gt:         switch (attribute.getId()) {
context: package fr.guiguilechat.jcelechat.model.sde.types.ship;
  
  import java.io.InputStreamReader;
  import java.util.Collections;
  import java.util.LinkedHashMap;
  import java.util.Map;
  import fr.guiguilechat.jcelechat.model.sde.Attribute;
  import fr.guiguilechat.jcelechat.model.sde.IMetaCategory;
  import fr.guiguilechat.jcelechat.model.sde.IMetaGroup;
  import fr.guiguilechat.jcelechat.model.sde.annotations.DefaultDoubleValue;
  import fr.guiguilechat.jcelechat.model.sde.annotations.DefaultIntValue;
  import fr.guiguilechat.jcelechat.model.sde.annotations.HighIsGood;
  import fr.guiguilechat.jcelechat.model.sde.annotations.Stackable;
  import fr.guiguilechat.jcelechat.model.sde.types.Ship;
  import org.yaml.snakeyaml.Yaml;
  
  public class Dreadnought
      extends Ship
  {
      /**
       * Attribute on ship to make advanced command affect only ships that we want.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(1)
      public int AdvancedAgility;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(1)
      public int AdvancedCapitalAgility;
      /**
       *  1 = ship can use jump drive
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int CanJump;
      /**
       * Security status restriction, preventing ships from entering high sec and modules from being activated.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int DisallowInHighSec;
      /**
       * Resistance against Energy Neutralizing and Nosferatu
       */
      @HighIsGood(false)
      @Stackable(false)
      @DefaultDoubleValue(1.0)
      public double EnergyWarfareResistance;
      /**
       * 
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double EntosisAssistanceImpedanceMultiplier;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(1)
      public int EntosisDurationMultiplier;
      /**
       * 
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultIntValue(0)
      public int FighterAbilityAntiCapitalMissileResistance;
      /**
       * 
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultIntValue(0)
      public int FighterAbilityKamikazeResistance;
      /**
       * This defines the total capacity of fighters allowed in the fighter bay of the ship
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int FighterCapacity;
      /**
       * Number of Light Fighters the ship can launch.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int FighterLightSlots;
      /**
       * This defines the total number of fighter launch tubes on the ship.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int FighterTubes;
      /**
       * The capacity of the fleet hangar.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int FleetHangarCapacity;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int FwLpKill;
      /**
       * If greater than zero than the ship cannot activate gates. Set this to 0 on a type if you want it to be gate scramble-able.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(-1000)
      public int GateScrambleStatus;
      /**
       * Whether this ship has fleet hangars.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int HasFleetHangars;
      /**
       * Indicates whether a ship type has a ship maintenance bay.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int HasShipMaintenanceBay;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double HeatAttenuationHi;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double HeatAttenuationLow;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double HeatAttenuationMed;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int IsCapitalSize;
      /**
       * Minimum capacitor need for jump drive operation from full capacitor in modifier%.
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double JumpDriveCapacitorNeed;
      /**
       * Number of units it consumes per light year.
       */
      @HighIsGood(false)
      @Stackable(false)
      @DefaultIntValue(2000)
      public int JumpDriveConsumptionAmount;
      /**
       * Type that is used for consumption from cargo hold when activating jump drive operation.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int JumpDriveConsumptionType;
      /**
       * The amount of time before the ship actually jumps.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(300000)
      public int JumpDriveDuration;
      /**
       * Range in light years the ship can maximum jump to.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(0.0)
      public double JumpDriveRange;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int JumpHarmonics;
      /**
       * The main color of a ship type.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int MainColor;
      /**
       * Deprecated.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(1)
      public int MaxDirectionalVelocity;
      /**
       * The maximum distance at which the object can be used.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int MaxOperationalDistance;
      /**
       * Specifies the maximum numbers of passengers that the ship can have
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int MaxPassengers;
      /**
       * Authoring has been moved to FSD.
       * meta group of type
       * 
       *  3: Story-line (Cosmos)
       *  4: Faction
       *  5: Officer (rare asteroid NPCs)
       *  6: Deadspace
       * 
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int MetaGroupID;
      /**
       * Deprecated.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double MinTargetVelDmgMultiplier;
      /**
       * NOS override allows a nosferatu module to drain the target capacitor below the current ships capacitor level.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int NosOverride;
      /**
       * Impedance against Remote assistance (sensor boosters, tracking computers and ECCM).
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double RemoteAssistanceImpedance;
      /**
       * Impedance against Remote Repair (shield, armor, hull and energy).
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double RemoteRepairImpedance;
      /**
       * The type ID of the skill that is required.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RequiredSkill2;
      /**
       * Required skill level for skill 2
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RequiredSkill2Level;
      /**
       * The type ID of the skill that is required.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RequiredSkill3;
      /**
       * Required skill level for skill 3
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RequiredSkill3Level;
      /**
       * The type ID of the skill that is required.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RequiredSkill4;
      /**
       * Required skill level for skill 4
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RequiredSkill4Level;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RigSize;
      /**
       * The number of rig slots on the ship.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int RigSlots;
      /**
       * The resolution that the vessel can target other objects at.
       */
      @HighIsGood(true)
      @Stackable(false)
      @DefaultIntValue(0)
      public int ScanResolution;
      /**
       * scanning speed in milliseconds
       */
      @HighIsGood(false)
      @Stackable(false)
      @DefaultIntValue(0)
      public int ScanSpeed;
      /**
       * Resistance against Remote Sensor Dampeners.
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double SensorDampenerResistance;
      /**
       * Multiplied by Amarr Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtA1;
      /**
       * Multiplied by Amarr Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtA2;
      /**
       * Multiplied by Amarr Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtA3;
      /**
       * Multiplied by Caldari Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtC1;
      /**
       * Multiplied by Caldari Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtC2;
      /**
       * Multiplied by Caldari Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtC3;
      /**
       * Multiplied by Gallente Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtG1;
      /**
       * Multiplied by Gallente Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtG2;
      /**
       * Multiplied by Gallente Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtG3;
      /**
       * Multiplied by Minmatar Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtM1;
      /**
       * Multiplied by Minmatar Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtM2;
      /**
       * Multiplied by Minmatar Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtM3;
      /**
       * Multiplied by Triglavian Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtPC1;
      /**
       * Multiplied by Triglavian Dreadnought skill level
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtPC2;
      /**
       * 
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusDreadnoughtPC3;
      /**
       * Ship Role Bonus. Not multiplied by skills.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultDoubleValue(0.0)
      public double ShipBonusRole1;
      /**
       * Ship Role Bonus. Not multiplied by skills.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusRole2;
      /**
       * Ship Role Bonus. Not multiplied by skills.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusRole3;
      /**
       * Ship Role Bonus. Not multiplied by skills.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipBonusRole4;
      /**
       * The capacity of the hangar in a ship.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int ShipMaintenanceBayCapacity;
      /**
       * special corpse hold capacity
       */
      @HighIsGood(true)
      @Stackable(false)
      @DefaultIntValue(0)
      public int SpecialCorpseHoldCapacity;
      /**
       * special fuel bay capacity
       */
      @HighIsGood(true)
      @Stackable(false)
      @DefaultIntValue(0)
      public int SpecialFuelBayCapacity;
      /**
       * Resistance against Stasis Webifiers
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double StasisWebifierResistance;
      /**
       * Resistance against Target Painters
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double TargetPainterResistance;
      /**
       * How many rigs can by fitted to this ship.
       */
      @HighIsGood(true)
      @Stackable(true)
      @DefaultIntValue(0)
      public int UpgradeSlotsLeft;
      /**
       * Resistance against Remote Weapon Disruptors.
       */
      @HighIsGood(false)
      @Stackable(true)
      @DefaultDoubleValue(1.0)
      public double WeaponDisruptionResistance;
      public static final Dreadnought.MetaGroup METAGROUP = new Dreadnought.MetaGroup();
  
      @Override
      public Number attribute(Attribute attribute) {
  