoryItem ¶
type InventoryItem struct { // ItemID is a unique identifier for this object. ItemID int `xml:"itemID,attr"` // StationID is the solar system or station where an object is located. StationID int `xml:"locationID,attr"` // TypeID is the item's type. TypeID int `xml:"typeID,attr"` // Quantity is the number of items in this stack. Quantity int `xml:"quantity,attr"` // BlueprintType is the type of blueprint (original or copy), if applicable. BlueprintType BlueprintType `xml:"rawQuantity,attr"` // Unpackaged is true iff the item is unpackaged. Unpackaged bool `xml:"singleton,attr"` // Flag indicates the item's position; see the InventoryFlag enum. Flag InventoryFlag `xml:"flag,attr"` // Contents is a list of items that this item contains, if any. Contents []InventoryItem `xml:"rowset>row"` }
InventoryItem is exactly what it sounds like.
type InventoryLine ¶
InventoryLine is an item in a material's composition, the player's inventory, or whatever.
func (InventoryLine) String ¶
func (i InventoryLine) String() string
type Item ¶
type Item struct { Name string `db:"typeName"` ID int `db:"typeID"` Type ItemType Category string `db:"categoryName"` // e.g. Module, Drone, Charge Group string `db:"groupName"` // e.g. Omber, Logistic Drone, Footwear GroupID int `db:"groupID"` BatchSize int `db:"portionSize"` }
Item is an Eve item.
type ItemType ¶
type ItemType int
ItemType is the type of an Eve item, and is used chiefly for correctly determining the item's reprocessing rate.
type Market ¶
type Market interface { io.Closer // OrdersForItem returns the market orders for a given item. // location is the name of either a system or a region. // type can be Buy, Sell, or All. OrdersForItem(itemID *Item, location string, orderType OrderType) (*[]Order, error) // BuyInStation returns the buy orders that are in range of the given // station (i.e., can be sold to by a user there). BuyInStation(itemID *Item, location *Station) (*[]Order, error) // OrdersInStation returns the buy orders that are in range of a given station, // and the sell orders available at that station. OrdersInStation(item *Item, location *Station) (*[]Order, error) }
Market returns information about market orders.
type MarketGroup ¶
type MarketGroup struct { ID int Parent *MarketGroup Name string Description string }
MarketGroup is a group of items in the EVE market.
func (MarketGroup) String ¶
func (m MarketGroup) String() string
type Order ¶
type Order struct { Type OrderType Item *Item Quantity int Price float64 Station *Station Expiration time.Time MinQuantity int JumpRange OrderRange NumJumps int }
Order represents an order on the EVE market.
type OrderRange ¶
type OrderRange int
OrderRange is the area from which capsuleers can sell to a buy order.
const ( // BuyStation is only the order's station. BuyStation OrderRange = iota // BuySystem is any station in the order's system. BuySystem // BuyNumberJumps is a specified number of jumps from the order's system. BuyNumberJumps // BuyRegion is anywhere within the order's region. BuyRegion )
func (OrderRange) String ¶
func (i OrderRange) String() string
type OrderType ¶
type OrderType int
OrderType is the order's type (either buy or sell); or All for searching for either
type Router ¶
type Router interface { io.Closer // NumJumps returns the number of jumps in the shortest path from // fromSystem to toSystem, or -1 if the destination is unreachable // from the start. NumJumps(fromSystem, toSystem *SolarSystem) (int, error) // NumJumpsID is a convenience method for NumJumps. Or is it the reverse? NumJumpsID(fromSystemID, toSystemID int) (int, error) }
Router is the interface for the backing service that provides a router.
type Skill ¶
type Skill struct { Name string `json:"name"` Group string `json:"group"` GroupID int `json:"groupID"` TypeID int `json:"typeID" xml:"typeID,attr"` NumSkillpoints int `json:"numSkillpoints" xml:"skillpoints,attr"` Level int `json:"level" xml:"level,attr"` Published bool `json:"isPublished" xml:"published,attr"` }
Skill is one of a character's injected skills.
type SolarSystem ¶
type SolarSystem struct { Name string `db:"solarSystemName"` ID int `db:"solarSystemID"` Constellation string `db:"constellationName"` ConstellationID int `db:"constellationID"` Region string `db:"regionName"` RegionID int `db:"regionID"` Security float64 }
SolarSystem is a solar system within the EVE universe.
type Standing ¶
type Standing struct { EntityType StandingType ID int `xml:"fromID,attr"` Name string `xml:"fromName,attr"` Standing float64 `xml:"standing,attr"` }
Standing is a standing level from a specified entity.
type StandingType ¶
type StandingType int
StandingType is the type of entity with which a Standing applies.
const ( UnknownEntity StandingType = iota NPCFaction NPCCorporation NPCAgent PlayerCharacter PlayerCorporation PlayerAlliance )
StandingType is the type of entity with which a Standing applies.
func (StandingType) String ¶
func (i StandingType) String() string
type Station ¶
type Station struct { Name string `db:"stationName"` ID int `db:"stationID"` SystemID int `db:"solarSystemID"` ConstellationID int `db:"constellationID"` RegionID int `db:"regionID"` CorporationID int `db:"corporationID"` Corporation string `db:"corporationName"` ReprocessingEfficiency float64 `db:"reprocessingEfficiency"` }
Station is either an NPC station or a conquerable outpost.
type XMLAPI ¶
type XMLAPI interface { io.Closer // OutpostForID returns a conquerable station with the provided ID. OutpostForID(id int) (*Station, error) // OutpostsForName returns the stations matching the provided name pattern. // The percent character (%) may be used as a wildcard. OutpostsForName(name string) ([]Station, error) // DumpOutposts returns the current list of outposts. DumpOutposts() []*Station // AccountCharacters returns a list of characters that the provided key can // access. AccountCharacters(key *XMLKey) ([]Character, error) // CharacterSheet returns the character sheet for the given character ID. CharacterSheet(key *XMLKey, characterID int) (*CharacterSheet, error) // CharacterStandings returns a character's standings. CharacterStandings(key *XMLKey, characterID int) ([]Standing, error) // Assets gets a character's assets. Assets(key *XMLKey, characterID int) ([]InventoryItem, error) // Blueprints gets a character's blueprints. Blueprints(key *XMLKey, characterID int, assets []InventoryItem) ([]BlueprintItem, error) }
XMLAPI is an interface to the EVE XML API. We could make the interface sufficiently abstract to cover multiple APIs, but that seems on the silly side.
Source Files ¶
- cache.go
- dbaccess.go
- eveapi.go
- evego.go
- market.go
- routing.go
- types_character.go
- types_industry.go
- types_industry_string.go
- types_inventory.go
- types_inventory_string.go
- types_items.go
- types_items_string.go
- types_market.go
- types_market_string.go
- types_standings.go
- types_standings_string.go
- types_universe.go
Directories ¶
Path | Synopsis |
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cmd
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pkg
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cache
Package cache provides sample implementations of a cache handler for evego.
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Package cache provides sample implementations of a cache handler for evego. |
character
Package character provides calculation of character statistics.
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Package character provides calculation of character statistics. |
eveapi
Package eveapi is the public interface for accessing the EVE APIs (XML, CREST, or whatever.)
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Package eveapi is the public interface for accessing the EVE APIs (XML, CREST, or whatever.) |
evesso
Package evesso provides support for EVE's single sign-on API.
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Package evesso provides support for EVE's single sign-on API. |
industry
Package industry calculates the output from manufacturing, reprocessing, and other industrial processes.
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Package industry calculates the output from manufacturing, reprocessing, and other industrial processes. |
parsing
Package parsing extracts useful data from external input (EFT, copy-and-paste from the game client, etc.)
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Package parsing extracts useful data from external input (EFT, copy-and-paste from the game client, etc.) |
routing
Package routing provides services to calculate paths between points in EVE.
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Package routing provides services to calculate paths between points in EVE. |
test
Package test provides useful extensions to goconvey.
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Package test provides useful extensions to goconvey. |