Documentation ¶
Overview ¶
Package ec implements the logic for Empyrean Challenge
Index ¶
- type Abandon
- type AssembleFactoryGroup
- type AssembleMineGroup
- type AssembleUnit
- type Bombard
- type Buy
- type CheckRebels
- type Claim
- type ConvertRebels
- type CounterAgents
- type Discharge
- type Draft
- type Engine
- type ExpandFactoryGroup
- type ExpandMineGroup
- type GameJS
- type Grant
- type InciteRebels
- type Invade
- type Jump
- type Move
- type Name
- type NameUnit
- type News
- type Orders
- type PayAll
- type PayLocal
- type PlayerJS
- type Probe
- type ProbeSystem
- type Raid
- type RationAll
- type RationLocal
- type RecycleFactoryGroup
- type RecycleMineGroup
- type RecycleUnit
- type RetoolFactoryGroup
- type Revoke
- type ScrapFactoryGroup
- type ScrapMineGroup
- type ScrapUnit
- type Secret
- type Sell
- type Setup
- type StealSecrets
- type StoreFactoryGroup
- type StoreMineGroup
- type StoreUnit
- type SupportAttack
- type SupportDefend
- type SuppressAgents
- type Survey
- type SurveySystem
- type Transfer
- type Unknown
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Abandon ¶
type Abandon struct { Line int Location coordinates.Coordinates // location to be abandoned }
type AssembleFactoryGroup ¶
type AssembleFactoryGroup struct { Line int Id int // id of unit being ordered Quantity int // number of units to assemble Unit units.Unit // factory units to assemble Manufacture units.Unit // product unit to be manufactured }
func (*AssembleFactoryGroup) Execute ¶
func (o *AssembleFactoryGroup) Execute() error
type AssembleMineGroup ¶
type AssembleMineGroup struct { Line int Id int // id of unit being ordered DepositId string // deposit to assemble mines at Quantity int // number of units to assemble Unit units.Unit // mine units to assemble }
func (*AssembleMineGroup) Execute ¶
func (o *AssembleMineGroup) Execute() error
type AssembleUnit ¶
type AssembleUnit struct { Line int Id int // id of unit being ordered Quantity int // number of units to assemble Unit units.Unit // unit to assemble }
func (*AssembleUnit) Execute ¶
func (o *AssembleUnit) Execute() error
type Bombard ¶
type Buy ¶
type CheckRebels ¶
type CheckRebels struct { Line int Id int // id of unit being ordered Quantity int // number of units to use }
func (*CheckRebels) Execute ¶
func (o *CheckRebels) Execute() error
type Claim ¶
type Claim struct { Line int Id int // id of unit being ordered Location coordinates.Coordinates // location to be claimed }
type ConvertRebels ¶
type ConvertRebels struct { Line int Id int // id of unit being ordered Quantity int // number of units to use }
func (*ConvertRebels) Execute ¶
func (o *ConvertRebels) Execute() error
type CounterAgents ¶
type CounterAgents struct { Line int Id int // id of unit being ordered Quantity int // number of units to use }
func (*CounterAgents) Execute ¶
func (o *CounterAgents) Execute() error
type Discharge ¶
type Draft ¶
type Engine ¶
type Engine struct { // Game holds information about the current game Game games.Game // Players holds every player that has ever been in this game. Players map[string]player.Player // Orders holds every player's set of orders for the current turn. Orders []*Orders }
Engine holds the state of a single game
func (*Engine) SecretsPhase ¶
type ExpandFactoryGroup ¶
type ExpandFactoryGroup struct { Line int Id int // id of unit being ordered FactoryGroup string // factory group to expand Quantity int // number of units to assemble Unit units.Unit // mine units to assemble }
func (*ExpandFactoryGroup) Execute ¶
func (o *ExpandFactoryGroup) Execute() error
type ExpandMineGroup ¶
type ExpandMineGroup struct { Line int Id int // id of unit being ordered MineGroup string // mine group to expand Quantity int // number of units to assemble Unit units.Unit // mine units to assemble }
func (*ExpandMineGroup) Execute ¶
func (o *ExpandMineGroup) Execute() error
type Grant ¶
type Grant struct { Line int Location coordinates.Coordinates // coordinates of system and orbit Kind string // kind of grant TargetId int // nation to grant }
type InciteRebels ¶
type InciteRebels struct { Line int Id int // id of unit being ordered Quantity int // number of units to use TargetId int // id of nation to target }
func (*InciteRebels) Execute ¶
func (o *InciteRebels) Execute() error
type Invade ¶
type Jump ¶
type Jump struct { Line int Id int // id of unit being ordered Location coordinates.Coordinates // coordinates to move to }
type Name ¶
type Name struct { Line int Location coordinates.Coordinates // coordinates of system or planet to name Name string // new name for unit }
type NameUnit ¶
type News ¶
type News struct { Line int Location coordinates.Coordinates // location to send news to Article string Signature string }
type Orders ¶
type Orders struct { Validated bool Handle string Game string Turn int Secret *Secret Orders []orders.Order Error error }
Orders holds all of a player's orders for a single turn.
type PayAll ¶
type PayLocal ¶
type ProbeSystem ¶
type ProbeSystem struct { Line int Id int // id of unit being ordered Location coordinates.Coordinates // location to probe }
func (*ProbeSystem) Execute ¶
func (o *ProbeSystem) Execute() error
type Raid ¶
type RationLocal ¶
type RationLocal struct { Line int Id int // id of unit being ordered Rate int // new ration percentage }
func (*RationLocal) Execute ¶
func (o *RationLocal) Execute() error
type RecycleFactoryGroup ¶
type RecycleFactoryGroup struct { Line int Id int // id of unit being ordered FactoryGroup string // factory group to recycle units from Quantity int // number of units to recycle Unit units.Unit // unit to recycle }
func (*RecycleFactoryGroup) Execute ¶
func (o *RecycleFactoryGroup) Execute() error
type RecycleMineGroup ¶
type RecycleMineGroup struct { Line int Id int // id of unit being ordered MineGroup string // mine group to recycle units from Quantity int // number of units to recycle Unit units.Unit // unit to recycle }
func (*RecycleMineGroup) Execute ¶
func (o *RecycleMineGroup) Execute() error
type RecycleUnit ¶
type RecycleUnit struct { Line int Id int // id of unit being ordered Quantity int // number of units to recycle Unit units.Unit // unit to recycle }
func (*RecycleUnit) Execute ¶
func (o *RecycleUnit) Execute() error
type RetoolFactoryGroup ¶
type RetoolFactoryGroup struct { Line int Id int // id of unit being ordered FactoryGroup string // factory group to retool Unit units.Unit // new unit to manufacture }
func (*RetoolFactoryGroup) Execute ¶
func (o *RetoolFactoryGroup) Execute() error
type Revoke ¶
type Revoke struct { Line int Location coordinates.Coordinates // coordinates of system and orbit Kind string // kind of grant TargetId int // nation to grant }
type ScrapFactoryGroup ¶
type ScrapFactoryGroup struct { Line int Id int // id of unit being ordered FactoryGroup string // factory group to scrap units from Quantity int // number of units to scrap Unit units.Unit // unit to scrap }
func (*ScrapFactoryGroup) Execute ¶
func (o *ScrapFactoryGroup) Execute() error
type ScrapMineGroup ¶
type ScrapMineGroup struct { Line int Id int // id of unit being ordered MineGroup string // mine group to scrap units from Quantity int // number of units to scrap Unit units.Unit // unit to scrap }
func (*ScrapMineGroup) Execute ¶
func (o *ScrapMineGroup) Execute() error
type ScrapUnit ¶
type Sell ¶
type Setup ¶
type Setup struct { Line int Id int // id of unit establishing ship or colony Location coordinates.Coordinates // location being set up Kind string // must be 'colony' or 'ship' Action string // must be 'transfer' Items []*orders.TransferDetail }
type StealSecrets ¶
type StealSecrets struct { Line int Id int // id of unit being ordered Quantity int // number of units to use TargetId int // id of nation to target }
func (*StealSecrets) Execute ¶
func (o *StealSecrets) Execute() error
type StoreFactoryGroup ¶
type StoreFactoryGroup struct { Line int Id int // id of unit being ordered FactoryGroup string // factory group to store units from Quantity int // number of units to store Unit units.Unit // unit to store }
func (*StoreFactoryGroup) Execute ¶
func (o *StoreFactoryGroup) Execute() error
type StoreMineGroup ¶
type StoreMineGroup struct { Line int Id int // id of unit being ordered MineGroup string // mine group to store units from Quantity int // number of units to store Unit units.Unit // unit to store }
func (*StoreMineGroup) Execute ¶
func (o *StoreMineGroup) Execute() error
type StoreUnit ¶
type SupportAttack ¶
type SupportAttack struct { Line int Id int // id of unit being ordered PctCommitted int SupportId int // id of unit being supported TargetId int // id of unit being attacked }
func (*SupportAttack) Execute ¶
func (o *SupportAttack) Execute() error
type SupportDefend ¶
type SupportDefend struct { Line int Id int // id of unit being ordered SupportId int // id of unit being supported PctCommitted int }
func (*SupportDefend) Execute ¶
func (o *SupportDefend) Execute() error
type SuppressAgents ¶
type SuppressAgents struct { Line int Id int // id of unit being ordered Quantity int // number of units to use TargetId int // id of nation to target }
func (*SuppressAgents) Execute ¶
func (o *SuppressAgents) Execute() error
type SurveySystem ¶
type SurveySystem struct { Line int Id int // id of unit being ordered Location coordinates.Coordinates // location to survey }
func (*SurveySystem) Execute ¶
func (o *SurveySystem) Execute() error
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