package
0.0.0-20230530021306-a46129f2e081
Repository: https://github.com/chimera-rpg/go-server.git
Documentation: pkg.go.dev
# Functions
NewArchetype creates a new, blank archetype.
NewFileMap returns a constructed FileMap.
NewStrings provides a constructed instance of Strings.
RandomDuration returns a random duration between min and max, but not contained within not.
# Constants
Errors for User access.
crossbows.
These attitudes correspond to the given levels of hostility or friendliness of a character.
Arcane represents arcane attacks.
AttributesType consts.
ArcaneMatter represents all matter states in the arcane world.
These are our SkillType flags.
ArchAdd determines that two archetypes should have their properties added together where applicable.
ArchetypeAudio represents a special archetype for sound and music playback.
ArchetypeBlock represents a Block archetype.
ArchetypeBullet represents a Bullet Archetype.
ArchetypeEquipable represents a weapons, shields, armor, magic items, and more.
ArchetypeExit represents exits and entrances between and within maps.
ArchetypeFaction represents a faction archetype.
ArchetypeFlora represents general non-animal, non-PC, and non-NPC life.
ArchetypeFood represents a tasty morsel.
ArchetypeGeneric represents a Generic Archetype.
ArchetypeGenus represents a genus archetype.
ArchetypeItem represents an Item Archetype.
ArchetypeNPC represents a NPC archetype.
ArchetypePC represents a PC archetype.
ArchetypeSkill represents a Skill Archetype.
ArchetypeSpecial represents special map-specific archetypes.
ArchetypeSpecies represents a species archetype.
ArchetypeTile represents a Tile archetype.
ArchetypeUnknown represents an unknown archetype.
ArchetypeVariety represents a varieties archetype.
ArchMerge determines that two archetypes should have their properties merged.
These are our SkillType flags.
Weapon stylesAxesCompetency = 1 << iota.
Errors for User access.
Errors for User access.
These are the various competency types within chimera.
These are the various competency types within chimera.
These are the various competency types within chimera.
Corrosive represents acid.
Our various status types.
These are the various competency types within chimera.
These are the various competency types within chimera.
Other.
These are our SkillType flags.
bows.
These are the various competency types within chimera.
Edged represents physical attack types of an edged nature, such as swords.
Errors for User access.
Our spawn rules.
These are the various competency types within chimera.
Our various status types.
These are the various competency types within chimera.
Flame represents fire.
Our various status types.
Our various status types.
AttributeType consts.
Force represents mere force.
These attitudes correspond to the given levels of hostility or friendliness of a character.
Frost represents cold.
GasMatter represents gas objects.
These are the various competency types within chimera.
These are our SkillType flags.
Harm does harming.
These are the various competency types within chimera.
AttributeType consts.
Heal does healing.
Spirit types.
These are the various competency types within chimera.
These attitudes correspond to the given levels of hostility or friendliness of a character.
Impact represents physical attack types of a bludgeoning nature.
Incompetency CompetencyType = 0.
Arcane types.
These are the various competency types within chimera.
Lightning represents Zeus's mighty power.
LiquidMatter represents liquid objects, such as water.
These attitudes correspond to the given levels of hostility or friendliness of a character.
These are the various competency types within chimera.
These are the various competency types within chimera.
These are our SkillType flags.
AttributeType consts.
These attitudes correspond to the given levels of hostility or friendliness of a character.
No description provided by the author
NoAttackType should not occur.
These attitudes correspond to the given levels of hostility or friendliness of a character.
NoMatter represents something that takes up no space.
These are our SkillType flags.
Our various status types.
Errors for User access.
Errors for User access.
Fighting styles.
OpaqueMatter represents if the matter blocks vision.
Physical represents physical attacks.
AttributesType consts.
PhysicalMatter represents all matter states in the physical world.
Pierce represents physical attack types of a sharp, thrusting nature.
PlasmaMatter represents a state which we'll probably never use.
These are the various competency types within chimera.
These are the various competency types within chimera.
AttributeType consts.
.
These are the various competency types within chimera.
Our spawn rules.
These are our SkillType flags.
Arcane/Spirit combat styles.
AttributeType consts.
Our various status types.
AttributeType consts.
These are the various competency types within chimera.
These attitudes correspond to the given levels of hostility or friendliness of a character.
SolidMatter represents solid objects, such as walls.
Spirit represents spirit attacks.
AttributesType consts.
SpiritMatter represents all matter states in the spirit world.
These are our SkillType flags.
Our various status types.
Errors for User access.
Our various status types.
These are the various competency types within chimera.
These are the various competency types within chimera.
throwing weapons.
These are the various competency types within chimera.
These attitudes correspond to the given levels of hostility or friendliness of a character.
AttributeType consts.
AttributesType consts.
Errors for User access.
Errors for User access.
These are the various competency types within chimera.
These are the various competency types within chimera.
Our various status types.
# Variables
ArchetypeToStringMap maps ArchetypeTypes to string representations.
No description provided by the author
AttackTypeToStringMap is a map of attack types to strings.
AttitudeToStringMap is a map of Attitude types to strings.
AttributeTypeToStringMap is the map of attributes to strings.
CompetencyToStringMap maps CompetencyTypes to their corresponding string.
Errors.
Errors.
Errors.
Interpreter is the interpreter instance used by all archetype scripts.
SkillTypeToStringMap is a map of SkillTypes to their corresponding strings.
SpawnEventTypeToString does as it says.
StatusMapToString is as the name implies.
Whatever, let's have a global strings map.
StringToArchetypeMap maps string representations to ArchetypeTypes.
No description provided by the author
StringToAttackTypeMap is the map of strings to attack types.
StringToAttitudeMap is a map of strings to Attitude types.
StringToAttributeTypeMap is the map of strings to attributes.
StringToCompetencyMap maps strings to their corresponding CompetencyTypes.
StringToMatterMap maps string representations to MatterTypes.
StringToSkillTypeMap is a map of strings to their corresponding SkillTypes.
StringToSpawnEventType does as it says.
StringToStatusMap is as the name implies.
# Structs
Animation represents a collection of data that is used for managing Object animation.
AnimationFrame represents an individual frame of an animation.
AnimationFramePre represents an individual frame of an animation.
AnimationPre represents a collection of data that is used for managing Object animation.
AnimationsConfig is the configuration for animations.
Archetype represents a collection of data that should be used for the creation of Objects.
ArchetypeTimer represents a built-in timer for an archetype.
Attitudes contain families and factions that are considered for attitude relation.
Attributes represent the attribute scores for skills, combat, and more.
AttributeSets is our set of a Attributes.
Audio.
AudioPre.
AudioSound.
AudioSoundPre.
Character represents a player character.
Competency is the floating value of competency for a competency type.
No description provided by the author
No description provided by the author
EventResponses are the valid responses that can be given for an event.
Events is a structure for our various potentially handled event responses.
ExitInfo represents the information used for simple exits and teleporters.
FileMap provides a centralized location for referring to filepaths via ids, and holding filepath data to CRC32 checksums.
GeneraAttitudes contain species that are considered for attitude relation.
TimeRange just defines a range between two times.
No description provided by the author
Manager is the controlling type for accessing archetypes, maps, player files and any other data.
Map is the source containing structure used to build a world.Map.
MergeArch provides an archetype ID and merge type pairing.
No description provided by the author
No description provided by the author
ObjectInfo represents information about an object.
No description provided by the author
No description provided by the author
SaveInfo is the positional information for a saved character.
ScriptError is the error structure emitted via panic when a script fails to compile.
No description provided by the author
Skill is a simple container for a skill's fields.
Slots are used to define limits for equipment and characters.
SlotsNeeds are minimum and maximum slot requirements.
SpawnArchetype is a container for pairing an Archetype with a Chance value.
No description provided by the author
SpawnEventResponse is an event response that causes zero or more items to spawn.
No description provided by the author
Specials contain data for deeper map functionality.
Strings provides a StringID to string map and reverse map.
TimeRange just defines a range between two times.
TriggerEventResponse causes another event to be triggered.
User is a collection of data for a single user, such as characters, shared storage, or otherwise.
No description provided by the author
# Interfaces
Variable is the interface that represents strings, ints, or otherwise.
# Type aliases
ArchetypeType is the numeric identifier for different archetype types.
No description provided by the author
No description provided by the author
AttackType represents the % damage type that a weapon does or armor protects from.
AttackTypes is a map of AttackTypes to floats.
Attitude represents the variable levels of hostility or friendliness.
AttributesType is a numerical type for specific attribute sets.
AttributeType is a numerical reference to specific attributes.
No description provided by the author
AttributeValue is a numeric value that represents a character's base ability.
Bool is our bool type.
CompetenciesMap is a convenience type mapping for our competencies.
CompetencyType is a type for a given competency.
Container is a Variable that is a map of strings to Variables.
No description provided by the author
EventType is a type representing our events.
Expression is a more complex expression used for calculating a number.
FileID represents unique file string IDs.
Int is an integer type.
MatterType represents the given matter state of an object.
MergeArchType is unique type for identifying how an archetype should be merged/added with another.
SkillType is the type used to represent the skills used in Chimera.
SpawnEventType represents the spawn event rule to use.
No description provided by the author
StatusType represents various Status effects.
String is our string type.
StringID is a unique ID for a particular string.