Add: "Using Static Data" guide#283
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+ minor fix to system-security.md
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Very nice work! Thank you for taking this on! My only comment is in the Python snippet, as that isnt completely how typeLists work. I will give some example code Monday about that if nobody did so before me :) Btw tldr, an item in the includedTypes but in the excludedGroup is still on the list. Worded differently: includedTypes wins from excludedGroups, and includedGroups wins from excludedCategoried. But it might be easier to understand with code :) Edit: on second look, it might just be easier to give an example how to resolve all types in a typeList, rather than "is this type in the list". That might be the more common case people will work from. And makes checking for items in a list more trivial. |
Co-authored-by: Patric Stout (Fenris Creations) <patric@ccpgames.com>
| (typelist.excludedCategoryIDs is None or item_categoryid not in typelist.excludedCategoryIDs) | ||
| and (typelist.excludedGroupIDs is None or item_groupid not in typelist.excludedGroupIDs) | ||
| and (typelist.excludedTypeIDs is None or item_typeid not in typelist.excludedTypeIDs) | ||
| ) No newline at end of file |
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Would you mind if we also update this example to match the above text? Just so they are singing the same song :)
| 3. Look up the mapRegions information for the system's region -> Region `11000030` ("F-R00030") has wormholeClassID `6` | ||
| 4. Look up the mapSecondarySuns information, searching for the entry with solarSystemID `31002487` -> This system contains Secondary Sun #`40486155`, whose typeID is `30574` "Magnetar" | ||
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| Solarsystem "J105934" (SolarSystemID `31002487`) is a Class 6 Magnatar wormhole system. No newline at end of file |
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| Solarsystem "J105934" (SolarSystemID `31002487`) is a Class 6 Magnatar wormhole system. | |
| Solarsystem "J105934" (SolarSystemID `31002487`) is a Class 6 Magnetar wormhole system. |
| Not to be confused with the `securityClass` field, which is a string value with unknown meaning. | ||
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| In-game, the security status (also known as security level) is shown with 1 decimal place precision, from -1.0 to 1.0. In the SDE, it is given with full precision and needs to be rounded to 1 decimal place to match the in-game display. | ||
| In-game, the security status (also known as security level) is shown with 1 decimal place precision, from -1.0 to 1.0. In the APIs it is given with full precision and needs to be rounded to 1 decimal place to match the in-game display. |
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Why just APIs? It's still the case for the SDE.
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Intended message was that the info applies to both ESI and the SDE. The SDE is not an API, but I couldn't find a more fitting term at the time.
Perhaps "Game data" is best, or just "the SDE and ESI".
(Will roll any such change into a pending commit)
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"the SDE and ESI" is clearest I think
The current info page for the Static Data Export, under 'Services and Resources' has a few tips.
Adding more of these probably warrants such guides/tips/other info being split off into a dedicated page under 'Guides and Examples'
This PR is a first draft at such a page, migrating the "Celestial Names" guide and "Security Offices" tip into the new "Using Static Data" guide, and adding new sections on TypeLists, Remote Skill injection/"Skills on Demand", and the usage of data relating to wormhole systems.
Proposed scope would be small guides for things that are unintuitive about the static data because of unstated logic or "magic constants" that cannot be derived from the SDE.
This PR also includes a slight tweak to the 'System Security' page, clarifying that page's applicability to both ESI and SDE.
Specific feedback requests: