Documentation
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Index ¶
- type Building
- type Connection
- type Constructor
- func (b Constructor) BuildTimestamp() time.Duration
- func (p Constructor) CurrentRecipe() *Recipe.FGRecipe
- func (b Constructor) Descriptor() BuildingDescriptor.FGBuildingDescriptor
- func (b Constructor) Entity() save.Entity
- func (i Constructor) GetInput() *Connection
- func (o Constructor) GetOutput() *Connection
- func (b Constructor) ID() int64
- func (p Constructor) InputInventory() []*InventoryStack
- func (b Constructor) InstanceName() string
- func (p Constructor) IsProducing() bool
- func (p Constructor) OutputInventory() []*InventoryStack
- func (p Constructor) PowerConsumption() float32
- func (b Constructor) PrimaryColor() property.LinearColorStruct
- func (b Constructor) Recipe() Recipe.FGRecipe
- func (b Constructor) SecondaryColor() property.LinearColorStruct
- func (p Constructor) TimeSinceStartOrStopProducing() time.Duration
- func (b Constructor) TypePath() typepath.TypePath
- type Conveyor
- type ConveyorBelt
- func (c *ConveyorBelt) BeltContents() []*InventoryStack
- func (b ConveyorBelt) BuildTimestamp() time.Duration
- func (b ConveyorBelt) Descriptor() BuildingDescriptor.FGBuildingDescriptor
- func (b ConveyorBelt) Entity() save.Entity
- func (b ConveyorBelt) ID() int64
- func (b ConveyorBelt) InstanceName() string
- func (b ConveyorBelt) PrimaryColor() property.LinearColorStruct
- func (b ConveyorBelt) Recipe() Recipe.FGRecipe
- func (b ConveyorBelt) SecondaryColor() property.LinearColorStruct
- func (b ConveyorBelt) TypePath() typepath.TypePath
- type ConveyorLift
- func (c *ConveyorLift) BeltContents() []*InventoryStack
- func (b ConveyorLift) BuildTimestamp() time.Duration
- func (b ConveyorLift) Descriptor() BuildingDescriptor.FGBuildingDescriptor
- func (b ConveyorLift) Entity() save.Entity
- func (b ConveyorLift) ID() int64
- func (b ConveyorLift) InstanceName() string
- func (b ConveyorLift) PrimaryColor() property.LinearColorStruct
- func (b ConveyorLift) Recipe() Recipe.FGRecipe
- func (b ConveyorLift) SecondaryColor() property.LinearColorStruct
- func (b ConveyorLift) TypePath() typepath.TypePath
- type Factory
- type InventoryStack
- type InventoryStackType
- type Merger
- func (b Merger) BuildTimestamp() time.Duration
- func (b Merger) Descriptor() BuildingDescriptor.FGBuildingDescriptor
- func (b Merger) Entity() save.Entity
- func (i Merger) GetInputs() []*Connection
- func (o Merger) GetOutput() *Connection
- func (b Merger) ID() int64
- func (b Merger) InstanceName() string
- func (s Merger) Inventory() []*InventoryStack
- func (b Merger) PrimaryColor() property.LinearColorStruct
- func (b Merger) Recipe() Recipe.FGRecipe
- func (b Merger) SecondaryColor() property.LinearColorStruct
- func (b Merger) TypePath() typepath.TypePath
- type Production
- type Splitter
- func (b Splitter) BuildTimestamp() time.Duration
- func (b Splitter) Descriptor() BuildingDescriptor.FGBuildingDescriptor
- func (b Splitter) Entity() save.Entity
- func (i Splitter) GetInput() *Connection
- func (o Splitter) GetOutputs() []*Connection
- func (b Splitter) ID() int64
- func (b Splitter) InstanceName() string
- func (s Splitter) Inventory() []*InventoryStack
- func (b Splitter) PrimaryColor() property.LinearColorStruct
- func (b Splitter) Recipe() Recipe.FGRecipe
- func (b Splitter) SecondaryColor() property.LinearColorStruct
- func (b Splitter) TypePath() typepath.TypePath
- type StorageContainer
- func (b StorageContainer) BuildTimestamp() time.Duration
- func (b StorageContainer) Descriptor() BuildingDescriptor.FGBuildingDescriptor
- func (b StorageContainer) Entity() save.Entity
- func (b StorageContainer) ID() int64
- func (b StorageContainer) InstanceName() string
- func (s StorageContainer) Inventory() []*InventoryStack
- func (b StorageContainer) PrimaryColor() property.LinearColorStruct
- func (b StorageContainer) Recipe() Recipe.FGRecipe
- func (b StorageContainer) SecondaryColor() property.LinearColorStruct
- func (b StorageContainer) TypePath() typepath.TypePath
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Building ¶
type Building interface { InstanceName() string BuildTimestamp() time.Duration Recipe() Recipe.FGRecipe PrimaryColor() property.LinearColorStruct SecondaryColor() property.LinearColorStruct Entity() save.Entity ID() int64 TypePath() typepath.TypePath }
Building is implemented by all Satisfactory buildings
type Connection ¶
type Connection struct { // Connected is the non-conveyor belt Building that this input or output // is connected to. // // Will be nil if there is no terminating Building. Connected Building // ConveyorBelts contains all the Conveyor objects in order from the input or output to // the Connected Building. ConveyorBelts []Conveyor }
Connection details what a buildings input or output is connected to.
type Constructor ¶
type Constructor struct {
// contains filtered or unexported fields
}
func (Constructor) BuildTimestamp ¶
BuildTimestamp returns the duration between when the game started and when the building was constructed.
func (Constructor) CurrentRecipe ¶
CurrentRecipe returns the currently assigned recipe for this production machine. Returns nil if the machine has no recipe assigned.
func (Constructor) Descriptor ¶
func (b Constructor) Descriptor() BuildingDescriptor.FGBuildingDescriptor
Descriptor returns the descriptor for this building based on the data provided in the satisfactory Docs.json that ships with the game.
func (Constructor) GetInput ¶
func (i Constructor) GetInput() *Connection
GetInput returns the Connection for this input. If the input is not connected to anything then nil will be returned.
func (Constructor) GetOutput ¶
func (o Constructor) GetOutput() *Connection
GetOutput returns the Connection for this output. If the output is not connected to anything then nil will be returned.
func (Constructor) ID ¶
func (b Constructor) ID() int64
ID returns the unique identifier for this building
func (Constructor) InputInventory ¶
func (p Constructor) InputInventory() []*InventoryStack
InputInventory returns the input inventory of this building.
func (Constructor) InstanceName ¶
func (b Constructor) InstanceName() string
func (Constructor) IsProducing ¶
func (p Constructor) IsProducing() bool
IsProducing returns true if this building is currently producing.
func (Constructor) OutputInventory ¶
func (p Constructor) OutputInventory() []*InventoryStack
OutputInventory returns the output inventory of this building.
func (Constructor) PowerConsumption ¶
func (p Constructor) PowerConsumption() float32
PowerConsumption returns the power consumption of this building.
func (Constructor) PrimaryColor ¶
func (b Constructor) PrimaryColor() property.LinearColorStruct
PrimaryColor returns the RGBA of the buildings primary color.
func (Constructor) SecondaryColor ¶
func (b Constructor) SecondaryColor() property.LinearColorStruct
SecondaryColor returns the RGBA of the buildings secondary color.
func (Constructor) TimeSinceStartOrStopProducing ¶
TimeSinceStartOrStopProducing returns the amount of time that has elapsed since the building started or stopped producing.
type Conveyor ¶
type Conveyor interface {
BeltContents() []*InventoryStack
}
Conveyor is implemented by ConveyorBelt and ConveyorLift
type ConveyorBelt ¶
type ConveyorBelt struct { Mark int BeltDescriptor BuildableConveyorBelt.FGBuildableConveyorBelt // contains filtered or unexported fields }
func (*ConveyorBelt) BeltContents ¶
func (c *ConveyorBelt) BeltContents() []*InventoryStack
BeltContents will return the items that are currently on this ConveyorBelt
func (ConveyorBelt) BuildTimestamp ¶
BuildTimestamp returns the duration between when the game started and when the building was constructed.
func (ConveyorBelt) Descriptor ¶
func (b ConveyorBelt) Descriptor() BuildingDescriptor.FGBuildingDescriptor
Descriptor returns the descriptor for this building based on the data provided in the satisfactory Docs.json that ships with the game.
func (ConveyorBelt) ID ¶
func (b ConveyorBelt) ID() int64
ID returns the unique identifier for this building
func (ConveyorBelt) InstanceName ¶
func (b ConveyorBelt) InstanceName() string
func (ConveyorBelt) PrimaryColor ¶
func (b ConveyorBelt) PrimaryColor() property.LinearColorStruct
PrimaryColor returns the RGBA of the buildings primary color.
func (ConveyorBelt) SecondaryColor ¶
func (b ConveyorBelt) SecondaryColor() property.LinearColorStruct
SecondaryColor returns the RGBA of the buildings secondary color.
type ConveyorLift ¶
type ConveyorLift struct { Mark int LiftDescriptor BuildableConveyorLift.FGBuildableConveyorLift // contains filtered or unexported fields }
func (*ConveyorLift) BeltContents ¶
func (c *ConveyorLift) BeltContents() []*InventoryStack
BeltContents will return the items that are currently on this ConveyorLift
func (ConveyorLift) BuildTimestamp ¶
BuildTimestamp returns the duration between when the game started and when the building was constructed.
func (ConveyorLift) Descriptor ¶
func (b ConveyorLift) Descriptor() BuildingDescriptor.FGBuildingDescriptor
Descriptor returns the descriptor for this building based on the data provided in the satisfactory Docs.json that ships with the game.
func (ConveyorLift) ID ¶
func (b ConveyorLift) ID() int64
ID returns the unique identifier for this building
func (ConveyorLift) InstanceName ¶
func (b ConveyorLift) InstanceName() string
func (ConveyorLift) PrimaryColor ¶
func (b ConveyorLift) PrimaryColor() property.LinearColorStruct
PrimaryColor returns the RGBA of the buildings primary color.
func (ConveyorLift) SecondaryColor ¶
func (b ConveyorLift) SecondaryColor() property.LinearColorStruct
SecondaryColor returns the RGBA of the buildings secondary color.
type Factory ¶
type InventoryStack ¶
type InventoryStack struct { Type InventoryStackType Item *ItemDescriptor.FGItemDescriptor Resource *ResourceDescriptor.FGResourceDescriptor Biomass *ItemDescriptorBiomass.FGItemDescriptorBiomass Quantity int }
type InventoryStackType ¶
type InventoryStackType string
const ( ItemStackType InventoryStackType = "ItemStack" ResourceStackType InventoryStackType = "ResourceStack" BiomassStackType InventoryStackType = "BiomassStack" )
type Merger ¶
type Merger struct {
// contains filtered or unexported fields
}
func (Merger) BuildTimestamp ¶
BuildTimestamp returns the duration between when the game started and when the building was constructed.
func (Merger) Descriptor ¶
func (b Merger) Descriptor() BuildingDescriptor.FGBuildingDescriptor
Descriptor returns the descriptor for this building based on the data provided in the satisfactory Docs.json that ships with the game.
func (Merger) GetInputs ¶
func (i Merger) GetInputs() []*Connection
func (Merger) GetOutput ¶
func (o Merger) GetOutput() *Connection
GetOutput returns the Connection for this output. If the output is not connected to anything then nil will be returned.
func (Merger) InstanceName ¶
func (b Merger) InstanceName() string
func (Merger) Inventory ¶
func (s Merger) Inventory() []*InventoryStack
Inventory returns the contents of this building.
func (Merger) PrimaryColor ¶
func (b Merger) PrimaryColor() property.LinearColorStruct
PrimaryColor returns the RGBA of the buildings primary color.
func (Merger) SecondaryColor ¶
func (b Merger) SecondaryColor() property.LinearColorStruct
SecondaryColor returns the RGBA of the buildings secondary color.
type Production ¶
type Production interface { PowerConsumption() float32 CurrentRecipe() *Recipe.FGRecipe InputInventory() []*InventoryStack OutputInventory() []*InventoryStack IsProducing() bool TimeSinceStartOrStopProducing() time.Duration }
Production is implemented by all Satisfactory production buildings. e.g. Constructor and Assembler
type Splitter ¶
type Splitter struct {
// contains filtered or unexported fields
}
func (Splitter) BuildTimestamp ¶
BuildTimestamp returns the duration between when the game started and when the building was constructed.
func (Splitter) Descriptor ¶
func (b Splitter) Descriptor() BuildingDescriptor.FGBuildingDescriptor
Descriptor returns the descriptor for this building based on the data provided in the satisfactory Docs.json that ships with the game.
func (Splitter) GetInput ¶
func (i Splitter) GetInput() *Connection
GetInput returns the Connection for this input. If the input is not connected to anything then nil will be returned.
func (Splitter) GetOutputs ¶
func (o Splitter) GetOutputs() []*Connection
func (Splitter) ID ¶
func (b Splitter) ID() int64
ID returns the unique identifier for this building
func (Splitter) InstanceName ¶
func (b Splitter) InstanceName() string
func (Splitter) Inventory ¶
func (s Splitter) Inventory() []*InventoryStack
Inventory returns the contents of this building.
func (Splitter) PrimaryColor ¶
func (b Splitter) PrimaryColor() property.LinearColorStruct
PrimaryColor returns the RGBA of the buildings primary color.
func (Splitter) SecondaryColor ¶
func (b Splitter) SecondaryColor() property.LinearColorStruct
SecondaryColor returns the RGBA of the buildings secondary color.
type StorageContainer ¶
type StorageContainer struct { Mark int StorageDescriptor BuildableStorage.FGBuildableStorage // contains filtered or unexported fields }
func (StorageContainer) BuildTimestamp ¶
BuildTimestamp returns the duration between when the game started and when the building was constructed.
func (StorageContainer) Descriptor ¶
func (b StorageContainer) Descriptor() BuildingDescriptor.FGBuildingDescriptor
Descriptor returns the descriptor for this building based on the data provided in the satisfactory Docs.json that ships with the game.
func (StorageContainer) ID ¶
func (b StorageContainer) ID() int64
ID returns the unique identifier for this building
func (StorageContainer) InstanceName ¶
func (b StorageContainer) InstanceName() string
func (StorageContainer) Inventory ¶
func (s StorageContainer) Inventory() []*InventoryStack
Inventory returns the contents of this building.
func (StorageContainer) PrimaryColor ¶
func (b StorageContainer) PrimaryColor() property.LinearColorStruct
PrimaryColor returns the RGBA of the buildings primary color.
func (StorageContainer) SecondaryColor ¶
func (b StorageContainer) SecondaryColor() property.LinearColorStruct
SecondaryColor returns the RGBA of the buildings secondary color.