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Holder types
All holders take at least type_id as their first required argument.
No special properties implemented yet. All effects and side-effects are applied when you add it to fit, and you have no control over it.
No special properties.
Refers module into which charge is loaded.
Drones have mutable state, and you can change it on Drone instantiation.
Get/set state of module, When setting, accepts any value of State enum. For drones, State.offline
means it's in dronebay, State.online
- in space, State.active
- engaging target.
They have the same meaning as on ship. Refer to description of following attributes:
.resistances
.hp
.get_ehp(damage_profile)
.worst_case_ehp
Shortcuts to some item attributes provided as holder attributes, same as on Modules. Following attributes are available:
.tracking_speed
.optimal_range
.falloff_range
.cycle_time
Used for various system-wide effects, like wormhole or incursion Sansha anomalies. No special properties.
No special properties.
Module, just as other holders, needs type_id argument; besides it, there're 2 additional arguments for instantiation. State take any value from State enum and switches holder into passed state. Charge takes None or Charge holder and 'loads' it into module.
Get/set state of module, When setting, accepts any value of State enum.
Get/set charge. When setting, accepts Charge object or None.
Return max amount of charges loadable into module. Returns None if no charge loaded, or some of needed attributes are not accessible.
Return amount of cycles module can do with charge loaded into it. This doesn't always coincide with amount of loaded charges (e.g. for tech2 laser crystals, paste in ancillary armor repairers). Returns None if no charge needed for cycling or amount of cycles is infinite.
Return time it takes to reload module in seconds.
Get module's volley damage. Raw numbers are returned if target_resistances argument is None, otherwise, if target_resistances are specified as DamageTypes object, effective volley damage vs passed resistances is calculated. Following data is available: .get_nominal_volley(target_resistances=None).[em/thermal/kinetic/explosive/total]
.
Almost the same as .get_nominal_volley()
, but here we calculate damage done per second. There's additional argument which controls if we take reload into consideration or not.
Get tracking speed of module. Return None if no tracking speed attribute specified.
Get optimal range of module. Return None if no optimal range attribute specified.
Get falloff range of module. Return None if no falloff range attribute specified.
Get cycle time of module in seconds. Return None if no cycle time attribute specified.
Get reactivation delay of module in seconds. Return None if no reactivation delay attribute specified.
No special properties.
All of ship resistances are available here, you can access them via .resistances.[hull/armor/shield].[em/thermal/kinetic/explosive]
. They are exposed as absolute numbers, i.e. 0.7 for 70%.
Access amount of raw hitpoints ship has. Following data is available: .hp.[hull/armor/shield/total]
.
Get effective hitpoints versus passed damage profile (DamageTypes object). At least one of values in damage_profile should be more than 0, otherwise ValueError will be raised. Following data is available: .get_ehp(damage_profile).[hull/armor/shield/total]
.
Return EVE-style effective hitpoints - for each given layer take worst resistance and calculate EHP against it. Following data is available: .worst_case_ehp.[hull/armor/shield/total]
.
Access/set skill level.
Also known as tech3 destroyer tactical mode. No special properties.
Tech 3 cruiser subsystem. No special properties.