Documentation
¶
Overview ¶
Package evego provides an interface to the EVE Online static data export and APIs.
For an example program that uses this library, see the cmd/evego package.
Index ¶
- func SortSkills(skills []Skill)
- type ActivityType
- type BlueprintItem
- type BlueprintType
- type Cache
- type Character
- type CharacterSheet
- type Database
- type IndustryActivity
- type InventoryFlag
- type InventoryItem
- type InventoryLine
- type Item
- type ItemType
- type Market
- type MarketGroup
- type Order
- type OrderRange
- type OrderType
- type Region
- type Router
- type Skill
- type SolarSystem
- type Standing
- type StandingType
- type Station
- type XMLAPI
- type XMLKey
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func SortSkills ¶
func SortSkills(skills []Skill)
SortSkills sorts the provided skill array by group and name.
Types ¶
type ActivityType ¶
type ActivityType int
ActivityType is an industrial activity performed on or resulting in a blueprint.
const ( None ActivityType = iota Manufacturing ResearchingTechnology ResearchingTE ResearchingME Copying Duplicating ReverseEngineering Invention )
The ActivityType values.
func (ActivityType) String ¶
func (i ActivityType) String() string
type BlueprintItem ¶
type BlueprintItem struct {
// ItemID is a unique identifier for this object.
ItemID int `xml:"itemID,attr"`
// LocationID is the solar system, station, or container ID where an object is located.
LocationID int `xml:"locationID,attr"`
// StationID is the solar system, station, or outpost ID where an object is located.
StationID int `xml:"-"`
// TypeID is the item's type.
TypeID int `xml:"typeID,attr"`
// TypeName is the item's type name.
TypeName string `xml:"typeName,attr"`
// Quantity is the number of items in this stack, or -1 if it's not stacked.
Quantity int `xml:"quantity,attr"`
// Flag indicates the item's position; see the InventoryFlag enum.
Flag InventoryFlag `xml:"flagID,attr"`
// TimeEfficiency is the blueprint's researched time efficiency level [0..20]
TimeEfficiency int `xml:"timeEfficiency,attr"`
// MaterialEfficiency is the blueprint's researched material efficiency level [0..10]
MaterialEfficiency int `xml:"materialEfficiency,attr"`
// NumRuns is the number of runs remaining (-1 for original blueprints)
NumRuns int `xml:"runs,attr"`
// IsOriginal is true iff this blueprint is an original.
IsOriginal bool `xml:"-"`
}
BlueprintItem is a blueprint returned from a blueprint endpoint.
type BlueprintType ¶
type BlueprintType int
BlueprintType is a blueprint's original/copy status.
const ( // NotBlueprint is not a blueprint. NotBlueprint BlueprintType = 0 // BlueprintOriginal is an orignal blueprint. BlueprintOriginal BlueprintType = -1 // BlueprintCopy is a blueprint copy. BlueprintCopy BlueprintType = -2 )
func (BlueprintType) String ¶
func (i BlueprintType) String() string
type Cache ¶
type Cache interface {
io.Closer
// Get returns the cached value of the key, if it is available and unexpired.
// It also returns a boolean flag that is true if there was a hit, and false
// if the item was not in the cache or it was expired.
Get(key string) ([]byte, bool)
// Put takes a key and blob to persist in the cache, and the item's expiry
// time. It returns an error if something has gone wrong with the cache,
// or nil otherwise.
Put(key string, val []byte, expires time.Time) error
}
Cache is the interface expected by evego packages for a local cache.
type Character ¶
type Character struct {
Name string `json:"name" xml:"name,attr"`
ID int `json:"id" xml:"characterID,attr"`
Corporation string `json:"corporation" xml:"corporationName,attr"`
CorporationID int `json:"corporationID" xml:"corporationID,attr"`
Alliance string `json:"alliance" xml:"allianceName,attr"`
AllianceID int `json:"allianceID" xml:"allianceID,attr"`
}
Character represents one EVE player toon.
type CharacterSheet ¶
CharacterSheet contains the character sheet information for a toon as provied by the /char/CharacterSheet.xml.aspx endpoint.
type Database ¶
type Database interface {
io.Closer
ItemForName(itemName string) (*Item, error)
ItemForID(itemID int) (*Item, error)
ItemsForIDs(itemIDs []int) ([]*Item, error)
ItemComposition(itemID int) ([]InventoryLine, error)
MarketGroupForItem(item *Item) (*MarketGroup, error)
SolarSystemForID(systemID int) (*SolarSystem, error)
SolarSystemForName(systemName string) (*SolarSystem, error)
SolarSystemsForPattern(systemName string) ([]SolarSystem, error)
RegionForName(regionName string) (*Region, error)
StationForID(stationID int) (*Station, error)
StationsForName(stationName string) ([]Station, error)
// BlueprintOutputs returns the items and quantity of each that can be output
// by performing industrial actions on a blueprint given that blueprint's name
// (typeName) as a string. The type name may include the percent (%) character
// as a wildcard.
BlueprintOutputs(typeName string) ([]IndustryActivity, error)
// BlueprintForProduct returns the blueprints that can produce a given output.
BlueprintForProduct(typeName string) ([]IndustryActivity, error)
// BlueprintsUsingMaterial returns the blueprints that use the given input material
// in an industrial process (manufacturing, invention, etc.)
BlueprintsUsingMaterial(typeName string) ([]IndustryActivity, error)
// BlueprintProductionInputs returns the required materials for one run
// of production on an unresearched (ME 0% / TE 0%) blueprint. It takes as
// parameters the blueprint to be used and the selected output product.
BlueprintProductionInputs(
typeName string, outputTypeName string) ([]InventoryLine, error)
// ReprocessOutputMaterials produces a list of all materials that are possible
// outputs from reprocessing.
ReprocessOutputMaterials() ([]Item, error)
}
Database is an object that returns information about items in EVE.
type IndustryActivity ¶
type IndustryActivity struct {
InputItem *Item
ActivityType ActivityType
OutputItem *Item
OutputQuantity int
}
IndustryActivity is an action (e.g. invention) taken on an input item (e.g. Vexor Blueprint) producing a result (e.g. Ishtar Blueprint).
func (IndustryActivity) String ¶
func (i IndustryActivity) String() string
type InventoryFlag ¶
type InventoryFlag int
InventoryFlag describes the location of an item in the asset list.
const ( // InvNone : None InvNone InventoryFlag = 0 // InvWallet : Wallet InvWallet InventoryFlag = 1 // InvFactory : Factory InvFactory InventoryFlag = 2 // InvWardrobe : Wardrobe InvWardrobe InventoryFlag = 3 // InvHangar : Hangar InvHangar InventoryFlag = 4 // InvCargo : Cargo InvCargo InventoryFlag = 5 // InvBriefcase : Briefcase InvBriefcase InventoryFlag = 6 // InvSkill : Skill InvSkill InventoryFlag = 7 // InvReward : Reward InvReward InventoryFlag = 8 // InvConnected : Character in station connected InvConnected InventoryFlag = 9 // InvDisconnected : Character in station offline InvDisconnected InventoryFlag = 10 // InvLoSlot0 : Low power slot 1 InvLoSlot0 InventoryFlag = 11 // InvLoSlot1 : Low power slot 2 InvLoSlot1 InventoryFlag = 12 // InvLoSlot2 : Low power slot 3 InvLoSlot2 InventoryFlag = 13 // InvLoSlot3 : Low power slot 4 InvLoSlot3 InventoryFlag = 14 // InvLoSlot4 : Low power slot 5 InvLoSlot4 InventoryFlag = 15 // InvLoSlot5 : Low power slot 6 InvLoSlot5 InventoryFlag = 16 // InvLoSlot6 : Low power slot 7 InvLoSlot6 InventoryFlag = 17 // InvLoSlot7 : Low power slot 8 InvLoSlot7 InventoryFlag = 18 // InvMedSlot0 : Medium power slot 1 InvMedSlot0 InventoryFlag = 19 // InvMedSlot1 : Medium power slot 2 InvMedSlot1 InventoryFlag = 20 // InvMedSlot2 : Medium power slot 3 InvMedSlot2 InventoryFlag = 21 // InvMedSlot3 : Medium power slot 4 InvMedSlot3 InventoryFlag = 22 // InvMedSlot4 : Medium power slot 5 InvMedSlot4 InventoryFlag = 23 // InvMedSlot5 : Medium power slot 6 InvMedSlot5 InventoryFlag = 24 // InvMedSlot6 : Medium power slot 7 InvMedSlot6 InventoryFlag = 25 // InvMedSlot7 : Medium power slot 8 InvMedSlot7 InventoryFlag = 26 // InvHiSlot0 : High power slot 1 InvHiSlot0 InventoryFlag = 27 // InvHiSlot1 : High power slot 2 InvHiSlot1 InventoryFlag = 28 // InvHiSlot2 : High power slot 3 InvHiSlot2 InventoryFlag = 29 // InvHiSlot3 : High power slot 4 InvHiSlot3 InventoryFlag = 30 // InvHiSlot4 : High power slot 5 InvHiSlot4 InventoryFlag = 31 // InvHiSlot5 : High power slot 6 InvHiSlot5 InventoryFlag = 32 // InvHiSlot6 : High power slot 7 InvHiSlot6 InventoryFlag = 33 // InvHiSlot7 : High power slot 8 InvHiSlot7 InventoryFlag = 34 // InvFixedSlot : Fixed Slot InvFixedSlot InventoryFlag = 35 // InvPromenadeSlot1 : Promenade Slot 1 InvPromenadeSlot1 InventoryFlag = 40 // InvPromenadeSlot2 : Promenade Slot 2 InvPromenadeSlot2 InventoryFlag = 41 // InvPromenadeSlot3 : Promenade Slot 3 InvPromenadeSlot3 InventoryFlag = 42 // InvPromenadeSlot4 : Promenade Slot 4 InvPromenadeSlot4 InventoryFlag = 43 // InvPromenadeSlot5 : Promenade Slot 5 InvPromenadeSlot5 InventoryFlag = 44 // InvPromenadeSlot6 : Promenade Slot 6 InvPromenadeSlot6 InventoryFlag = 45 // InvPromenadeSlot7 : Promenade Slot 7 InvPromenadeSlot7 InventoryFlag = 46 // InvPromenadeSlot8 : Promenade Slot 8 InvPromenadeSlot8 InventoryFlag = 47 // InvPromenadeSlot9 : Promenade Slot 9 InvPromenadeSlot9 InventoryFlag = 48 // InvPromenadeSlot10 : Promenade Slot 10 InvPromenadeSlot10 InventoryFlag = 49 // InvPromenadeSlot11 : Promenade Slot 11 InvPromenadeSlot11 InventoryFlag = 50 // InvPromenadeSlot12 : Promenade Slot 12 InvPromenadeSlot12 InventoryFlag = 51 // InvPromenadeSlot13 : Promenade Slot 13 InvPromenadeSlot13 InventoryFlag = 52 // InvPromenadeSlot14 : Promenade Slot 14 InvPromenadeSlot14 InventoryFlag = 53 // InvPromenadeSlot15 : Promenade Slot 15 InvPromenadeSlot15 InventoryFlag = 54 // InvPromenadeSlot16 : Promenade Slot 16 InvPromenadeSlot16 InventoryFlag = 55 // InvCapsule : Capsule InvCapsule InventoryFlag = 56 // InvPilot : Pilot InvPilot InventoryFlag = 57 // InvPassenger : Passenger InvPassenger InventoryFlag = 58 // InvBoardingGate : Boarding gate InvBoardingGate InventoryFlag = 59 // InvCrew : Crew InvCrew InventoryFlag = 60 // InvSkillInTraining : Skill in training InvSkillInTraining InventoryFlag = 61 // InvCorpMarket : Corporation Market Deliveries / Returns InvCorpMarket InventoryFlag = 62 // InvLocked : Locked item, can not be moved unless unlocked InvLocked InventoryFlag = 63 // InvUnlocked : Unlocked item, can be moved InvUnlocked InventoryFlag = 64 // InvOfficeSlot1 : Office slot 1 InvOfficeSlot1 InventoryFlag = 70 // InvOfficeSlot2 : Office slot 2 InvOfficeSlot2 InventoryFlag = 71 // InvOfficeSlot3 : Office slot 3 InvOfficeSlot3 InventoryFlag = 72 // InvOfficeSlot4 : Office slot 4 InvOfficeSlot4 InventoryFlag = 73 // InvOfficeSlot5 : Office slot 5 InvOfficeSlot5 InventoryFlag = 74 // InvOfficeSlot6 : Office slot 6 InvOfficeSlot6 InventoryFlag = 75 // InvOfficeSlot7 : Office slot 7 InvOfficeSlot7 InventoryFlag = 76 // InvOfficeSlot8 : Office slot 8 InvOfficeSlot8 InventoryFlag = 77 // InvOfficeSlot9 : Office slot 9 InvOfficeSlot9 InventoryFlag = 78 // InvOfficeSlot10 : Office slot 10 InvOfficeSlot10 InventoryFlag = 79 // InvOfficeSlot11 : Office slot 11 InvOfficeSlot11 InventoryFlag = 80 // InvOfficeSlot12 : Office slot 12 InvOfficeSlot12 InventoryFlag = 81 // InvOfficeSlot13 : Office slot 13 InvOfficeSlot13 InventoryFlag = 82 // InvOfficeSlot14 : Office slot 14 InvOfficeSlot14 InventoryFlag = 83 // InvOfficeSlot15 : Office slot 15 InvOfficeSlot15 InventoryFlag = 84 // InvOfficeSlot16 : Office slot 16 InvOfficeSlot16 InventoryFlag = 85 // InvBonus : Bonus InvBonus InventoryFlag = 86 // InvDroneBay : Drone Bay InvDroneBay InventoryFlag = 87 // InvBooster : Booster InvBooster InventoryFlag = 88 // InvImplant : Implant InvImplant InventoryFlag = 89 // InvShipHangar : Ship Hangar InvShipHangar InventoryFlag = 90 // InvShipOffline : Ship Offline InvShipOffline InventoryFlag = 91 // InvRigSlot0 : Rig power slot 1 InvRigSlot0 InventoryFlag = 92 // InvRigSlot1 : Rig power slot 2 InvRigSlot1 InventoryFlag = 93 // InvRigSlot2 : Rig power slot 3 InvRigSlot2 InventoryFlag = 94 // InvRigSlot3 : Rig power slot 4 InvRigSlot3 InventoryFlag = 95 // InvRigSlot4 : Rig power slot 5 InvRigSlot4 InventoryFlag = 96 // InvRigSlot5 : Rig power slot 6 InvRigSlot5 InventoryFlag = 97 // InvRigSlot6 : Rig power slot 7 InvRigSlot6 InventoryFlag = 98 // InvRigSlot7 : Rig power slot 8 InvRigSlot7 InventoryFlag = 99 // InvFactoryOperation : Factory Background Operation InvFactoryOperation InventoryFlag = 100 // InvCorpSAG2 : Corp Security Access Group 2 InvCorpSAG2 InventoryFlag = 116 // InvCorpSAG3 : Corp Security Access Group 3 InvCorpSAG3 InventoryFlag = 117 // InvCorpSAG4 : Corp Security Access Group 4 InvCorpSAG4 InventoryFlag = 118 // InvCorpSAG5 : Corp Security Access Group 5 InvCorpSAG5 InventoryFlag = 119 // InvCorpSAG6 : Corp Security Access Group 6 InvCorpSAG6 InventoryFlag = 120 // InvCorpSAG7 : Corp Security Access Group 7 InvCorpSAG7 InventoryFlag = 121 // InvSecondaryStorage : Secondary Storage InvSecondaryStorage InventoryFlag = 122 // InvCaptainsQuarters : Captains Quarters InvCaptainsQuarters InventoryFlag = 123 // InvWisPromenade : Wis Promenade InvWisPromenade InventoryFlag = 124 // InvSubSystem0 : Sub system slot 0 InvSubSystem0 InventoryFlag = 125 // InvSubSystem1 : Sub system slot 1 InvSubSystem1 InventoryFlag = 126 // InvSubSystem2 : Sub system slot 2 InvSubSystem2 InventoryFlag = 127 // InvSubSystem3 : Sub system slot 3 InvSubSystem3 InventoryFlag = 128 // InvSubSystem4 : Sub system slot 4 InvSubSystem4 InventoryFlag = 129 // InvSubSystem5 : Sub system slot 5 InvSubSystem5 InventoryFlag = 130 // InvSubSystem6 : Sub system slot 6 InvSubSystem6 InventoryFlag = 131 // InvSubSystem7 : Sub system slot 7 InvSubSystem7 InventoryFlag = 132 // InvSpecializedFuelBay : Specialized Fuel Bay InvSpecializedFuelBay InventoryFlag = 133 // InvSpecializedOreHold : Specialized Ore Hold InvSpecializedOreHold InventoryFlag = 134 // InvSpecializedGasHold : Specialized Gas Hold InvSpecializedGasHold InventoryFlag = 135 // InvSpecializedMineralHold : Specialized Mineral Hold InvSpecializedMineralHold InventoryFlag = 136 // InvSpecializedSalvageHold : Specialized Salvage Hold InvSpecializedSalvageHold InventoryFlag = 137 // InvSpecializedShipHold : Specialized Ship Hold InvSpecializedShipHold InventoryFlag = 138 // InvSpecializedSmallShipHold : Specialized Small Ship Hold InvSpecializedSmallShipHold InventoryFlag = 139 // InvSpecializedMediumShipHold : Specialized Medium Ship Hold InvSpecializedMediumShipHold InventoryFlag = 140 // InvSpecializedLargeShipHold : Specialized Large Ship Hold InvSpecializedLargeShipHold InventoryFlag = 141 // InvSpecializedIndustrialShipHold : Specialized Industrial Ship Hold InvSpecializedIndustrialShipHold InventoryFlag = 142 // InvSpecializedAmmoHold : Specialized Ammo Hold InvSpecializedAmmoHold InventoryFlag = 143 // InvStructureActive : StructureActive InvStructureActive InventoryFlag = 144 // InvStructureInactive : StructureInactive InvStructureInactive InventoryFlag = 145 // InvJunkyardReprocessed : This item was put into a junkyard through reprocession. InvJunkyardReprocessed InventoryFlag = 146 // InvJunkyardTrashed : This item was put into a junkyard through being trashed by its owner. InvJunkyardTrashed InventoryFlag = 147 // InvSpecializedCommandCenterHold : Specialized Command Center Hold InvSpecializedCommandCenterHold InventoryFlag = 148 // InvSpecializedPlanetaryCommoditiesHold : Specialized Planetary Commodities Hold InvSpecializedPlanetaryCommoditiesHold InventoryFlag = 149 // InvPlanetSurface : Planet Surface InvPlanetSurface InventoryFlag = 150 // InvSpecializedMaterialBay : Specialized Material Bay InvSpecializedMaterialBay InventoryFlag = 151 // InvDustCharacterDatabank : Dust Character Databank InvDustCharacterDatabank InventoryFlag = 152 // InvDustCharacterBattle : Dust Character Battle InvDustCharacterBattle InventoryFlag = 153 // InvQuafeBay : Quafe Bay InvQuafeBay InventoryFlag = 154 // InvFleetHangar : Fleet Hangar InvFleetHangar InventoryFlag = 155 // InvHiddenModifiers : Hidden Modifiers InvHiddenModifiers InventoryFlag = 156 )
func (InventoryFlag) String ¶
func (i InventoryFlag) String() string
type InventoryItem ¶
type InventoryItem struct {
// ItemID is a unique identifier for this object.
ItemID int `xml:"itemID,attr"`
// StationID is the solar system or station where an object is located.
StationID int `xml:"locationID,attr"`
// TypeID is the item's type.
TypeID int `xml:"typeID,attr"`
// Quantity is the number of items in this stack.
Quantity int `xml:"quantity,attr"`
// BlueprintType is the type of blueprint (original or copy), if applicable.
BlueprintType BlueprintType `xml:"rawQuantity,attr"`
// Unpackaged is true iff the item is unpackaged.
Unpackaged bool `xml:"singleton,attr"`
// Flag indicates the item's position; see the InventoryFlag enum.
Flag InventoryFlag `xml:"flag,attr"`
// Contents is a list of items that this item contains, if any.
Contents []InventoryItem `xml:"rowset>row"`
}
InventoryItem is exactly what it sounds like.
type InventoryLine ¶
InventoryLine is an item in a material's composition, the player's inventory, or whatever.
func (InventoryLine) String ¶
func (i InventoryLine) String() string
type Item ¶
type Item struct {
Name string `db:"typeName"`
ID int `db:"typeID"`
Type ItemType
Category string `db:"categoryName"` // e.g. Module, Drone, Charge
Group string `db:"groupName"` // e.g. Omber, Logistic Drone, Footwear
GroupID int `db:"groupID"`
BatchSize int `db:"portionSize"`
}
Item is an Eve item.
type ItemType ¶
type ItemType int
ItemType is the type of an Eve item, and is used chiefly for correctly determining the item's reprocessing rate.
type Market ¶
type Market interface {
io.Closer
// OrdersForItem returns the market orders for a given item.
// location is the name of either a system or a region.
// type can be Buy, Sell, or All.
OrdersForItem(itemID *Item, location string, orderType OrderType) (*[]Order, error)
// BuyInStation returns the buy orders that are in range of the given
// station (i.e., can be sold to by a user there).
BuyInStation(itemID *Item, location *Station) (*[]Order, error)
// OrdersInStation returns the buy orders that are in range of a given station,
// and the sell orders available at that station.
OrdersInStation(item *Item, location *Station) (*[]Order, error)
}
Market returns information about market orders.
type MarketGroup ¶
type MarketGroup struct {
ID int
Parent *MarketGroup
Name string
Description string
}
MarketGroup is a group of items in the EVE market.
func (MarketGroup) String ¶
func (m MarketGroup) String() string
type Order ¶
type Order struct {
Type OrderType
Item *Item
Quantity int
Price float64
Station *Station
Expiration time.Time
MinQuantity int
JumpRange OrderRange
NumJumps int
}
Order represents an order on the EVE market.
type OrderRange ¶
type OrderRange int
OrderRange is the area from which capsuleers can sell to a buy order.
const ( // BuyStation is only the order's station. BuyStation OrderRange = iota // BuySystem is any station in the order's system. BuySystem // BuyNumberJumps is a specified number of jumps from the order's system. BuyNumberJumps // BuyRegion is anywhere within the order's region. BuyRegion )
func (OrderRange) String ¶
func (i OrderRange) String() string
type OrderType ¶
type OrderType int
OrderType is the order's type (either buy or sell); or All for searching for either
type Router ¶
type Router interface {
io.Closer
// NumJumps returns the number of jumps in the shortest path from
// fromSystem to toSystem, or -1 if the destination is unreachable
// from the start.
NumJumps(fromSystem, toSystem *SolarSystem) (int, error)
// NumJumpsID is a convenience method for NumJumps. Or is it the reverse?
NumJumpsID(fromSystemID, toSystemID int) (int, error)
}
Router is the interface for the backing service that provides a router.
type Skill ¶
type Skill struct {
Name string `json:"name"`
Group string `json:"group"`
GroupID int `json:"groupID"`
TypeID int `json:"typeID" xml:"typeID,attr"`
NumSkillpoints int `json:"numSkillpoints" xml:"skillpoints,attr"`
Level int `json:"level" xml:"level,attr"`
Published bool `json:"isPublished" xml:"published,attr"`
}
Skill is one of a character's injected skills.
type SolarSystem ¶
type SolarSystem struct {
Name string `db:"solarSystemName"`
ID int `db:"solarSystemID"`
Constellation string `db:"constellationName"`
ConstellationID int `db:"constellationID"`
Region string `db:"regionName"`
RegionID int `db:"regionID"`
Security float64
}
SolarSystem is a solar system within the EVE universe.
type Standing ¶
type Standing struct {
EntityType StandingType
ID int `xml:"fromID,attr"`
Name string `xml:"fromName,attr"`
Standing float64 `xml:"standing,attr"`
}
Standing is a standing level from a specified entity.
type StandingType ¶
type StandingType int
StandingType is the type of entity with which a Standing applies.
const ( UnknownEntity StandingType = iota NPCFaction NPCCorporation NPCAgent PlayerCharacter PlayerCorporation PlayerAlliance )
StandingType is the type of entity with which a Standing applies.
func (StandingType) String ¶
func (i StandingType) String() string
type Station ¶
type Station struct {
Name string `db:"stationName"`
ID int `db:"stationID"`
SystemID int `db:"solarSystemID"`
ConstellationID int `db:"constellationID"`
RegionID int `db:"regionID"`
CorporationID int `db:"corporationID"`
Corporation string `db:"corporationName"`
ReprocessingEfficiency float64 `db:"reprocessingEfficiency"`
}
Station is either an NPC station or a conquerable outpost.
type XMLAPI ¶
type XMLAPI interface {
io.Closer
// OutpostForID returns a conquerable station with the provided ID.
OutpostForID(id int) (*Station, error)
// OutpostsForName returns the stations matching the provided name pattern.
// The percent character (%) may be used as a wildcard.
OutpostsForName(name string) ([]Station, error)
// DumpOutposts returns the current list of outposts.
DumpOutposts() []*Station
// AccountCharacters returns a list of characters that the provided key can
// access.
AccountCharacters(key *XMLKey) ([]Character, error)
// CharacterSheet returns the character sheet for the given character ID.
CharacterSheet(key *XMLKey, characterID int) (*CharacterSheet, error)
// CharacterStandings returns a character's standings.
CharacterStandings(key *XMLKey, characterID int) ([]Standing, error)
// Assets gets a character's assets.
Assets(key *XMLKey, characterID int) ([]InventoryItem, error)
// Blueprints gets a character's blueprints.
Blueprints(key *XMLKey, characterID int, assets []InventoryItem) ([]BlueprintItem, error)
}
XMLAPI is an interface to the EVE XML API. We could make the interface sufficiently abstract to cover multiple APIs, but that seems on the silly side.
Source Files
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Directories
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| Path | Synopsis |
|---|---|
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cmd
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eve
command
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pkg
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cache
Package cache provides sample implementations of a cache handler for evego.
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Package cache provides sample implementations of a cache handler for evego. |
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character
Package character provides calculation of character statistics.
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Package character provides calculation of character statistics. |
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eveapi
Package eveapi is the public interface for accessing the EVE APIs (XML, CREST, or whatever.)
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Package eveapi is the public interface for accessing the EVE APIs (XML, CREST, or whatever.) |
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evesso
Package evesso provides support for EVE's single sign-on API.
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Package evesso provides support for EVE's single sign-on API. |
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industry
Package industry calculates the output from manufacturing, reprocessing, and other industrial processes.
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Package industry calculates the output from manufacturing, reprocessing, and other industrial processes. |
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parsing
Package parsing extracts useful data from external input (EFT, copy-and-paste from the game client, etc.)
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Package parsing extracts useful data from external input (EFT, copy-and-paste from the game client, etc.) |
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routing
Package routing provides services to calculate paths between points in EVE.
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Package routing provides services to calculate paths between points in EVE. |
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test
Package test provides useful extensions to goconvey.
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Package test provides useful extensions to goconvey. |