42 m_group(
Inv::GrpData())
50 _log(ITEM__TRACE,
"Created ItemType object %p for type %s (%u).",
this,
name().c_str(),
id());
54 return ItemType::Load<ItemType>(
typeID);
62 switch (gData.
catID) {
71 return CharacterType::_LoadType<CharacterType>(
typeID, data );
75 return StationType::_LoadType<StationType>(
typeID, data );
80 return BlueprintType::_LoadType<BlueprintType>(
typeID, data );
106 _log(ITEM__MESSAGE,
"type %u (group: %u, cat: %u) called _LoadType, but is not handled.", typeID, gData.
id, gData.
catID);
117 std::vector< DmgTypeAttribute > typeAttrVec;
119 for (
auto cur : typeAttrVec)
120 m_AttributeMap.insert(std::pair<uint16, EvilNumber>(cur.attributeID, cur.value));
178 std::map<uint16, uint8>::const_iterator itr =
m_reqSkillMap.find(skillID);
192 std::vector< TypeEffects > typeEffMap;
195 for (
auto cur : typeEffMap) {
210 std::unordered_multimap<int8, Effect>::const_iterator itr =
m_stateFxMap.begin();
212 if (itr->second.effectID == effectID)
220 for (
auto it = itr.first; it != itr.second; ++it)
221 effectMap.insert(std::pair<uint16, Effect>(it->second.effectID, it->second));
238 const char *_customInfo)
245 singleton(_singleton),
258 const char *_customInfo,
280 const char* _customInfo,
void GetEffectMap(const int8 state, std::map< uint16, Effect > &effectMap) const
#define _log(type, fmt,...)
const bool HasAttribute(const uint16 attributeID) const
bool HasReqSkill(const uint16 skillID) const
const GPoint & position() const
const std::string & customInfo() const
std::map< uint16, uint8 > m_reqSkillMap
EvilNumber GetAttribute(const uint16 attributeID) const
bool HasEffect(uint16 effectID) const
this is a class that kinda mimics how python polymorph's numbers.
std::unordered_multimap< int8, Effect > m_stateFxMap
typeID Spawn an NPC with the specified type text Search for items matching the specified query() type()() itemID() copy() materialLevel()()() itemID() itemID Fits selected item to active ship() skillID(level)-gives skillID to specified level." ) COMMAND( online
typeID Spawn an NPC with the specified type text Search for items matching the specified query() type()() itemID() copy() materialLevel()()() itemID() attributeID(value)-Sets attributeID of itemID to value." ) COMMAND( fit
static const GPoint NULL_ORIGIN(0, 0, 0)
ItemType(uint16 _id, const Inv::TypeData &_data)
uint32 locationID() const
ItemData(const char *_name="", uint16 _typeID=0, uint32 _ownerID=ownerSystem, uint32 _locationID=locTemp, EVEItemFlags _flag=flagNone, bool _contraband=false, bool _singleton=false, uint32 _quantity=0, const GPoint &_position=NULL_ORIGIN, const char *_customInfo="")
void SetAttribute(uint16 attrID, int num, bool notify=true)
AttrMap::const_iterator AttrMapConstItr
const std::string & name() const
const void CopyAttributes(InventoryItem &itemRef) const
EVEItemFlags flag() const
static ItemType * Load(uint16 typeID)
static _Ty * _LoadType(uint16 typeID, const Inv::TypeData &data)
std::map< uint16, EvilNumber > m_AttributeMap
entityID heal the character with the entityID note giving you detailed ship status information gives a list of all dynamic entities and players and their destinyState in this bubble shows some current destiny variables save all kick all and halt server immediate command list all items in current location s gives list of cargo contents and volumes in all holds list current session values show current ship DNA show current objects in their destiny state