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Index ¶
Constants ¶
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const (
FILENAME_SELECT_EQUIP utils_types.FilePath = "select_equip.ini"
)
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Config ¶
type Config struct {
Files []*iniload.IniLoader
Commodities []*Commodity
CommoditiesMap map[string]*Commodity
Guns []*Gun
GunMap map[string]*Gun
Munitions []*Munition
MunitionMap map[string]*Munition
Explosions []*Explosion
ExplosionMap map[string]*Explosion
MineDroppers []*MineDropper
Mines []*Mine
MinesMap map[string]*Mine
Items []*Item
ItemsMap map[string]*Item
ShieldGens []*ShieldGenerator
ShidGenMap map[string]*ShieldGenerator
Thrusters []*Thruster
ThrusterMap map[string]*Thruster
Engines []*Engine
EnginesMap map[string]*Engine
Powers []*Power
PowersMap map[string]*Power
CounterMeasureDroppers []*CounterMeasureDropper
CounterMeasure []*CounterMeasure
CounterMeasureMap map[string]*CounterMeasure
Scanners []*Scanner
Tractors []*Tractor
}
type CounterMeasure ¶ added in v0.35.0
type CounterMeasureDropper ¶ added in v0.35.0
type Engine ¶ added in v0.26.0
type Engine struct {
semantic.Model
Nickname *semantic.String
IdsName *semantic.Int
IdsInfo *semantic.Int
CruiseSpeed *semantic.Int
LinearDrag *semantic.Int
MaxForce *semantic.Int
ReverseFraction *semantic.Float
HpType *semantic.String
FlameEffect *semantic.String
TrailEffect *semantic.String
CruiseChargeTime *semantic.Int
Mass *semantic.Float
}
type Gun ¶ added in v0.21.0
type Gun struct {
semantic.Model
Nickname *semantic.String
IdsName *semantic.Int
IdsInfo *semantic.Int
HitPts *semantic.String // not able to read hit_pts = 5E+13 as any number yet
PowerUsage *semantic.Float
RefireDelay *semantic.Float
MuzzleVelosity *semantic.Float
Toughness *semantic.Float
IsAutoTurret *semantic.Bool
TurnRate *semantic.Float
ProjectileArchetype *semantic.String
HPGunType *semantic.String
Lootable *semantic.Bool
DispersionAngle *semantic.Float
Volume *semantic.Float
Mass *semantic.Float
FlashParticleName *semantic.String
BurstAmmo *semantic.Int
BurstReload *semantic.Float
NumBarrels *semantic.Int
}
type Mine ¶ added in v0.23.0
type Mine struct {
semantic.Model
Nickname *semantic.String
ExplosionArch *semantic.String
AmmoLimitAmountInCatridge *semantic.Int
AmmoLimitMaxCatridges *semantic.Int
HitPts *semantic.Int
Lifetime *semantic.Float
IdsName *semantic.Int
IdsInfo *semantic.Int
SeekDist *semantic.Int
TopSpeed *semantic.Int
Acceleration *semantic.Int
OwnerSafeTime *semantic.Int
DetonationDistance *semantic.Int
LinearDrag *semantic.Float
Mass *semantic.Float
}
type MineDropper ¶ added in v0.23.0
type MineDropper struct {
semantic.Model
Nickname *semantic.String
IdsName *semantic.Int
IdsInfo *semantic.Int
HitPts *semantic.Int
ChildImpulse *semantic.Float
PowerUsage *semantic.Float
RefireDelay *semantic.Float
MuzzleVelocity *semantic.Float
Toughness *semantic.Float
ProjectileArchetype *semantic.String
Lootable *semantic.Bool
Mass *semantic.Float
}
type Munition ¶ added in v0.21.0
type Munition struct {
semantic.Model
Nickname *semantic.String
ExplosionArch *semantic.String
RequiredAmmo *semantic.Bool
HullDamage *semantic.Int
EnergyDamange *semantic.Int
HealintAmount *semantic.Int
WeaponType *semantic.String
Motor *semantic.String
MaxAngularVelocity *semantic.Float
HitPts *semantic.Int
AmmoLimitAmountInCatridge *semantic.Int
AmmoLimitMaxCatridges *semantic.Int
Volume *semantic.Float
IdsName *semantic.Int
IdsInfo *semantic.Int
ConstEffect *semantic.String
MunitionHitEffect *semantic.String
LifeTime *semantic.Float
SeekerType *semantic.String
SeekerRange *semantic.Int
SeekerFovDeg *semantic.Int
Mass *semantic.Float
ArmorPen *semantic.Float // Disco only
}
type ShieldGenerator ¶ added in v0.24.0
type ShieldGenerator struct {
semantic.Model
Nickname *semantic.String
IdsName *semantic.Int
IdsInfo *semantic.Int
HitPts *semantic.Int
Volume *semantic.Int
RegenerationRate *semantic.Int
MaxCapacity *semantic.Int
Toughness *semantic.Float
HpType *semantic.String
ConstPowerDraw *semantic.Int
RebuildPowerDraw *semantic.Int
OfflineRebuildTime *semantic.Int
Lootable *semantic.Bool
ShieldType *semantic.String
Mass *semantic.Float
}
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