Documentation ¶
Index ¶
- Constants
- type BuyoutProfile
- type Customer
- type DatacenterMap
- func (self *DatacenterMap) AddRackStatusSubscriber(subscriber RackStatusSubscriber)
- func (self *DatacenterMap) ComputeHeatMap()
- func (self *DatacenterMap) ComputeOverLimits()
- func (self *DatacenterMap) GetGeneralOutage() bool
- func (self *DatacenterMap) GetHeight() int32
- func (self *DatacenterMap) GetMeterSquares() int32
- func (self *DatacenterMap) GetRackStatus(x, y int32) int32
- func (self *DatacenterMap) GetTemperature(x, y int32) float64
- func (self *DatacenterMap) GetTile(x, y int32) *Tile
- func (self *DatacenterMap) GetWidth() int32
- func (self *DatacenterMap) InitMap(assetdcmap string)
- func (self *DatacenterMap) InstallItem(item *supplier.InventoryItem, x, y int32) bool
- func (self *DatacenterMap) ItemChangedPool(*supplier.InventoryItem)
- func (self *DatacenterMap) ItemInStock(*supplier.InventoryItem)
- func (self *DatacenterMap) ItemInTransit(*supplier.InventoryItem)
- func (self *DatacenterMap) ItemInstalled(item *supplier.InventoryItem)
- func (self *DatacenterMap) ItemRemoveFromStock(*supplier.InventoryItem)
- func (self *DatacenterMap) ItemUninstalled(item *supplier.InventoryItem)
- func (self *DatacenterMap) LoadMap(dc map[string]interface{})
- func (self *DatacenterMap) MigrateToMap(dc map[string]interface{})
- func (self *DatacenterMap) MoveElement(xfrom, yfrom, xto, yto int32) bool
- func (self *DatacenterMap) PowerChange(time time.Time, consumed, generated, delivered, cooler float64)
- func (self *DatacenterMap) RemoveRackStatusSubscriber(subscriber RackStatusSubscriber)
- func (self *DatacenterMap) SaveMap() string
- func (self *DatacenterMap) SetGame(inventory *supplier.Inventory, location *supplier.LocationType, ...)
- func (self *DatacenterMap) UninstallItem(item *supplier.InventoryItem)
- type DcWidget
- func (self *DcWidget) DragDrop(x, y int32, payload sws.DragPayload) bool
- func (self *DcWidget) GeneralOutage(bool)
- func (self *DcWidget) HasFocus(focus bool)
- func (self *DcWidget) HideUpgrade()
- func (self *DcWidget) KeyDown(key sdl.Keycode, mod uint16)
- func (self *DcWidget) MouseDoubleClick(x, y int32)
- func (self *DcWidget) MouseMove(x, y, xrel, yrel int32)
- func (self *DcWidget) MousePressDown(x, y int32, button uint8)
- func (self *DcWidget) MousePressUp(x, y int32, button uint8)
- func (self *DcWidget) MoveDown()
- func (self *DcWidget) MoveLeft()
- func (self *DcWidget) MoveRight()
- func (self *DcWidget) MoveUp()
- func (self *DcWidget) RackStatusChange(x, y int32, rackstate int32)
- func (self *DcWidget) Repaint()
- func (self *DcWidget) SetGame(inventory *supplier.Inventory, currenttime time.Time, dcmap *DatacenterMap)
- func (self *DcWidget) SetInventoryManagementCallback(showInventoryManagement func())
- func (self *DcWidget) SetUpgradeCallback(callback func())
- func (self *DcWidget) ShowUpgrade()
- type DebugOpponentWidget
- func (self *DebugOpponentWidget) GetCell(column, row int32) string
- func (self *DebugOpponentWidget) GetHeader(column int32) (string, int32)
- func (self *DebugOpponentWidget) GetNbColumns() int32
- func (self *DebugOpponentWidget) GetNbRows() int32
- func (self *DebugOpponentWidget) Resize(w, h int32)
- func (self *DebugOpponentWidget) SetDataChangeCallback(callback func())
- func (self *DebugOpponentWidget) SetRowUpdateCallback(callback func())
- type DecorationElement
- type DemandStat
- type DemandStatDetailsWidget
- type DemandStatSubscriber
- type DemandStatWidget
- type DockWidget
- func (self *DockWidget) ChangeSpeed(speed int)
- func (self *DockWidget) LedgerChange()
- func (self *DockWidget) NewDay(timer *timer.GameTimer)
- func (self *DockWidget) SetElectricityCallback(callback func())
- func (self *DockWidget) SetFirewallCallback(callback func())
- func (self *DockWidget) SetGame(timer *timer.GameTimer, ledger *accounting.Ledger)
- func (self *DockWidget) SetInventoryCallback(callback func())
- func (self *DockWidget) SetLedgerCallback(callback func())
- func (self *DockWidget) SetShopCallback(callback func())
- func (self *DockWidget) SetStatsCallback(callback func())
- type ElementDragPayload
- type FirewallEventDetailIcmp
- type FirewallEventDetailTcp
- type FirewallEventDetailUdp
- type FirewallRulesWidget
- type FirewallStatusWidget
- type Game
- func (self *Game) AddGameTimerSubscriber(subscriber GameTimerSubscriber)
- func (self *Game) ChangeGameSpeed(speed int)
- func (self *Game) CheckUpgrade()
- func (self *Game) GeneralOutage(outage bool)
- func (self *Game) GenerateDemandAndFee()
- func (self *Game) GetCurrentSpeed() int
- func (self *Game) GetDebug() bool
- func (self *Game) GetGameStats() *GameStats
- func (self *Game) GetNPActors() []*NPDatacenter
- func (self *Game) GetPlayer() *Player
- func (self *Game) InitGame(locationid string, difficulty int32, companyname string)
- func (self *Game) LoadGame(filename string)
- func (self *Game) MigrateMap(mapname string)
- func (self *Game) RackStatusChange(x, y int32, rackstate int32)
- func (self *Game) RemoveGameTimerSubscriber(subscriber GameTimerSubscriber)
- func (self *Game) SaveGame(filename string)
- func (self *Game) ShowOpening()
- type GameStats
- func (self *GameStats) AddDemandStatSubscriber(subscriber DemandStatSubscriber)
- func (self *GameStats) AddPowerStatSubscriber(subscriber PowerStatSubscriber)
- func (self *GameStats) AddReputationStatSubscriber(subscriber ReputationStatSubscriber)
- func (self *GameStats) InitGame(inventory *supplier.Inventory, reputation *supplier.Reputation)
- func (self *GameStats) LoadGame(inventory *supplier.Inventory, reputation *supplier.Reputation, ...)
- func (self *GameStats) NewReputationScore(date time.Time, score float64)
- func (self *GameStats) PowerChange(t time.Time, consumption, generation, provided, cooler float64)
- func (self *GameStats) RemoveDemandStatSubscriber(subscriber DemandStatSubscriber)
- func (self *GameStats) RemovePowerStatSubscriber(subscriber PowerStatSubscriber)
- func (self *GameStats) RemoveReputationStatSubscriber(subscriber ReputationStatSubscriber)
- func (self *GameStats) Save() string
- func (self *GameStats) TriggerDemandStat(t time.Time, demand *supplier.DemandInstance, actor supplier.Actor, ...)
- type GameTimerSubscriber
- type GameUI
- type HardwareChoice
- func (self *HardwareChoice) ItemChangedPool(item *supplier.InventoryItem)
- func (self *HardwareChoice) ItemInStock(item *supplier.InventoryItem)
- func (self *HardwareChoice) ItemInTransit(*supplier.InventoryItem)
- func (self *HardwareChoice) ItemInstalled(item *supplier.InventoryItem)
- func (self *HardwareChoice) ItemRemoveFromStock(item *supplier.InventoryItem)
- func (self *HardwareChoice) ItemUninstalled(item *supplier.InventoryItem)
- func (self *HardwareChoice) SetGame(inventory *supplier.Inventory, currenttime time.Time)
- type HardwareChoiceCategory
- type HardwareChoiceItem
- type ItemInventoryArray
- type MainElectricityWidget
- func (self *MainElectricityWidget) Hide()
- func (self *MainElectricityWidget) PowerChange(time time.Time, consumed, generated, delivered, cooler float64)
- func (self *MainElectricityWidget) SetGame(inventory *supplier.Inventory, location *supplier.LocationType)
- func (self *MainElectricityWidget) Show()
- type MainFirewallWidget
- type MainGameMenu
- type MainGameMenuLoad
- type MainGameMenuNew
- type MainGameMenuSave
- type MainInventoryWidget
- type MainOpening
- type MainStatsWidget
- type MainSupplierWidget
- type NPDatacenter
- func (self *NPDatacenter) GetPicture() string
- func (self *NPDatacenter) GetReputationScore() float64
- func (self *NPDatacenter) Init(timer *timer.GameTimer, initialcapital float64, locationname string, ...)
- func (self *NPDatacenter) LoadGame(timer *timer.GameTimer, trend *supplier.Trend, v map[string]interface{})
- func (self *NPDatacenter) NewYearOperations()
- func (self *NPDatacenter) Save() string
- type NameList
- type OfferManagementLineWidget
- func (self *OfferManagementLineWidget) AddChild(child sws.Widget)
- func (self *OfferManagementLineWidget) InventoryItemAdd(*supplier.InventoryItem)
- func (self *OfferManagementLineWidget) InventoryItemAllocate(*supplier.InventoryItem)
- func (self *OfferManagementLineWidget) InventoryItemRelease(*supplier.InventoryItem)
- func (self *OfferManagementLineWidget) InventoryItemRemove(*supplier.InventoryItem)
- func (self *OfferManagementLineWidget) MousePressDown(x, y int32, button uint8)
- func (self *OfferManagementLineWidget) MousePressUp(x, y int32, button uint8)
- func (self *OfferManagementLineWidget) Update()
- type OfferManagementNewOfferWidget
- type OfferManagementWidget
- type OpponentStatWidget
- type OpponentStatWidgetLine
- func (self *OpponentStatWidgetLine) ItemChangedPool(*supplier.InventoryItem)
- func (self *OpponentStatWidgetLine) ItemInStock(*supplier.InventoryItem)
- func (self *OpponentStatWidgetLine) ItemInTransit(*supplier.InventoryItem)
- func (self *OpponentStatWidgetLine) ItemInstalled(*supplier.InventoryItem)
- func (self *OpponentStatWidgetLine) ItemRemoveFromStock(*supplier.InventoryItem)
- func (self *OpponentStatWidgetLine) ItemUninstalled(*supplier.InventoryItem)
- type Player
- func (p *Player) GetCompanyName() string
- func (p *Player) GetFirewall() *firewall.Firewall
- func (p *Player) GetMapLevel() int32
- func (p *Player) GetReputation() *supplier.Reputation
- func (p *Player) GetReputationScore() float64
- func (self *Player) Init(timer *timer.GameTimer, initialcapital float64, ...)
- func (self *Player) LoadGame(timer *timer.GameTimer, v map[string]interface{})
- func (self *Player) Save() string
- func (p *Player) SetMapLevel(maplevel int32)
- type PlayerStatWidget
- type PowerStat
- type PowerStatSubscriber
- type PowerStatWidget
- type RackChassisWidget
- func (self *RackChassisWidget) DragDrop(x, y int32, payload sws.DragPayload) bool
- func (self *RackChassisWidget) DragEnter(x, y int32, payload sws.DragPayload)
- func (self *RackChassisWidget) DragLeave(payload sws.DragPayload)
- func (self *RackChassisWidget) DragMove(x, y int32, payload sws.DragPayload)
- func (self *RackChassisWidget) ItemChangedPool(*supplier.InventoryItem)
- func (self *RackChassisWidget) ItemInStock(*supplier.InventoryItem)
- func (self *RackChassisWidget) ItemInTransit(*supplier.InventoryItem)
- func (self *RackChassisWidget) ItemInstalled(item *supplier.InventoryItem)
- func (self *RackChassisWidget) ItemRemoveFromStock(*supplier.InventoryItem)
- func (self *RackChassisWidget) ItemUninstalled(item *supplier.InventoryItem)
- func (self *RackChassisWidget) MousePressDown(x, y int32, button uint8)
- func (self *RackChassisWidget) MousePressUp(x, y int32, button uint8)
- func (self *RackChassisWidget) Repaint()
- func (self *RackChassisWidget) SetGame(inventory *supplier.Inventory)
- func (self *RackChassisWidget) SetLocation(x, y int32)
- type RackElement
- func (self *RackElement) AddItem(item *supplier.InventoryItem)
- func (self *RackElement) Draw(rotation, flasheffect uint32) *sdl.Surface
- func (self *RackElement) ElementType() int32
- func (self *RackElement) GetRackServers() []*supplier.InventoryItem
- func (self *RackElement) InventoryItem() *supplier.InventoryItem
- func (self *RackElement) Power() float64
- func (self *RackElement) RemoveItem(item *supplier.InventoryItem)
- type RackStatusSubscriber
- type RackWidget
- type RackWidgetItems
- func (self *RackWidgetItems) ItemChangedPool(item *supplier.InventoryItem)
- func (self *RackWidgetItems) ItemInStock(item *supplier.InventoryItem)
- func (self *RackWidgetItems) ItemInTransit(item *supplier.InventoryItem)
- func (self *RackWidgetItems) ItemInstalled(*supplier.InventoryItem)
- func (self *RackWidgetItems) ItemRemoveFromStock(item *supplier.InventoryItem)
- func (self *RackWidgetItems) ItemUninstalled(*supplier.InventoryItem)
- func (self *RackWidgetItems) Resize(w, h int32)
- func (self *RackWidgetItems) SetGame(inventory *supplier.Inventory, currenttime time.Time)
- type RackWidgetLine
- type ReputationStat
- type ReputationStatSubscriber
- type ServerDemandStat
- type ServerDragPayload
- type ServerMovePayload
- type SimpleElement
- type StaticWidget
- type Subscription
- type Tile
- func (self *Tile) Draw() *sdl.Surface
- func (self *Tile) DrawWithoutWall() *sdl.Surface
- func (self *Tile) IsFloorInsideAirFlow() bool
- func (self *Tile) IsFloorInsideNotAirFlow() bool
- func (self *Tile) IsFloorOutside() bool
- func (self *Tile) ItemInstalled(item *supplier.InventoryItem)
- func (self *Tile) ItemUninstalled(item *supplier.InventoryItem)
- func (self *Tile) Power() float64
- func (self *Tile) Rotate(rotation uint32)
- func (self *Tile) SetFlashEffect(flash uint32)
- func (self *Tile) SwitchToAirFlow()
- func (self *Tile) SwitchToNotAirFlow()
- func (self *Tile) TileElement() TileElement
- type TileElement
- type TrashWidget
- type WorldmapWidget
Constants ¶
const ( RACK_NORMAL_STATE = iota RACK_OVER_CURRENT = iota RACK_HEAT_WARNING = iota RACK_OVER_HEAT = iota RACK_MELTING = iota )
const ( SHOW_MAPWALL = iota SHOW_MAP = iota SHOW_HEATMAP = iota )
const ( SPEED_STOP = iota SPEED_FORWARD = iota SPEED_FASTFORWARD = iota )
const ( DIFFICULTY_EASY = 0 DIFFICULTY_MEDIUM = 1 DIFFICULTY_HARD = 2 )
const ( CHOICE_WIDTH = 230 CATEGORY_SERVER_TOWER = 0 CATEGORY_SERVER_RACK = 1 CATEGORY_RACK = 2 CATEGORY_AC = 3 CATEGORY_GENERATOR = 4 )
const ( COLOR_SALE_UNASSIGNED = 0xffaaaaaa COLOR_SALE_YOU = 0xff8888ff COLOR_SALE_COMPETITOR = 0xffff7b44 )
const ( CHASSIS_OFFSET = 35 RACK_SIZE = 15 )
const ( TILE_WIDTH_STEP = 96 TILE_HEIGHT_STEP = 48 TILE_HEIGHT = 257 )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type BuyoutProfile ¶
type BuyoutProfile struct { Servertype string Vps bool Buyperyear float64 Margin float64 Configuration string }
buyoutprofile: { "R100vps": { "servertype": "R100" "vps": true, "buyperyear": 0.1, // 10% of remaining capital "margin": 2.0, // service price associated "configuration": "low" // [low, medium, high] => low = 1 cpu, 1 ram, 1 disk,... high=> max cpu, max ram, max disk ..., medium: high/2 }, "R200": { ... } }
type DatacenterMap ¶
type DatacenterMap struct {
// contains filtered or unexported fields
}
DatacenterMap holds the map information, and is used to - show the datacenter on screen - show the heatmap on screen - spot a rack which is overused electrically - spot all racks when there is an electricity outage - spot a rack which is overtemperature (>50 degrees)
func NewDatacenterMap ¶
func NewDatacenterMap() *DatacenterMap
func (*DatacenterMap) AddRackStatusSubscriber ¶
func (self *DatacenterMap) AddRackStatusSubscriber(subscriber RackStatusSubscriber)
func (*DatacenterMap) ComputeHeatMap ¶
func (self *DatacenterMap) ComputeHeatMap()
func (*DatacenterMap) ComputeOverLimits ¶
func (self *DatacenterMap) ComputeOverLimits()
func (*DatacenterMap) GetGeneralOutage ¶
func (self *DatacenterMap) GetGeneralOutage() bool
func (*DatacenterMap) GetHeight ¶
func (self *DatacenterMap) GetHeight() int32
func (*DatacenterMap) GetMeterSquares ¶
func (self *DatacenterMap) GetMeterSquares() int32
func (*DatacenterMap) GetRackStatus ¶
func (self *DatacenterMap) GetRackStatus(x, y int32) int32
func (*DatacenterMap) GetTemperature ¶
func (self *DatacenterMap) GetTemperature(x, y int32) float64
func (*DatacenterMap) GetTile ¶
func (self *DatacenterMap) GetTile(x, y int32) *Tile
func (*DatacenterMap) GetWidth ¶
func (self *DatacenterMap) GetWidth() int32
func (*DatacenterMap) InitMap ¶
func (self *DatacenterMap) InitMap(assetdcmap string)
func (*DatacenterMap) InstallItem ¶
func (self *DatacenterMap) InstallItem(item *supplier.InventoryItem, x, y int32) bool
InstallItem is used when we drag&drop something into a tile
func (*DatacenterMap) ItemChangedPool ¶
func (self *DatacenterMap) ItemChangedPool(*supplier.InventoryItem)
func (*DatacenterMap) ItemInStock ¶
func (self *DatacenterMap) ItemInStock(*supplier.InventoryItem)
func (*DatacenterMap) ItemInTransit ¶
func (self *DatacenterMap) ItemInTransit(*supplier.InventoryItem)
func (*DatacenterMap) ItemInstalled ¶
func (self *DatacenterMap) ItemInstalled(item *supplier.InventoryItem)
func (*DatacenterMap) ItemRemoveFromStock ¶
func (self *DatacenterMap) ItemRemoveFromStock(*supplier.InventoryItem)
func (*DatacenterMap) ItemUninstalled ¶
func (self *DatacenterMap) ItemUninstalled(item *supplier.InventoryItem)
func (*DatacenterMap) LoadMap ¶
func (self *DatacenterMap) LoadMap(dc map[string]interface{})
func (*DatacenterMap) MigrateToMap ¶
func (self *DatacenterMap) MigrateToMap(dc map[string]interface{})
MigrateToMap is used to upgrade a player from one map to another without loosing inventory
func (*DatacenterMap) MoveElement ¶
func (self *DatacenterMap) MoveElement(xfrom, yfrom, xto, yto int32) bool
func (*DatacenterMap) PowerChange ¶
func (self *DatacenterMap) PowerChange(time time.Time, consumed, generated, delivered, cooler float64)
func (*DatacenterMap) RemoveRackStatusSubscriber ¶
func (self *DatacenterMap) RemoveRackStatusSubscriber(subscriber RackStatusSubscriber)
func (*DatacenterMap) SaveMap ¶
func (self *DatacenterMap) SaveMap() string
func (*DatacenterMap) SetGame ¶
func (self *DatacenterMap) SetGame(inventory *supplier.Inventory, location *supplier.LocationType, currenttime time.Time)
func (*DatacenterMap) UninstallItem ¶
func (self *DatacenterMap) UninstallItem(item *supplier.InventoryItem)
type DcWidget ¶
type DcWidget struct { sws.CoreWidget // contains filtered or unexported fields }
This widget allow to display a Datacenter map (and more)
func NewDcWidget ¶
func NewDcWidget(w, h int32, rootwindow *sws.RootWidget) *DcWidget
func (*DcWidget) DragDrop ¶
func (self *DcWidget) DragDrop(x, y int32, payload sws.DragPayload) bool
func (*DcWidget) GeneralOutage ¶
func (*DcWidget) HideUpgrade ¶
func (self *DcWidget) HideUpgrade()
func (*DcWidget) MouseDoubleClick ¶
func (*DcWidget) MousePressDown ¶
func (*DcWidget) MousePressUp ¶
func (*DcWidget) RackStatusChange ¶
func (*DcWidget) SetInventoryManagementCallback ¶
func (self *DcWidget) SetInventoryManagementCallback(showInventoryManagement func())
func (*DcWidget) SetUpgradeCallback ¶
func (self *DcWidget) SetUpgradeCallback(callback func())
func (*DcWidget) ShowUpgrade ¶
func (self *DcWidget) ShowUpgrade()
type DebugOpponentWidget ¶
type DebugOpponentWidget struct { sws.CoreWidget // contains filtered or unexported fields }
func NewDebugOpponentWidget ¶
func NewDebugOpponentWidget(w, h int32, game *Game) *DebugOpponentWidget
func (*DebugOpponentWidget) GetCell ¶
func (self *DebugOpponentWidget) GetCell(column, row int32) string
func (*DebugOpponentWidget) GetHeader ¶
func (self *DebugOpponentWidget) GetHeader(column int32) (string, int32)
func (*DebugOpponentWidget) GetNbColumns ¶
func (self *DebugOpponentWidget) GetNbColumns() int32
func (*DebugOpponentWidget) GetNbRows ¶
func (self *DebugOpponentWidget) GetNbRows() int32
func (*DebugOpponentWidget) Resize ¶
func (self *DebugOpponentWidget) Resize(w, h int32)
func (*DebugOpponentWidget) SetDataChangeCallback ¶
func (self *DebugOpponentWidget) SetDataChangeCallback(callback func())
when the table need to be refreshed
func (*DebugOpponentWidget) SetRowUpdateCallback ¶
func (self *DebugOpponentWidget) SetRowUpdateCallback(callback func())
when the table grows/shrink
type DecorationElement ¶
type DecorationElement struct {
// contains filtered or unexported fields
}
func NewDecorationElement ¶
func NewDecorationElement(name string) *DecorationElement
func (*DecorationElement) Draw ¶
func (self *DecorationElement) Draw(rotation, flasheffect uint32) *sdl.Surface
func (*DecorationElement) ElementType ¶
func (self *DecorationElement) ElementType() int32
func (*DecorationElement) GetName ¶
func (self *DecorationElement) GetName() string
func (*DecorationElement) InventoryItem ¶
func (self *DecorationElement) InventoryItem() *supplier.InventoryItem
func (*DecorationElement) Power ¶
func (self *DecorationElement) Power() float64
type DemandStat ¶
type DemandStat struct {
// contains filtered or unexported fields
}
func NewDemandStat ¶
func NewDemandStat(v map[string]interface{}) *DemandStat
func (*DemandStat) Save ¶
func (self *DemandStat) Save() string
type DemandStatDetailsWidget ¶
type DemandStatDetailsWidget struct { sws.CoreWidget // contains filtered or unexported fields }
DemandStatDetailsWidget is used to give some insight/details on on particular demand stat
func NewDemandStatDetailsWidget ¶
func NewDemandStatDetailsWidget(bgcolor uint32, stat *DemandStat) *DemandStatDetailsWidget
type DemandStatSubscriber ¶
type DemandStatSubscriber interface {
NewDemandStat(*DemandStat)
}
DemandStatSubscriber is mainly used by the MainStatsWidget
type DemandStatWidget ¶
type DemandStatWidget struct { sws.CoreWidget // contains filtered or unexported fields }
DemandStatWidget is a customer demand stat widget
func NewDemandStatWidget ¶
func NewDemandStatWidget(w, h int32, g *Game) *DemandStatWidget
func (*DemandStatWidget) NewDemandStat ¶
func (self *DemandStatWidget) NewDemandStat(ds *DemandStat)
NewDemandStat is part of DemandStatSubscriber interface
func (*DemandStatWidget) Resize ¶
func (self *DemandStatWidget) Resize(w, h int32)
type DockWidget ¶
type DockWidget struct { sws.CoreWidget // contains filtered or unexported fields }
func NewDockWidget ¶
func NewDockWidget(root *sws.RootWidget, game *Game, gamemenu *MainGameMenu) *DockWidget
func (*DockWidget) ChangeSpeed ¶
func (self *DockWidget) ChangeSpeed(speed int)
from GameTimerSubscriber interface
func (*DockWidget) LedgerChange ¶
func (self *DockWidget) LedgerChange()
func (*DockWidget) NewDay ¶
func (self *DockWidget) NewDay(timer *timer.GameTimer)
from GameTimerSubscriber interface
func (*DockWidget) SetElectricityCallback ¶
func (self *DockWidget) SetElectricityCallback(callback func())
func (*DockWidget) SetFirewallCallback ¶
func (self *DockWidget) SetFirewallCallback(callback func())
func (*DockWidget) SetGame ¶
func (self *DockWidget) SetGame(timer *timer.GameTimer, ledger *accounting.Ledger)
func (*DockWidget) SetInventoryCallback ¶
func (self *DockWidget) SetInventoryCallback(callback func())
func (*DockWidget) SetLedgerCallback ¶
func (self *DockWidget) SetLedgerCallback(callback func())
func (*DockWidget) SetShopCallback ¶
func (self *DockWidget) SetShopCallback(callback func())
func (*DockWidget) SetStatsCallback ¶
func (self *DockWidget) SetStatsCallback(callback func())
type ElementDragPayload ¶
type ElementDragPayload struct {
// contains filtered or unexported fields
}
func (*ElementDragPayload) GetType ¶
func (self *ElementDragPayload) GetType() int32
func (*ElementDragPayload) PayloadAccepted ¶
func (self *ElementDragPayload) PayloadAccepted(bool)
type FirewallEventDetailIcmp ¶
type FirewallEventDetailIcmp struct {
sws.CoreWidget
}
func NewFirewallEventDetailIcmp ¶
func NewFirewallEventDetailIcmp(bgColor uint32, packet *firewall.Packet) *FirewallEventDetailIcmp
type FirewallEventDetailTcp ¶
type FirewallEventDetailTcp struct {
sws.CoreWidget
}
func NewFirewallEventDetailTcp ¶
func NewFirewallEventDetailTcp(bgColor uint32, packet *firewall.Packet) *FirewallEventDetailTcp
type FirewallEventDetailUdp ¶
type FirewallEventDetailUdp struct {
sws.CoreWidget
}
func NewFirewallEventDetailUdp ¶
func NewFirewallEventDetailUdp(bgColor uint32, packet *firewall.Packet) *FirewallEventDetailUdp
type FirewallRulesWidget ¶
type FirewallRulesWidget struct { sws.CoreWidget // contains filtered or unexported fields }
func NewFirewallRulesWidget ¶
func NewFirewallRulesWidget(w, h int32, root *sws.RootWidget) *FirewallRulesWidget
func (*FirewallRulesWidget) Resize ¶
func (self *FirewallRulesWidget) Resize(w, h int32)
func (*FirewallRulesWidget) SetGame ¶
func (self *FirewallRulesWidget) SetGame(firewall *firewall.Firewall)
type FirewallStatusWidget ¶
type FirewallStatusWidget struct { sws.CoreWidget // contains filtered or unexported fields }
func NewFirewallStatusWidget ¶
func NewFirewallStatusWidget(w, h int32) *FirewallStatusWidget
func (*FirewallStatusWidget) PacketFiltered ¶
func (self *FirewallStatusWidget) PacketFiltered(event *firewall.FirewallEvent)
func (*FirewallStatusWidget) Resize ¶
func (self *FirewallStatusWidget) Resize(w, h int32)
func (*FirewallStatusWidget) SetGame ¶
func (self *FirewallStatusWidget) SetGame(firewall *firewall.Firewall)
type Game ¶
type Game struct {
// contains filtered or unexported fields
}
Game contains the global picture of the game, i.e. - npactors (nonplayer) + player - marketplace items (DemandTemplate, ServerBundle) - load/save game functions
func NewGame ¶
func NewGame(quit *bool, root *sws.RootWidget, debug bool) *Game
NewGame create a common place where we generate customer demand and assign them to the best provider (aka Datacenter)
func (*Game) AddGameTimerSubscriber ¶
func (self *Game) AddGameTimerSubscriber(subscriber GameTimerSubscriber)
func (*Game) ChangeGameSpeed ¶
ChangeGameSpeed allows to pause, or resume game speed. 3 values allowed: SPEED_STOP, SPEED_FORWARD, SPEED_FASTFORWARD
func (*Game) CheckUpgrade ¶
func (self *Game) CheckUpgrade()
CheckUpgrade check if we have to show the upgrade button on the DcWidget
func (*Game) GeneralOutage ¶
GeneralOutage comes from interface DatacenterMap::RackStatusSubscriber
func (*Game) GenerateDemandAndFee ¶
func (self *Game) GenerateDemandAndFee()
GenerateDemandAndFee generate randomly new demand (and check if a datacenter can handle it)
func (*Game) GetCurrentSpeed ¶
GetCurrentSpeed returns the current speed, i.e SPEED_STOP, SPEED_FORWARD, SPEED_FASTFORWARD
func (*Game) GetGameStats ¶
GetPlayer returns the stats central repo
func (*Game) GetNPActors ¶
func (self *Game) GetNPActors() []*NPDatacenter
GetNPActors returns the list of opponents in this play
func (*Game) MigrateMap ¶
func (*Game) RackStatusChange ¶
RackStatusChange comes from interface DatacenterMap::RackStatusSubscriber
func (*Game) RemoveGameTimerSubscriber ¶
func (self *Game) RemoveGameTimerSubscriber(subscriber GameTimerSubscriber)
func (*Game) ShowOpening ¶
func (self *Game) ShowOpening()
type GameStats ¶
type GameStats struct {
// contains filtered or unexported fields
}
func NewGameStats ¶
func NewGameStats() *GameStats
func (*GameStats) AddDemandStatSubscriber ¶
func (self *GameStats) AddDemandStatSubscriber(subscriber DemandStatSubscriber)
func (*GameStats) AddPowerStatSubscriber ¶
func (self *GameStats) AddPowerStatSubscriber(subscriber PowerStatSubscriber)
func (*GameStats) AddReputationStatSubscriber ¶
func (self *GameStats) AddReputationStatSubscriber(subscriber ReputationStatSubscriber)
func (*GameStats) InitGame ¶
func (self *GameStats) InitGame(inventory *supplier.Inventory, reputation *supplier.Reputation)
func (*GameStats) NewReputationScore ¶
func (*GameStats) PowerChange ¶
func (*GameStats) RemoveDemandStatSubscriber ¶
func (self *GameStats) RemoveDemandStatSubscriber(subscriber DemandStatSubscriber)
func (*GameStats) RemovePowerStatSubscriber ¶
func (self *GameStats) RemovePowerStatSubscriber(subscriber PowerStatSubscriber)
func (*GameStats) RemoveReputationStatSubscriber ¶
func (self *GameStats) RemoveReputationStatSubscriber(subscriber ReputationStatSubscriber)
func (*GameStats) TriggerDemandStat ¶
func (self *GameStats) TriggerDemandStat(t time.Time, demand *supplier.DemandInstance, actor supplier.Actor, serverbundle *supplier.ServerBundle)
type GameTimerSubscriber ¶
type GameUI ¶
type GameUI struct {
// contains filtered or unexported fields
}
func (*GameUI) SetGame ¶
func (self *GameUI) SetGame(globaltimer *timer.GameTimer, player *Player, trends *supplier.Trend, dcmap *DatacenterMap)
SetGame is used when creating a new game, or loading a game This re-init all ledger / inventory UI. Therefore you have to populate the ledger and inventory AFTER calling this method
func (*GameUI) ShowOpening ¶
func (self *GameUI) ShowOpening()
func (*GameUI) ShowUpgrade ¶
type HardwareChoice ¶
type HardwareChoice struct { sws.CoreWidget // contains filtered or unexported fields }
func NewHardwareChoice ¶
func NewHardwareChoice() *HardwareChoice
func (*HardwareChoice) ItemChangedPool ¶
func (self *HardwareChoice) ItemChangedPool(item *supplier.InventoryItem)
func (*HardwareChoice) ItemInStock ¶
func (self *HardwareChoice) ItemInStock(item *supplier.InventoryItem)
func (*HardwareChoice) ItemInTransit ¶
func (self *HardwareChoice) ItemInTransit(*supplier.InventoryItem)
func (*HardwareChoice) ItemInstalled ¶
func (self *HardwareChoice) ItemInstalled(item *supplier.InventoryItem)
func (*HardwareChoice) ItemRemoveFromStock ¶
func (self *HardwareChoice) ItemRemoveFromStock(item *supplier.InventoryItem)
func (*HardwareChoice) ItemUninstalled ¶
func (self *HardwareChoice) ItemUninstalled(item *supplier.InventoryItem)
type HardwareChoiceCategory ¶
type HardwareChoiceCategory struct { sws.LabelWidget Category int32 // contains filtered or unexported fields }
func NewHardwareChoiceCategory ¶
func NewHardwareChoiceCategory(category int32, main *HardwareChoice) *HardwareChoiceCategory
func (*HardwareChoiceCategory) MousePressDown ¶
func (self *HardwareChoiceCategory) MousePressDown(x, y int32, button uint8)
func (*HardwareChoiceCategory) MousePressUp ¶
func (self *HardwareChoiceCategory) MousePressUp(x, y int32, button uint8)
type HardwareChoiceItem ¶
type HardwareChoiceItem struct { sws.LabelWidget // contains filtered or unexported fields }
func NewHardwareChoiceItem ¶
func NewHardwareChoiceItem(item *supplier.InventoryItem) *HardwareChoiceItem
func (*HardwareChoiceItem) MousePressDown ¶
func (self *HardwareChoiceItem) MousePressDown(x, y int32, button uint8)
if we are selecting from an hardware subcategory, i.e. rack or towers
func (*HardwareChoiceItem) UpdateSprite ¶
func (self *HardwareChoiceItem) UpdateSprite()
type ItemInventoryArray ¶
type ItemInventoryArray []*supplier.InventoryItem
func (ItemInventoryArray) Len ¶
func (a ItemInventoryArray) Len() int
func (ItemInventoryArray) Less ¶
func (a ItemInventoryArray) Less(i, j int) bool
func (ItemInventoryArray) Swap ¶
func (a ItemInventoryArray) Swap(i, j int)
type MainElectricityWidget ¶
type MainElectricityWidget struct {
// contains filtered or unexported fields
}
func NewMainElectricityWidget ¶
func NewMainElectricityWidget(root *sws.RootWidget) *MainElectricityWidget
NewMainInventoryWidget presents the pool and offer management window
func (*MainElectricityWidget) Hide ¶
func (self *MainElectricityWidget) Hide()
func (*MainElectricityWidget) PowerChange ¶
func (self *MainElectricityWidget) PowerChange(time time.Time, consumed, generated, delivered, cooler float64)
func (*MainElectricityWidget) SetGame ¶
func (self *MainElectricityWidget) SetGame(inventory *supplier.Inventory, location *supplier.LocationType)
func (*MainElectricityWidget) Show ¶
func (self *MainElectricityWidget) Show()
type MainFirewallWidget ¶
type MainFirewallWidget struct {
// contains filtered or unexported fields
}
func NewMainFirewallWidget ¶
func NewMainFirewallWidget(root *sws.RootWidget) *MainFirewallWidget
NewMainInventoryWidget presents the pool and offer management window
func (*MainFirewallWidget) Hide ¶
func (self *MainFirewallWidget) Hide()
func (*MainFirewallWidget) SetGame ¶
func (self *MainFirewallWidget) SetGame(firewall *firewall.Firewall)
func (*MainFirewallWidget) Show ¶
func (self *MainFirewallWidget) Show()
type MainGameMenu ¶
type MainGameMenu struct { StaticWidget // contains filtered or unexported fields }
MainGameMenu is the main game window (new/load/save/quit...)
func NewMainGameMenu ¶
func NewMainGameMenu(game *Game, root *sws.RootWidget, quit *bool) *MainGameMenu
func (*MainGameMenu) SetCancelCallback ¶
func (self *MainGameMenu) SetCancelCallback(callback func())
func (*MainGameMenu) ShowSave ¶
func (self *MainGameMenu) ShowSave()
type MainGameMenuLoad ¶
type MainGameMenuLoad struct { StaticWidget // contains filtered or unexported fields }
MainGameMenuLoad is the load game window. Used by MainGameMenu
func NewMainGameMenuLoad ¶
func NewMainGameMenuLoad() *MainGameMenuLoad
func (*MainGameMenuLoad) Loadfiles ¶
func (self *MainGameMenuLoad) Loadfiles()
func (*MainGameMenuLoad) SetCancelCallback ¶
func (self *MainGameMenuLoad) SetCancelCallback(callback func())
func (*MainGameMenuLoad) SetLoadCallback ¶
func (self *MainGameMenuLoad) SetLoadCallback(callback func(filename string))
type MainGameMenuNew ¶
type MainGameMenuNew struct { StaticWidget // contains filtered or unexported fields }
MainGameMenuNew is the 'new' game window. Used by MainGameMenu
func NewMainGameMenuNew ¶
func NewMainGameMenuNew(root *sws.RootWidget) *MainGameMenuNew
func (*MainGameMenuNew) Reset ¶
func (self *MainGameMenuNew) Reset()
func (*MainGameMenuNew) SetCancelCallback ¶
func (self *MainGameMenuNew) SetCancelCallback(callback func())
func (*MainGameMenuNew) SetLocation ¶
func (self *MainGameMenuNew) SetLocation(selected, hotspot string)
func (*MainGameMenuNew) SetNewGameCallback ¶
func (self *MainGameMenuNew) SetNewGameCallback(callback func(location string, difficulty int32, companyname string))
type MainGameMenuSave ¶
type MainGameMenuSave struct { StaticWidget // contains filtered or unexported fields }
MainGameMenuSave is the save game window. Used by MainGameMenu
func NewMainGameMenuSave ¶
func NewMainGameMenuSave() *MainGameMenuSave
func (*MainGameMenuSave) Loadfiles ¶
func (self *MainGameMenuSave) Loadfiles()
func (*MainGameMenuSave) SetCancelCallback ¶
func (self *MainGameMenuSave) SetCancelCallback(callback func())
func (*MainGameMenuSave) SetSaveCallback ¶
func (self *MainGameMenuSave) SetSaveCallback(callback func(filename string))
type MainInventoryWidget ¶
type MainInventoryWidget struct {
// contains filtered or unexported fields
}
func NewMainInventoryWidget ¶
func NewMainInventoryWidget(root *sws.RootWidget) *MainInventoryWidget
NewMainInventoryWidget presents the pool and offer management window
func (*MainInventoryWidget) Hide ¶
func (self *MainInventoryWidget) Hide()
func (*MainInventoryWidget) SetGame ¶
func (self *MainInventoryWidget) SetGame(player *Player, currenttime time.Time)
func (*MainInventoryWidget) Show ¶
func (self *MainInventoryWidget) Show()
type MainOpening ¶
type MainOpening struct { sws.CoreWidget // contains filtered or unexported fields }
func NewMainOpening ¶
func NewMainOpening(w, h int32, rootwindow *sws.RootWidget, gamemenu *MainGameMenu) *MainOpening
func (*MainOpening) Repaint ¶
func (self *MainOpening) Repaint()
type MainStatsWidget ¶
type MainStatsWidget struct {
// contains filtered or unexported fields
}
MainStatsWidget is a all stat main widget: - opponent view - customer demand stats - ...
func NewMainStatsWidget ¶
func NewMainStatsWidget(root *sws.RootWidget, g *Game) *MainStatsWidget
NewMainStatsWidget presents different stats and graphs
func (*MainStatsWidget) Hide ¶
func (self *MainStatsWidget) Hide()
func (*MainStatsWidget) SetGame ¶
func (self *MainStatsWidget) SetGame()
func (*MainStatsWidget) Show ¶
func (self *MainStatsWidget) Show()
type MainSupplierWidget ¶
type MainSupplierWidget struct {
// contains filtered or unexported fields
}
func NewMainSupplierWidget ¶
func NewMainSupplierWidget(root *sws.RootWidget) *MainSupplierWidget
func (*MainSupplierWidget) Hide ¶
func (self *MainSupplierWidget) Hide()
func (*MainSupplierWidget) SetGame ¶
func (self *MainSupplierWidget) SetGame(timer *timer.GameTimer, inventory *supplier.Inventory, ledger *accounting.Ledger, trend *supplier.Trend)
func (*MainSupplierWidget) Show ¶
func (self *MainSupplierWidget) Show()
type NPDatacenter ¶
type NPDatacenter struct { supplier.ActorAbstract // contains filtered or unexported fields }
func NewNPDatacenter ¶
func NewNPDatacenter() *NPDatacenter
NewNPDatacenter() create a new NonPlayerDatacenter that will compete with the player
func (*NPDatacenter) GetPicture ¶
func (self *NPDatacenter) GetPicture() string
func (*NPDatacenter) GetReputationScore ¶
func (self *NPDatacenter) GetReputationScore() float64
GetReputationScore is part of the Actor interface
func (*NPDatacenter) NewYearOperations ¶
func (self *NPDatacenter) NewYearOperations()
NewYearOperations will trigger every year different actions, in particular - buy goods - create/refresh offers
func (*NPDatacenter) Save ¶
func (self *NPDatacenter) Save() string
type OfferManagementLineWidget ¶
type OfferManagementLineWidget struct { sws.CoreWidget Checkbox *sws.CheckboxWidget Vps *sws.CheckboxWidget Nbcores *sws.LabelWidget Ramsize *sws.LabelWidget Disksize *sws.LabelWidget Vt *sws.CheckboxWidget Price *sws.LabelWidget Fitting *sws.LabelWidget // contains filtered or unexported fields }
func NewOfferManagementLineWidget ¶
func NewOfferManagementLineWidget(offer *supplier.ServerOffer) *OfferManagementLineWidget
func (*OfferManagementLineWidget) AddChild ¶
func (self *OfferManagementLineWidget) AddChild(child sws.Widget)
func (*OfferManagementLineWidget) InventoryItemAdd ¶
func (self *OfferManagementLineWidget) InventoryItemAdd(*supplier.InventoryItem)
func (*OfferManagementLineWidget) InventoryItemAllocate ¶
func (self *OfferManagementLineWidget) InventoryItemAllocate(*supplier.InventoryItem)
func (*OfferManagementLineWidget) InventoryItemRelease ¶
func (self *OfferManagementLineWidget) InventoryItemRelease(*supplier.InventoryItem)
func (*OfferManagementLineWidget) InventoryItemRemove ¶
func (self *OfferManagementLineWidget) InventoryItemRemove(*supplier.InventoryItem)
func (*OfferManagementLineWidget) MousePressDown ¶
func (self *OfferManagementLineWidget) MousePressDown(x, y int32, button uint8)
func (*OfferManagementLineWidget) MousePressUp ¶
func (self *OfferManagementLineWidget) MousePressUp(x, y int32, button uint8)
func (*OfferManagementLineWidget) Update ¶
func (self *OfferManagementLineWidget) Update()
refresh the UI with the content of self.offer
type OfferManagementNewOfferWidget ¶
type OfferManagementNewOfferWidget struct { Name *sws.InputWidget Vps *sws.CheckboxWidget Nbcores *sws.DropdownWidget Ramsize *sws.InputWidget Disksize *sws.InputWidget Vt *sws.CheckboxWidget Price *sws.InputWidget Save *sws.ButtonWidget Cancel *sws.ButtonWidget HowManyFit *sws.LabelWidget // contains filtered or unexported fields }
func NewOfferManagementNewOfferWidget ¶
func NewOfferManagementNewOfferWidget(root *sws.RootWidget, savecallback func(*supplier.ServerOffer)) *OfferManagementNewOfferWidget
func (*OfferManagementNewOfferWidget) Hide ¶
func (self *OfferManagementNewOfferWidget) Hide()
func (*OfferManagementNewOfferWidget) SetGame ¶
func (self *OfferManagementNewOfferWidget) SetGame(inventory *supplier.Inventory)
func (*OfferManagementNewOfferWidget) Show ¶
func (self *OfferManagementNewOfferWidget) Show(offer *supplier.ServerOffer)
func (*OfferManagementNewOfferWidget) UpdateHowManyFit ¶
func (self *OfferManagementNewOfferWidget) UpdateHowManyFit()
will update the HowManyFit label with an estimation of how many offers we can fullfill
type OfferManagementWidget ¶
type OfferManagementWidget struct { sws.CoreWidget // contains filtered or unexported fields }
func NewOfferManagementWidget ¶
func NewOfferManagementWidget(root *sws.RootWidget) *OfferManagementWidget
func (*OfferManagementWidget) HighlightLine ¶
func (self *OfferManagementWidget) HighlightLine(line *OfferManagementLineWidget, highlight bool)
when we click on a offer line
func (*OfferManagementWidget) Resize ¶
func (self *OfferManagementWidget) Resize(width, height int32)
func (*OfferManagementWidget) SetGame ¶
func (self *OfferManagementWidget) SetGame(player *Player)
type OpponentStatWidget ¶
type OpponentStatWidget struct { sws.CoreWidget // contains filtered or unexported fields }
OpponentStatWidget is an opponent stat view
func NewOpponentStatWidget ¶
func NewOpponentStatWidget(w, h int32) *OpponentStatWidget
func (*OpponentStatWidget) Resize ¶
func (self *OpponentStatWidget) Resize(w, h int32)
func (*OpponentStatWidget) SetGame ¶
func (self *OpponentStatWidget) SetGame(game *Game)
type OpponentStatWidgetLine ¶
type OpponentStatWidgetLine struct { sws.CoreWidget // contains filtered or unexported fields }
OpponentStatWidgetLine show 1 opponent summary info see OpponentStatWidget
func NewOpponentStatWidgetLine ¶
func NewOpponentStatWidgetLine(opponent *NPDatacenter) *OpponentStatWidgetLine
func (*OpponentStatWidgetLine) ItemChangedPool ¶
func (self *OpponentStatWidgetLine) ItemChangedPool(*supplier.InventoryItem)
func (*OpponentStatWidgetLine) ItemInStock ¶
func (self *OpponentStatWidgetLine) ItemInStock(*supplier.InventoryItem)
func (*OpponentStatWidgetLine) ItemInTransit ¶
func (self *OpponentStatWidgetLine) ItemInTransit(*supplier.InventoryItem)
func (*OpponentStatWidgetLine) ItemInstalled ¶
func (self *OpponentStatWidgetLine) ItemInstalled(*supplier.InventoryItem)
func (*OpponentStatWidgetLine) ItemRemoveFromStock ¶
func (self *OpponentStatWidgetLine) ItemRemoveFromStock(*supplier.InventoryItem)
func (*OpponentStatWidgetLine) ItemUninstalled ¶
func (self *OpponentStatWidgetLine) ItemUninstalled(*supplier.InventoryItem)
type Player ¶
type Player struct { supplier.ActorAbstract // contains filtered or unexported fields }
func (*Player) GetCompanyName ¶
func (*Player) GetFirewall ¶
func (*Player) GetMapLevel ¶
func (*Player) GetReputation ¶
func (p *Player) GetReputation() *supplier.Reputation
func (*Player) GetReputationScore ¶
GetReputationScore is part of the Actor interface
func (*Player) SetMapLevel ¶
type PlayerStatWidget ¶
type PlayerStatWidget struct { sws.CoreWidget // contains filtered or unexported fields }
PlayerStatWidget is a about player info (reputation)
func NewPlayerStatWidget ¶
func NewPlayerStatWidget(w, h int32, g *Game) *PlayerStatWidget
func (*PlayerStatWidget) NewReputationStat ¶
func (self *PlayerStatWidget) NewReputationStat(rs *ReputationStat)
func (*PlayerStatWidget) SetGame ¶
func (self *PlayerStatWidget) SetGame(gamestats *GameStats)
type PowerStat ¶
type PowerStat struct {
// contains filtered or unexported fields
}
func NewPowerStat ¶
type PowerStatSubscriber ¶
type PowerStatSubscriber interface {
NewPowerStat(*PowerStat)
}
PowerStatSubscriber is mainly used by the MainStatsWidget
type PowerStatWidget ¶
type PowerStatWidget struct { sws.CoreWidget // contains filtered or unexported fields }
PowerStatWidget is a about global power consumption / generation stat widget
func NewPowerStatWidget ¶
func NewPowerStatWidget(w, h int32, g *Game) *PowerStatWidget
func (*PowerStatWidget) NewPowerStat ¶
func (self *PowerStatWidget) NewPowerStat(ps *PowerStat)
type RackChassisWidget ¶
type RackChassisWidget struct { sws.CoreWidget // contains filtered or unexported fields }
func NewRackChassisWidget ¶
func NewRackChassisWidget() *RackChassisWidget
func (*RackChassisWidget) DragDrop ¶
func (self *RackChassisWidget) DragDrop(x, y int32, payload sws.DragPayload) bool
func (*RackChassisWidget) DragEnter ¶
func (self *RackChassisWidget) DragEnter(x, y int32, payload sws.DragPayload)
func (*RackChassisWidget) DragLeave ¶
func (self *RackChassisWidget) DragLeave(payload sws.DragPayload)
func (*RackChassisWidget) DragMove ¶
func (self *RackChassisWidget) DragMove(x, y int32, payload sws.DragPayload)
func (*RackChassisWidget) ItemChangedPool ¶
func (self *RackChassisWidget) ItemChangedPool(*supplier.InventoryItem)
func (*RackChassisWidget) ItemInStock ¶
func (self *RackChassisWidget) ItemInStock(*supplier.InventoryItem)
func (*RackChassisWidget) ItemInTransit ¶
func (self *RackChassisWidget) ItemInTransit(*supplier.InventoryItem)
func (*RackChassisWidget) ItemInstalled ¶
func (self *RackChassisWidget) ItemInstalled(item *supplier.InventoryItem)
func (*RackChassisWidget) ItemRemoveFromStock ¶
func (self *RackChassisWidget) ItemRemoveFromStock(*supplier.InventoryItem)
func (*RackChassisWidget) ItemUninstalled ¶
func (self *RackChassisWidget) ItemUninstalled(item *supplier.InventoryItem)
func (*RackChassisWidget) MousePressDown ¶
func (self *RackChassisWidget) MousePressDown(x, y int32, button uint8)
func (*RackChassisWidget) MousePressUp ¶
func (self *RackChassisWidget) MousePressUp(x, y int32, button uint8)
func (*RackChassisWidget) Repaint ¶
func (self *RackChassisWidget) Repaint()
func (*RackChassisWidget) SetGame ¶
func (self *RackChassisWidget) SetGame(inventory *supplier.Inventory)
func (*RackChassisWidget) SetLocation ¶
func (self *RackChassisWidget) SetLocation(x, y int32)
type RackElement ¶
type RackElement struct {
// contains filtered or unexported fields
}
func NewRackElement ¶
func NewRackElement(item *supplier.InventoryItem) *RackElement
func (*RackElement) AddItem ¶
func (self *RackElement) AddItem(item *supplier.InventoryItem)
func (*RackElement) ElementType ¶
func (self *RackElement) ElementType() int32
func (*RackElement) GetRackServers ¶
func (self *RackElement) GetRackServers() []*supplier.InventoryItem
GetRackServers return the racked servers inside the rack
func (*RackElement) InventoryItem ¶
func (self *RackElement) InventoryItem() *supplier.InventoryItem
InventoryItem return the Rack item itself
func (*RackElement) Power ¶
func (self *RackElement) Power() float64
func (*RackElement) RemoveItem ¶
func (self *RackElement) RemoveItem(item *supplier.InventoryItem)
type RackStatusSubscriber ¶
type RackStatusSubscriber interface { // when a rack change from status (RACK_NORMAL_STATE, RACK_OVER_CURRENT, RACK_HEAT_WARNING, RACK_OVER_HEAT, RACK_MELTING) RackStatusChange(x, y int32, rackstate int32) // outage is true when there is a global outage, and false when we recover GeneralOutage(outage bool) }
type RackWidget ¶
type RackWidget struct { sws.CoreWidget // contains filtered or unexported fields }
2 zones:
- one left creating DragEvent to populate the rack -> create row that dont send back GetChildren()
- one on the right that receive dragevent AND create DragEvent (to move, and to trash?)
func NewRackWidget ¶
func NewRackWidget(rootwindow *sws.RootWidget) *RackWidget
func (*RackWidget) Hide ¶
func (self *RackWidget) Hide()
func (*RackWidget) SetGame ¶
func (self *RackWidget) SetGame(inventory *supplier.Inventory, currenttime time.Time)
func (*RackWidget) Show ¶
func (self *RackWidget) Show(x, y int32)
type RackWidgetItems ¶
type RackWidgetItems struct { sws.CoreWidget // contains filtered or unexported fields }
func NewRackWidgetItems ¶
func NewRackWidgetItems(root *sws.RootWidget) *RackWidgetItems
func (*RackWidgetItems) ItemChangedPool ¶
func (self *RackWidgetItems) ItemChangedPool(item *supplier.InventoryItem)
func (*RackWidgetItems) ItemInStock ¶
func (self *RackWidgetItems) ItemInStock(item *supplier.InventoryItem)
func (*RackWidgetItems) ItemInTransit ¶
func (self *RackWidgetItems) ItemInTransit(item *supplier.InventoryItem)
func (*RackWidgetItems) ItemInstalled ¶
func (self *RackWidgetItems) ItemInstalled(*supplier.InventoryItem)
func (*RackWidgetItems) ItemRemoveFromStock ¶
func (self *RackWidgetItems) ItemRemoveFromStock(item *supplier.InventoryItem)
func (*RackWidgetItems) ItemUninstalled ¶
func (self *RackWidgetItems) ItemUninstalled(*supplier.InventoryItem)
func (*RackWidgetItems) Resize ¶
func (self *RackWidgetItems) Resize(w, h int32)
type RackWidgetLine ¶
type RackWidgetLine struct { sws.LabelWidget // contains filtered or unexported fields }
func NewRackWidgetLine ¶
func NewRackWidgetLine(item *supplier.InventoryItem) *RackWidgetLine
func (*RackWidgetLine) MousePressDown ¶
func (self *RackWidgetLine) MousePressDown(x, y int32, button uint8)
func (*RackWidgetLine) UpdateSprite ¶
func (self *RackWidgetLine) UpdateSprite()
type ReputationStat ¶
type ReputationStat struct {
// contains filtered or unexported fields
}
func NewReputationStat ¶
func NewReputationStat(v map[string]interface{}) *ReputationStat
func (*ReputationStat) Save ¶
func (self *ReputationStat) Save() string
type ReputationStatSubscriber ¶
type ReputationStatSubscriber interface {
NewReputationStat(*ReputationStat)
}
ReputationStatSubscriber is mainly used by the MainStatsWidget
type ServerDemandStat ¶
type ServerDemandStat struct {
// contains filtered or unexported fields
}
type ServerDragPayload ¶
type ServerDragPayload struct {
// contains filtered or unexported fields
}
func (*ServerDragPayload) GetType ¶
func (self *ServerDragPayload) GetType() int32
func (*ServerDragPayload) PayloadAccepted ¶
func (self *ServerDragPayload) PayloadAccepted(bool)
type ServerMovePayload ¶
type ServerMovePayload struct {
// contains filtered or unexported fields
}
func (*ServerMovePayload) GetType ¶
func (self *ServerMovePayload) GetType() int32
func (*ServerMovePayload) PayloadAccepted ¶
func (self *ServerMovePayload) PayloadAccepted(accepted bool)
type SimpleElement ¶
type SimpleElement struct {
// contains filtered or unexported fields
}
func NewSimpleElement ¶
func NewSimpleElement(item *supplier.InventoryItem) *SimpleElement
func (*SimpleElement) Draw ¶
func (self *SimpleElement) Draw(rotation, flasheffect uint32) *sdl.Surface
func (*SimpleElement) ElementType ¶
func (self *SimpleElement) ElementType() int32
func (*SimpleElement) InventoryItem ¶
func (self *SimpleElement) InventoryItem() *supplier.InventoryItem
func (*SimpleElement) Power ¶
func (self *SimpleElement) Power() float64
type StaticWidget ¶
type StaticWidget struct {
sws.CoreWidget
}
StaticWidget is a basic bezeled widget
func NewStaticWidget ¶
func NewStaticWidget(h, w int32) *StaticWidget
func (*StaticWidget) Repaint ¶
func (self *StaticWidget) Repaint()
type Subscription ¶
type Subscription struct {
// contains filtered or unexported fields
}
type Tile ¶
type Tile struct {
// contains filtered or unexported fields
}
func NewGrassTile ¶
func NewGrassTile() *Tile
func (*Tile) DrawWithoutWall ¶
func (*Tile) IsFloorInsideAirFlow ¶
IsFloorInsideAir used to know if we are on a air flow tile
func (*Tile) IsFloorInsideNotAirFlow ¶
IsFloorInsideNotAir used to know if we are on a server tile but not on a air flow to install anything
func (*Tile) IsFloorOutside ¶
IsFloorOutside used to know if we can place a AC on it
func (*Tile) ItemInstalled ¶
func (self *Tile) ItemInstalled(item *supplier.InventoryItem)
func (*Tile) ItemUninstalled ¶
func (self *Tile) ItemUninstalled(item *supplier.InventoryItem)
func (*Tile) Rotate ¶
Rotate is used to rotate the tile by 90 degrees you can call Draw() after calling this function
func (*Tile) SetFlashEffect ¶
SetFlashEffect is used to "flash/brighten" the rack content (the racked servers) flash is a value between 8 (completely white) and 0 (normal image). see global.FlashImage() you can call Draw() after calling this function
func (*Tile) SwitchToAirFlow ¶
func (self *Tile) SwitchToAirFlow()
func (*Tile) SwitchToNotAirFlow ¶
func (self *Tile) SwitchToNotAirFlow()
func (*Tile) TileElement ¶
func (self *Tile) TileElement() TileElement
type TileElement ¶
type TileElement interface { // should be passive, rack, ... ElementType() int32 // which type sit on: PRODUCT_RACK, PRODUCT_AC, ... InventoryItem() *supplier.InventoryItem // if there is one Draw(rotation, flasheffect uint32) *sdl.Surface // face can be 0,1,2,3 (i.e. 0, 90, 180, 270) Power() float64 // ampere }
base "class" for all tiles: - RackElement - SimpleElement - DecorationElement
type TrashWidget ¶
type TrashWidget struct { sws.CoreWidget // contains filtered or unexported fields }
func NewTrashWidget ¶
func NewTrashWidget(w, h int32, root *sws.RootWidget) *TrashWidget
func (*TrashWidget) DragDrop ¶
func (self *TrashWidget) DragDrop(x, y int32, payload sws.DragPayload) bool
func (*TrashWidget) Repaint ¶
func (self *TrashWidget) Repaint()
func (*TrashWidget) SetInventory ¶
func (self *TrashWidget) SetInventory(inventory *supplier.Inventory)
type WorldmapWidget ¶
type WorldmapWidget struct { sws.CoreWidget // contains filtered or unexported fields }
WorldmapWidget is a worldmap image widget where you can select a Location (see supplier.LocationType and supplier.AvailableLocation)
func NewWorldmapWidget ¶
func NewWorldmapWidget(w, h int32) *WorldmapWidget
func (*WorldmapWidget) MouseMove ¶
func (self *WorldmapWidget) MouseMove(x, y, xrel, yrel int32)
func (*WorldmapWidget) MousePressDown ¶
func (self *WorldmapWidget) MousePressDown(x, y int32, button uint8)
func (*WorldmapWidget) Repaint ¶
func (self *WorldmapWidget) Repaint()
func (*WorldmapWidget) Reset ¶
func (self *WorldmapWidget) Reset()
func (*WorldmapWidget) SetLocationCallback ¶
func (self *WorldmapWidget) SetLocationCallback(callback func(selected, hotspot string))
Source Files ¶
- customer.go
- datacentermap.go
- dcwidget.go
- debugopponentwidget.go
- dock.go
- game.go
- gamestats.go
- gameui.go
- hardwarechoice.go
- mainelectricitywidget.go
- mainfirewallwidget.go
- maingamemenu.go
- maininventorywidget.go
- mainopening.go
- mainstatswidget.go
- mainsupplierwidget.go
- npdatacenter.go
- offermanagementwidget.go
- player.go
- rackwidget.go
- tile.go
- trashwidget.go
- worldmapwidget.go