Documentation ¶
Index ¶
Constants ¶
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const ( KEY_OBJECT = "[object]" KEY_NICKNAME = "nickname" KEY_BASE = "base" )
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const (
BaseArchetypeInvisible = "invisible_base"
)
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Config ¶
type Config struct { SystemsMap map[string]*System Systems []*System // it can contain more than one base meeting condition. BasesByBases map[string]*Base JumpholesByNick map[string]*Jumphole }
func Read ¶ added in v0.7.0
func Read(universe_config *universe_mapped.Config, filesystem *filefind.Filesystem) *Config
type Encounter ¶ added in v0.72.2
type Encounter struct { semantic.Model Nickname *semantic.String Difficulty *semantic.Float ChanceToSpawn *semantic.Float }
TODO finish coding stuff with them
type LootableZone ¶ added in v0.69.0
type MissionPatrolZone ¶ added in v0.52.0
type MissionVignetteZone ¶ added in v0.52.0
type PvEEncounter ¶ added in v0.72.2
type PvEEncounter struct { semantic.Model Nickname *semantic.String Pos *semantic.Vect Size *semantic.Vect Shape *semantic.String Density *semantic.Int // Max enemies spawned MaxBattleSize *semantic.Int // Max enemies spawn in battle RepopTime *semantic.Int // respawn speed ReliefTime *semantic.Int Encounter []*Encounter }
TODO finish coding stuff with them
type System ¶
type System struct { semantic.ConfigModel Nickname string Bases []*Base BasesByNick map[string]*Base BasesByBases map[string][]*Base Jumpholes []*Jumphole Tradelanes []*TradeLaneRing TradelaneByNick map[string]*TradeLaneRing MissionZoneVignettes []*MissionVignetteZone MissionsSpawnZone []*MissionPatrolZone MissionsSpawnZonesByFaction map[string][]*MissionPatrolZone Asteroids []*Asteroids ZonesByNick map[string]*Zone }
type TradeLaneRing ¶ added in v0.52.0
type TradeLaneRing struct { // [Object] // nickname = BR07_Trade_Lane_Ring_3_1 // ids_name = 260659 // pos = -20293, 0, 21375 // rotate = 0, 5, 0 // archetype = Trade_Lane_Ring // next_ring = BR07_Trade_Lane_Ring_3_2 // ids_info = 66170 // reputation = br_n_grp // tradelane_space_name = 501168 // difficulty_level = 1 // loadout = trade_lane_ring_br_01 // pilot = pilot_solar_easiest semantic.Model Nickname *semantic.String Pos *semantic.Vect NextRing *semantic.String PrevRing *semantic.String }
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