Esempio n. 1
0
        /// <summary>
        /// Gets a group by its name
        /// </summary>
        /// <param name="name"></param>
        /// <returns></returns>
        public static EvePropertyCategory GetCategoryByName(string name)
        {
            EvePropertyCategory category = null;

            m_categoriesByName.TryGetValue(name, out category);
            return(category);
        }
Esempio n. 2
0
        /// <summary>
        /// Deserialization constructor.
        /// </summary>
        /// <param name="category"></param>
        /// <param name="serial"></param>
        internal EveProperty(EvePropertyCategory category, SerializableProperty serial)
        {
            ID             = serial.ID;
            Name           = serial.Name;
            Description    = serial.Description;
            DefaultValue   = serial.DefaultValue;
            Icon           = serial.Icon;
            Unit           = serial.Unit;
            UnitID         = serial.UnitID;
            HigherIsBetter = serial.HigherIsBetter;
            Category       = category;

            switch (serial.ID)
            {
            case DBConstants.CPUNeedPropertyID:
                CPU = this;
                break;

            case DBConstants.PGNeedPropertyID:
                Powergrid = this;
                break;
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Deserialization constructor
        /// </summary>
        /// <param name="owner"></param>
        /// <param name="serial"></param>
        internal EveProperty(EvePropertyCategory owner, SerializableProperty serial)
        {
            m_owner          = owner;
            m_id             = serial.ID;
            m_icon           = serial.Icon;
            m_unit           = serial.Unit;
            m_unitID         = serial.UnitID;
            m_description    = serial.Description;
            m_defaultValue   = serial.DefaultValue;
            m_higherIsBetter = serial.HigherIsBetter;

            m_name = serial.Name;

            switch (m_id)
            {
            case DBConstants.CPUNeedPropertyID:
                s_cpuProperty = this;
                break;

            case DBConstants.PGNeedPropertyID:
                s_powergridProperty = this;
                break;
            }
        }
Esempio n. 4
0
        /// <summary>
        /// Initialize static properties
        /// </summary>
        internal static void Load()
        {
            PropertiesDatafile datafile = Util.DeserializeDatafile <PropertiesDatafile>(DatafileConstants.PropertiesDatafile);

            // Fetch deserialized data
            foreach (var srcCategory in datafile.Categories)
            {
                var category = new EvePropertyCategory(srcCategory);
                m_categoriesByName[category.Name] = category;

                // Store skills
                foreach (var property in category)
                {
                    m_propertiesByID[property.ID]     = property;
                    m_propertiesByName[property.Name] = property;
                }
            }

            // Visibility in ships browser
            m_propertiesByName["Base Price"].AlwaysVisibleForShips = true;
            m_propertiesByID[48].AlwaysVisibleForShips             = true; // CPU
            m_propertiesByID[11].AlwaysVisibleForShips             = true; // Powergrid
            m_propertiesByID[1132].AlwaysVisibleForShips           = true; // Calibration
            m_propertiesByID[14].AlwaysVisibleForShips             = true; // High Slots
            m_propertiesByID[13].AlwaysVisibleForShips             = true; // Med Slots
            m_propertiesByID[12].AlwaysVisibleForShips             = true; // Low Slots

            m_propertiesByID[283].AlwaysVisibleForShips  = true;           // Drone Capacity
            m_propertiesByID[1271].AlwaysVisibleForShips = true;           // Drone Bandwidth

            m_propertiesByID[38].AlwaysVisibleForShips  = true;            // Cargo Capacity
            m_propertiesByID[4].AlwaysVisibleForShips   = true;            // Mass
            m_propertiesByID[161].AlwaysVisibleForShips = true;            // Volume

            m_propertiesByID[482].AlwaysVisibleForShips = true;            // Capacitor Capacity
            m_propertiesByID[55].AlwaysVisibleForShips  = true;            // Recharge time

            m_propertiesByID[76].AlwaysVisibleForShips  = true;            // Maximum Targeting Range
            m_propertiesByID[564].AlwaysVisibleForShips = true;            // Scan Resolution
            m_propertiesByID[552].AlwaysVisibleForShips = true;            // Signature Radius

            m_propertiesByID[37].AlwaysVisibleForShips   = true;           // Max Velocity
            m_propertiesByID[1281].AlwaysVisibleForShips = true;           // Ship Warp Speed

            m_propertiesByID[9].AlwaysVisibleForShips   = true;            // Structure HP
            m_propertiesByID[263].AlwaysVisibleForShips = true;            // Shield HP
            m_propertiesByID[265].AlwaysVisibleForShips = true;            // Armor HP
            m_propertiesByID[479].AlwaysVisibleForShips = true;            // Shield recharge time

            m_propertiesByID[271].AlwaysVisibleForShips = true;            // Shield EM resistances
            m_propertiesByID[272].AlwaysVisibleForShips = true;            // Shield Exp resistances
            m_propertiesByID[273].AlwaysVisibleForShips = true;            // Shield Kin resistances
            m_propertiesByID[274].AlwaysVisibleForShips = true;            // Shield Therm resistances

            m_propertiesByID[267].AlwaysVisibleForShips = true;            // Armor EM resistances
            m_propertiesByID[268].AlwaysVisibleForShips = true;            // Armor Exp resistances
            m_propertiesByID[269].AlwaysVisibleForShips = true;            // Armor Kin resistances
            m_propertiesByID[270].AlwaysVisibleForShips = true;            // Armor Therm resistances

            // Hide if default
            m_propertiesByID[101].HideIfDefault = true; // Launcher hardpoints
            m_propertiesByID[102].HideIfDefault = true; // Turret hardpoints

            m_propertiesByID[208].HideIfDefault = true; // RADAR Sensor Strength
            m_propertiesByID[209].HideIfDefault = true; // LADAR Sensor Strength
            m_propertiesByID[210].HideIfDefault = true; // Magnetometric Sensor Strength
            m_propertiesByID[211].HideIfDefault = true; // Gravimetric Sensor Strength

            m_propertiesByID[974].HideIfDefault = true; // Hull EM resistances
            m_propertiesByID[975].HideIfDefault = true; // Hull Exp resistances
            m_propertiesByID[976].HideIfDefault = true; // Hull Kin resistances
            m_propertiesByID[977].HideIfDefault = true; // Hull Therm resistances

            m_propertiesByID[114].HideIfDefault = true; // EM damage
            m_propertiesByID[116].HideIfDefault = true; // Explosive damage
            m_propertiesByID[117].HideIfDefault = true; // Kinetic damage
            m_propertiesByID[118].HideIfDefault = true; // Thermal damage

            m_propertiesByID[175].HideIfDefault = true; // Charisma Modifier
            m_propertiesByID[176].HideIfDefault = true; // Intelligence Modifier
            m_propertiesByID[177].HideIfDefault = true; // Memory Modifier
            m_propertiesByID[178].HideIfDefault = true; // Perception Modifier
            m_propertiesByID[179].HideIfDefault = true; // Willpower Modifier

            m_propertiesByID[633].HideIfDefault = true; // Meta Level
        }