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Index ¶
Constants ¶
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Variables ¶
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Functions ¶
This section is empty.
Types ¶
type EventQueue ¶
type EventQueue []*Event
func (EventQueue) Len ¶
func (eq EventQueue) Len() int
func (EventQueue) Less ¶
func (eq EventQueue) Less(i, j int) bool
func (*EventQueue) Pop ¶
func (eq *EventQueue) Pop() any
func (*EventQueue) Push ¶
func (eq *EventQueue) Push(e any)
func (EventQueue) Swap ¶
func (eq EventQueue) Swap(i, j int)
type EventScheduler ¶
type EventScheduler struct {
// contains filtered or unexported fields
}
func NewEventScheduler ¶
func NewEventScheduler(gameChannels *gamecomm.GameChannels, missions map[string]*Mission, gc *gameclock.GameClock) *EventScheduler
func (*EventScheduler) Run ¶
func (s *EventScheduler) Run()
func (*EventScheduler) Schedule ¶
func (s *EventScheduler) Schedule(e *Event)
func (*EventScheduler) UpdateEvent ¶
type Mission ¶
type Mission struct { Id string CorporationId uint64 Squads []int PlanetId string DestinationTime time.Time ReturnalTime time.Time Status string Type gamecomm.MissionType Resources []string NotificationChan chan string Amount int // TODO: You should have and object for transfers {resource, amount} }
func CreateMission ¶
func CreateMission(mc gamecomm.MissionCommand) (Mission, error)
type MissionScheduler ¶
func NewMissionScheduler ¶
func NewMissionScheduler(gameChannels *gamecomm.GameChannels, gc *gameclock.GameClock) *MissionScheduler
func (*MissionScheduler) CalculateTravelDistance ¶
func (ms *MissionScheduler) CalculateTravelDistance(m Mission)
func (*MissionScheduler) CreateSquadMission ¶
func (ms *MissionScheduler) CreateSquadMission(m Mission)
func (*MissionScheduler) CreateTransferMission ¶
func (ms *MissionScheduler) CreateTransferMission(m Mission) error
amount int, itemName world.Resource, planetId string, corporationId uint64
func (*MissionScheduler) Run ¶
func (ms *MissionScheduler) Run()
func (*MissionScheduler) StartMission ¶
func (ms *MissionScheduler) StartMission(m Mission)
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