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.) 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.) 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. |