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https://github.com/osmium-org/libdogma

An ad hoc fitting engine for the EVE Online multiplayer game.
https://github.com/osmium-org/libdogma

Last synced: 18 days ago
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An ad hoc fitting engine for the EVE Online multiplayer game.

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libdogma
========

libdogma is an *ad hoc* fitting engine for the EVE Online multiplayer
game.

Reverse-engineered to be a **bottom-up** implementation of the real
dogma engine (*probably*), with slight alterations to make it suitable
for use in fitting simulation tools.

See the [Github
releases](https://github.com/osmium-org/libdogma/releases) for
ready-to-build tarballs.

Features
--------

* Excellent accuracy (thanks to using the same expressions as the EVE
client)

* Fast and low memory footprint (thanks to Judy arrays)

* Stable, heavily tested code base

* Customizable skill levels

* Customizable chance-based effects (booster side effects)

* Computes attributes of characters, skills, implants, ships, drones,
modules and charges

* Supports projected effects (with fine-grained per module target
selection)

* Supports fleet/gang bonuses

* Supports effect beacons (wormhole feature effects, etc.)

Missing features / Known issues
-------------------------------

* Leadership skills are not checked when applying gang bonuses. You
could have a squad with 50 people in it, or a fleet with 15 wings of
42 squads each, bonuses will be applied anyway. (Same goes if you
have a character with no skills as fleet commander.) Whether this is
a bug or a feature, you decide.

Credits
-------

libdogma is released under the GNU Affero General Public License,
version 3 (or later). You can see the full license text in the
`COPYING` file.

For the full list of libdogma contributors, see the `CREDITS` file.

libdogma uses Judy, a library released under the GNU Lesser General
Public License, version 2.1 (or later).

Contact
-------

*

Compiling libdogma
==================

Dependencies
------------

* A C11 compiler or, at least, a C99 compiler that supports anonymous
unions and `_Static_assert` (`clang >= 3.1` is good);

* Judy arrays;

* A JSON cache dump of the game client (only if you are building from
git, you can get one with
[Phobos](https://github.com/DarkFenX/Phobos));

* The GNU Autotools suite (only if you are building from git).

Compiling recipe
----------------

If you are compiling from a tarball, you can directly jump to the
`./configure` step.

0. Generate the static data from the JSON dump:

~~~
./tools/bootstrap_from_json
~~~

1. If you are bulding from git, generate the `configure` script:

~~~
./bootstrap
~~~

2. Generate the `Makefile` (you can omit the debug flags or the `CC=`
if you want to use `gcc`):

~~~
CC=clang ./configure --enable-debug
~~~

3. Compile the library:

~~~
make
~~~

4. Optionally, run the test suite:

~~~
make check
~~~

5. Optionally, install the package:

~~~
make install
~~~

Examples
========

See the source files in `test/` for examples.

Release checklist
=================

* Update version in `configure.ac`

* Update exported symbols in `src/libdogma.sym`

* Update `version-info` in `Makefile.am`
([doc](http://www.gnu.org/software/libtool/manual/html_node/Updating-version-info.html))

* `make distclean && ./bootstrap && ./configure && make check`

* Update CHANGELOG

* Commit, tag, push

* `make dist`