@eveshipfit/dogma-engine
v12.0.0
Published
Library to calculate statistics for EVE Online ship fits
Readme
EVEShip.fit's Dogma Engine
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.mode(optional): type ID of the active mode, for ships that have modes. Whether the mode belongs to the ship is not checked.
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,implant,booster,drone_bayorcargo.index: position within that slot type, starting at 0 (implantandboosterstarting at 1). Absent forfighter_bay,drone_bayandcargo.
quantity(optional, default 1): stack size for drones, fighters and cargo. For fighters in a tube, the squadron size.state: requested state;offline,online,activeoroverload.charge(optional): the loaded charge, astype_id.mutation(optional): for mutated items (Abyssal modules, mutated drones, ...).base: type ID of the item before it was mutated.attributes: the rolled value per attribute ID.
fighter_abilities(optional): the abilities a fighter uses, as effect IDs. Absent means the fighter's default abilities.booster_side_effects(optional): the side effects a booster rolled, as effect IDs. Absent means none.spool(optional): for modules whose bonus grows every cycle, how far it has spooled. Only per-second stats use it; volley is always unspooled. Absent means fully spooled.multiplier_bonus: the bonus reached so far; 0.0 is unspooled, 2.125 is +212.5%.
character(optional):skills: level (0 to 5) per skill type ID. A missing skill gives no bonuses.security_status(optional, default 0.0): the pilot's security status, -10.0 to 5.0.
environment(optional): where the fit is.damage_profile(optional, default 0.25 each): incoming damage for effective hitpoints, asem,explosive,kineticandthermal(relative to each other).security(optional, defaulthigh_sec):high_sec,low_sec,null_secorwormhole.reactive_armor(optional, defaultdo_not_adapt): what a Reactive Armor Hardener shifts its resistances towards.do_not_adaptleaves them where EVE shows them,damage_profileshifts towardsdamage_profile, and{"profile": {..}}shifts towards a profile of its own, written the same way asdamage_profile.
incoming(optional): what effects and buffs to apply that come from outside the ship. A calculation reports the same shape asoutgoing: feed one fit's result into another'sincominglinks them up.buffs(optional, default none): buffs to apply, like the ones a command burst hands out.id: which buff, asdbuffCollectionsin the SDE numbers them.value: how strong it is, in whatever the buff's operation reads.
effects(optional, default none): effects aimed at the fit, like a stasis webifier.type_id: the type the effect belongs to; its category decides the stacking penalty.effect_id: which effect, asdogmaEffectsin the SDE numbers them.attributes: the value per attribute ID the effect reads, worked out by the fit that aimed it.
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.mode: result for the mode; absent when the fit has no mode.items: one result per item of the fit, in the same order.character: result for the character.buffs: the buffs that landed, ordered by id. Those ofincoming, plus the ones the fit's own bursts hand out: a fleet boost reaches the ship running it. What is missing lost to another source of the same buff, or the SDE has no such buff.id: which buff, asdbuffCollectionsin the SDE numbers them.value: how strong it is, in whatever the buff's operation reads.
outgoing: what the fit hands to other fits, in the shapeincomingtakes.
Each result has:
attributes: per attribute ID, itsbasevalue before effects and its finalvalue. With thesourcesoption, alsosources: every modifier on it, in the order they were applied. Each has:from: where it comes from;typeisship,mode,character,itemorcharge(with theindexintoitems),projected(with theindexintoincoming.effects),skill(with itstype_id) orbuff(with itsid).effect_id: the effect that holds the modifier;nullfor a buff, which has none.source_attribute_id: the attribute on the source that holdsvalue;nullfor a buff, which carries its own strength.operator:pre_assign,pre_mul,pre_div,mod_add,mod_sub,post_mul,post_div,post_percentorpost_assign.value: the value of the modifying attribute, or the strength of the buff.quantity: how many times it counts. A stacking penalised stack is listed once per item instead.penalty: the stacking penalty factor it got, ornullif 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.
Validation
validate() checks if the fit violates any rules that would prevent you from flying it in-game.
It returns the violations, grouped by the kind of rule and, within a kind, in the order of items.
An empty list means the fit breaks no rules.
Each violation has:
target: what the rule is about.ship, for what the ship carries as a whole.item, with theindexintoitems.charge, with theindexintoitemsof the item holding it.
rule: the rule, and the values that failed it.typesays which:resource:resourceran out,usedofavailable. One ofcpu,powergrid,calibration,drone_bay,drone_bandwidth,launched_drones,fighter_bay,fighter_tubes,light_fighter_tubes,support_fighter_tubes,heavy_fighter_tubes,cargo_bayorcharge_capacity.slots: more items in theslotrack than the ship has,usedofavailable. One ofhigh,medium,low,rig,subsystem,service,turretorlauncher; the last two are hardpoints a weapon takes on top of its slot.wrong_slot: the item belongs in theexpectedrack.slot_taken: another item of the fit is in this slot too.wrong_slot_index: an implant or booster outside the slot it occupies, which isexpected.subsystem_taken: another subsystem covers the same part of the ship.skill: the character is missingtype_id, or has it atlevelwhere the item asks forrequired.rig_size: a rig of sizeitemwhere theshiptakes another.ship_restricted: the item cannot go on this ship at all.capital_item: a capital item on a ship that is not a capital.max_group:usedofgroup_idarelimit(fitted,onlineoractive), whereallowedmay be. This is what keeps a second propulsion module from running: an afterburner and a microwarpdrive share a group.max_type:usedoftype_idare fitted, whereallowedmay be.charge_group: a charge of a group the module does not take.charge_size: a charge of sizechargewhere themoduletakes another.
Usage
The engine is published for Rust, Javascript and Python; all three calculate the same way.
Each hands over sde.dat once, and every lookup after that happens inside Rust.
An EFT import matches the English names in sde.dat; hand over names.dat too to also match the other languages EVE supports.
How each package is built is explained under Integration.
Rust
The crate is published on crates.io as esf-dogma-engine.
esf-data reads sde.dat.
cargo add esf-dogma-engine esf-datause esf_data::{InfoSde, Sde};
use esf_dogma_engine::{Fit, Options, beacon, calculate, validate};
let bytes = std::fs::read("sde.dat")?;
let sde = Sde::new(&bytes)?;
let info = InfoSde::new(&sde);
let fit: Fit = serde_json::from_str(
r#"{
"ship": {"type_id": 587},
"items": [
{
"type_id": 2873,
"slot": {"type": "high", "index": 0},
"state": "active",
"charge": {"type_id": 185}
}
],
"character": {"skills": {"3300": 5}}
}"#,
)?;
let calculation = calculate(&info, &fit, &Options::default());
// Or if you want to know the source of the effects:
let with_sources = calculate(&info, &fit, &Options { sources: true, ..Default::default() });
// Or if you have a beacon in space (like wormhole effects):
let with_beacon = calculate(&info, &Fit { incoming: beacon(&info, beacon_type_id), ..fit }, &Options::default());
// What EVE would not let you fly:
let violations = validate(&info, &fit, &calculation);Javascript (WebAssembly)
The WebAssembly variant is published on npm as
@eveshipfit/dogma-engine.
@eveshipfit/sde ships sde.dat in its dist folder; serve or bundle that file.
The package is an ES module with TypeScript types included, and it runs anywhere: under a bundler
(Vite, webpack, ...), from a CDN, or in a plain <script type="module">.
Its default export loads the WebAssembly and has to be awaited once before any other function is called.
npm install @eveshipfit/dogma-engine @eveshipfit/sdeimport wasmInit, {
load_sde,
load_eft,
save_eft,
calculate,
validate,
beacon,
} from "@eveshipfit/dogma-engine";
await wasmInit();
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 });
/* Or if you have a beacon in space (like wormhole effects): */
const withBeacon = calculate({ ...fit, incoming: beacon(beaconTypeId) });
/* Or if you have an EFT, the text format EVE copies a fit to the clipboard in: */
const imported = calculate(load_eft("[Rifter, My Rifter]\n200mm AutoCannon I"));
/* And to write a fit back out as EFT: */
const eft = save_eft(fit);
/* What EVE would not let you fly; it calculates the fit itself: */
const violations = validate(fit);Python
The Python variant is published on PyPI as
eveshipfit-dogma-engine.
The sde extra brings in eveshipfit-sde, which ships sde.dat.
pip install eveshipfit-dogma-engine[sde]import esf_dogma_engine as dogma
from eveshipfit_sde import sde_path
build_number = dogma.load_sde_from_file(sde_path())
fit = {
"ship": {"type_id": 587},
"items": [
{
"type_id": 2873,
"slot": {"type": "high", "index": 0},
"state": "active",
"charge": {"type_id": 185},
}
],
"character": {"skills": {3300: 5}},
}
calculation = dogma.calculate(fit)
# Or if you want to know the source of the effects:
with_sources = dogma.calculate(fit, {"sources": True})
# Or if you have a beacon in space (like wormhole effects):
with_beacon = dogma.calculate({**fit, "incoming": dogma.beacon(beacon_type_id)})
# Or if you have an EFT, the text format EVE copies a fit to the clipboard in:
imported = dogma.calculate(dogma.load_eft("[Rifter, My Rifter]\n200mm AutoCannon I"))
# And to write a fit back out as EFT:
eft = dogma.save_eft(fit)
# What EVE would not let you fly; it calculates the fit itself:
violations = dogma.validate(fit)Fits and calculations are plain dicts, typed with TypedDict in esf_dogma_engine.types.
load_eft, calculate and beacon release the GIL while they work, so a thread pool calculates fits in parallel.
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 cisde.datholds everything needed to calculate a fit.names.datholds 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-cliFor example, some attributes of a fit with every skill at L0 except two:
printf '[Nergal, Spool]\nLight Entropic Disintegrator II, Occult S\n' \
| cargo run --release -p esf-cli -- -l 0 --skill "Gunnery=4" --skill "Rapid Firing=2" -a damage -a speedIt prints a table on a terminal and JSON otherwise; see --help for the rest.
Or to write the fit back out as EFT, instead of calculating it:
printf '[Nergal, Spool]\nLight Entropic Disintegrator II, Occult S\n' \
| cargo run --release -p esf-cli -- --eftThe 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 testIf failures are expected differences, use insta to resolve them:
cargo install cargo-insta
cargo insta reviewIntegration
Every variant is built from the same Rust crates; the flatc step from Development comes first.
Rust
The engine itself is a plain crate; esf-cli is an example of using it.
cargo build --release -p esf-dogma-engineJavascript (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 --target web --out-dir ../../pkgIn the pkg folder is now a NPM module to use.
Python
This is done with maturin:
cargo install maturin
maturin build --releaseIn the target/wheels folder is now a wheel to install.
