esf-dogma-engine 10.2.0

Calculates the dogma attributes of EVE Online ship fits
Documentation

EVEShip.fit's Dogma Engine

crates.io npm CI docs.rs

Discord

This library calculates accurately statistics of an EVE Online ship fit.

The input are several data-files provided by EVE Online, together with a ship fit. The output are all the Dogma attributes of the ship, its items and the character.

Implementation

This Dogma engine implements a multi-pass approach.

  • pass 1: collect all the Dogma attributes of the hull and modules.
  • pass 2: collect all the Dogma effects of the hull and modules.
  • pass 3: apply all the Dogma effects to the hull/modules, calculating the actual Dogma attribute values.
  • pass 4: augment the Dogma attributes with EVEShip.fit specific attributes, that are too complex for the Dogma itself to handle.

Input and output

calculate takes a fit and options, and returns a calculation. All identifiers are those from the SDE.

Fit

  • name (optional): name of the fit.
  • ship: the ship being fitted.
    • type_id: its type.
  • items: everything fitted or carried. Each item has:
    • type_id: its type.
    • slot: where the item is.
      • type: high, medium, low, rig, subsystem, service, fighter_tube, fighter_bay, drone_bay or cargo. cargo is carried, but not calculated.
      • index: position within that slot type, starting at 0. Absent for fighter_bay, drone_bay and cargo.
    • quantity (optional, default 1): stack size for drones, fighters and cargo. For fighters in a tube, the squadron size.
    • state: requested state; offline, online, active or overload.
    • charge (optional): the loaded charge, as type_id.
    • fighter_abilities (optional): the abilities a fighter uses, as effect IDs. Absent means the fighter's default abilities.
  • character (optional):
    • skills: level (0 to 5) per skill type ID. A missing skill gives no bonuses.

Options

  • sources (optional, default false): report per attribute what its value was calculated from. Leave it off unless you show it; it makes the calculation several times bigger.

Calculation

  • ship: result for the ship.
  • items: one result per item of the fit, in the same order.
  • character: result for the character.

Each result has:

  • attributes: per attribute ID, its base value before effects and its final value. With the sources option, also sources: every modifier on it, in the order they were applied. Each has:

    • from: where it comes from; type is ship, character, item or charge (with the index into items), or skill (with its type_id).
    • effect_id: the effect that modifies.
    • source_attribute_id: the attribute on the source that holds value.
    • operator: pre_assign, pre_mul, pre_div, mod_add, mod_sub, post_mul, post_div, post_percent or post_assign.
    • value: the value of the modifying attribute.
    • quantity: how many times it counts. A stacking penalised stack is listed once per item instead.
    • penalty: the stacking penalty factor it got, or null if not penalised.
    • applied: false when the source's state is too low for the effect.

    How much each source added is not reported: multiplications compound and stacking penalties depend on order, so there is no single answer.

  • state: the state the item reached, which can be lower than requested.

  • max_state: the highest state the item can reach.

  • charge: result for its charge, if it has one.

EVEShip.fit's specific attributes

Pass 4 create Dogma attributes that do not exist in-game, but are rather complicated to calculate. To make rendering a fit easier, these are calculated by this library, and presented as new Dogma attributes.

Their identifier is always a negative value, to visually separate them. What additional attributes exist are defined in EVEShipFit/sde-patched repository.

Development

Make sure you have Rust installed.

Next, we need the data-files. They are Flatbuffers, built by sde-patched and published on npm as @eveshipfit/sde:

npm ci
  • sde.dat holds everything needed to calculate a fit.
  • names.dat holds the type names in the other seven languages EVE supports. It is optional.

English names live in sde.dat, so an EFT-fit written in English imports without it; names.dat is only consulted when a name does not match.

After that, we can run the application.

flatc --rust --gen-onefile -o crates/esf-data/src/sde/ node_modules/@eveshipfit/sde/specs/eve.fbs node_modules/@eveshipfit/sde/specs/names.fbs
cargo run --release -p esf-cli

The regression suite reads the same paths; set ESF_SDE and ESF_NAMES to point it elsewhere.

Regression

The engine is locked down by snapshot tests. A case calculates one fit with one set of skills, and compares the result against a stored snapshot in tests/snapshots.

cargo test

If failures are expected differences, use insta to resolve them:

cargo install cargo-insta
cargo insta review

Integration

Javascript (WebAssembly)

The primary goal of this library is to build a WebAssembly variant that can easily be used in the browser. This means that there is no need for a server-component, and everything can be calculated in the browser.

This is done with wasm-pack:

cargo install wasm-pack
wasm-pack build crates/esf-wasm --release --out-dir ../../pkg

In the pkg folder is now a NPM module to use.

Javascript hands over sde.dat once, and every lookup after that happens inside WebAssembly. The file is a Flatbuffer, so nothing is parsed: the bytes are used where they land.

import init, { init as initPanicHook, load_sde, calculate } from "@eveshipfit/dogma-engine";

await init();
initPanicHook();

const sde = await fetch("/sde.dat").then((response) => response.arrayBuffer());
const buildNumber = load_sde(new Uint8Array(sde));
const fit = {
  ship: { type_id: 587 },
  items: [{ type_id: 2873, slot: { type: "high", index: 0 }, state: "active", charge: { type_id: 185 } }],
  character: { skills: { 3300: 5 } },
};

const calculation = calculate(fit);
/* Or if you want to know the source of the effects: */
const withSources = calculate(fit, { sources: true });