systems_mapped

package
v0.84.3 Latest Latest
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Published: Nov 14, 2024 License: AGPL-3.0 Imports: 10 Imported by: 2

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Index

Constants

View Source
const (
	KEY_OBJECT   = "[object]"
	KEY_NICKNAME = "nickname"
	KEY_BASE     = "base"
)
View Source
const (
	BaseArchetypeInvisible = "invisible_base"
)

Variables

This section is empty.

Functions

This section is empty.

Types

type Asteroids added in v0.69.0

type Asteroids struct {
	semantic.Model
	File         *semantic.Path
	Zone         *semantic.String
	LootableZone *LootableZone
}

type Base

type Base struct {
	semantic.Model
	Nickname  *semantic.String
	Base      *semantic.String // base.nickname in universe.ini
	DockWith  *semantic.String
	Archetype *semantic.String

	IDsInfo     *semantic.Int
	IdsName     *semantic.Int
	RepNickname *semantic.String
	Pos         *semantic.Vect
	System      *System
	Parent      *semantic.String
}

type Config

type Config struct {
	SystemsMap map[string]*System
	Systems    []*System

	// it can contain more than one base meeting condition.
	BasesByBases    map[string]*Base
	BasesByNick     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

func (*Config) Write

func (frelconfig *Config) Write() []*file.File

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 FileRead added in v0.17.0

type FileRead struct {
	// contains filtered or unexported fields
}

type Jumphole added in v0.64.0

type Jumphole struct {
	semantic.Model
	Nickname  *semantic.String
	GotoHole  *semantic.String
	Archetype *semantic.String
	Pos       *semantic.Vect
	IdsName   *semantic.Int

	System *System
}

type LootableZone added in v0.69.0

type LootableZone struct {
	semantic.Model
	AsteroidLootCommodity  *semantic.String
	AsteroidLootMin        *semantic.Int
	AsteroidLootMax        *semantic.Int
	DynamicLootMin         *semantic.Int
	DynamicLootMax         *semantic.Int
	AsteroidLootDifficulty *semantic.Int
	DynamicLootDifficulty  *semantic.Int
}

type MissionPatrolZone added in v0.52.0

type MissionPatrolZone struct {
	semantic.Model
	Nickname *semantic.String
	Size     *semantic.Vect
	Shape    *semantic.String
	Pos      *semantic.Vect

	Factions []*Patrol
}

type MissionVignetteZone added in v0.52.0

type MissionVignetteZone struct {

	// vignettes
	semantic.Model
	Nickname     *semantic.String
	Size         *semantic.Int
	Shape        *semantic.String
	Pos          *semantic.Vect
	VignetteType *semantic.String
	MissionType  *semantic.String
}

type Object added in v0.84.3

type Object struct {
	semantic.Model
	Nickname *semantic.String
}

type Patrol added in v0.52.0

type Patrol struct {
	semantic.Model
	FactionNickname *semantic.String
	Chance          *semantic.Float
}

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
	Objects     []*Object
}

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
}

type Zone added in v0.69.0

type Zone struct {
	semantic.Model
	Nickname *semantic.String
	Pos      *semantic.Vect
	IDsInfo  *semantic.Int
	IdsName  *semantic.Int
}

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