split out some classes to avoid clutter
This commit is contained in:
parent
15fda7692e
commit
5224dd4555
@ -16,242 +16,12 @@ public class TransactionParserOptions {
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public bool IgnoreInfluenceSupport { get; set; } = false;
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}
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internal class TransactionParserContext {
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public string? CurrentSystem { get; set; }
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public ulong? CurrentSystemAddress { get; set; }
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public string? CurrentStation { get; set; }
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public string? ControllingFaction { get; set; }
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public bool IsOnFoot { get; set; } = false;
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public string? LastRecordedAwardingFaction { get; set; }
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public ulong? HighestCombatBond { get; set; }
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public bool HaveSeenCapShip { get; set; } = false;
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public bool HaveSeenCaptain { get; set; } = false;
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public bool HaveSeenSpecOps { get; set; } = false;
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public bool HaveSeenCorrespondent { get; set; } = false;
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/// <summary>
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/// Returns true if the current session is legacy
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/// </summary>
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public bool IsLegacy { get; set; } = false;
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/// <summary>
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/// How many on foot kills were done.
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/// </summary>
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public ulong OnFootKills { get; set; } = 0;
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/// <summary>
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/// How many ship kills were done.
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/// </summary>
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public ulong ShipKills { get; set; } = 0;
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/// <summary>
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/// Thargoid scouts killed
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/// </summary>
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public ulong ThargoidScoutKills { get; set; } = 0;
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/// <summary>
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/// Thargoid interceptor kills
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/// </summary>
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public ulong ThargoidInterceptorKills { get; set; } = 0;
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/// <summary>
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/// Whether we have seen an AX warzone NPC talk to us with ReceiveText
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/// </summary>
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public bool HaveSeenAXWarzoneNPC { get; set; } = false;
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/// <summary>
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/// A list of accepted missions index by their mission ID
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/// </summary>
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public Dictionary<ulong, Mission> AcceptedMissions { get; } = new();
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public Dictionary<ulong, Location> AcceptedMissionLocation { get; } = new();
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/// <summary>
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/// A way to lookup a system by its system id
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/// </summary>
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public Dictionary<ulong, string> SystemsByID { get; } = new();
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/// <summary>
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/// A list of factions present in the given star system
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/// </summary>
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public Dictionary<string, List<Faction>> SystemFactions { get; } = new();
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/// <summary>
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/// To which faction a given named NPC belonged to.
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/// </summary>
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public Dictionary<string, string> NPCFaction { get; } = new();
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/// <summary>
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/// Buy costs for a given commodity
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/// </summary>
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public Dictionary<string, long> BuyCost = new();
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public void DiscernCombatZone(TransactionList transactions, Entry e) {
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string? grade = CombatZones.DifficultyLow;
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string cztype;
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ulong highest = HighestCombatBond ?? 0;
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string? faction = LastRecordedAwardingFaction;
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if (HighestCombatBond == null &&
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LastRecordedAwardingFaction == null &&
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HaveSeenAXWarzoneNPC == false) {
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return;
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}
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if (OnFootKills > 0 || IsOnFoot == true) {
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cztype = CombatZones.GroundCombatZone;
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// High on foot combat zones have enforcers that bring 80k a pop
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if (highest >= 60000) {
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grade = CombatZones.DifficultyHigh;
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} else if (highest >= 30000) {
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// In medium conflict zones, the enforcers are worth 30k
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grade = CombatZones.DifficultyMedium;
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} else {
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grade = CombatZones.DifficultyLow;
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}
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} else if (ShipKills > 0 && !IsOnFoot) {
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// Ship combat zones can be identified by the amount of kills
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if (ShipKills > 20) {
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grade = CombatZones.DifficultyHigh;
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} else if (ShipKills > 10) {
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grade = CombatZones.DifficultyMedium;
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}
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// Cap ship, means a high conflict zone
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if (HaveSeenCapShip) {
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grade = CombatZones.DifficultyHigh;
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} else {
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int warzoneNpcs = new List<bool>() { HaveSeenCaptain, HaveSeenCorrespondent, HaveSeenSpecOps }
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.Where(x => x == true)
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.Count()
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;
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if (warzoneNpcs >= 1 && grade == CombatZones.DifficultyLow) {
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grade = CombatZones.DifficultyMedium;
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}
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}
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cztype = CombatZones.ShipCombatZone;
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} else if ((ThargoidScoutKills > 0 && ThargoidInterceptorKills > 0) ||
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HaveSeenAXWarzoneNPC == true) {
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// Could be a thargoid combat zones if interceptors and scouts are there
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cztype = CombatZones.AXCombatZone;
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// Still unknown
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grade = null;
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} else {
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transactions.AddIncomplete(new CombatZone(), "Failed to discern combat zone type", e);
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return;
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}
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CombatZone zone = new CombatZone() {
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System = CurrentSystem,
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Faction = faction,
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IsLegacy = IsLegacy,
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Grade = grade,
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Type = cztype,
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// Sad truth is, if HaveSeenXXX is false, we just don't know for certain
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CapitalShip = HaveSeenCapShip ? true : null,
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SpecOps = HaveSeenSpecOps ? true : null,
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Correspondent = HaveSeenCorrespondent ? true : null,
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Captain = HaveSeenCaptain ? true : null,
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};
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zone.Entries.Add(e);
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transactions.Add(zone);
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}
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public void RecordCombatBond(FactionKillBondEntry e) {
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if (HighestCombatBond == null || e.Reward > HighestCombatBond) {
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HighestCombatBond = e.Reward;
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}
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LastRecordedAwardingFaction = e.AwardingFaction;
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if (IsOnFoot) {
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++OnFootKills;
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} else {
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++ShipKills;
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}
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}
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public void ResetCombatZone() {
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HighestCombatBond = null;
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HaveSeenCapShip = false;
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HaveSeenCaptain = false;
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HaveSeenCorrespondent = false;
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HaveSeenSpecOps = false;
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LastRecordedAwardingFaction = null;
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OnFootKills = 0;
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ShipKills = 0;
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ThargoidInterceptorKills = 0;
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ThargoidScoutKills = 0;
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HaveSeenAXWarzoneNPC = false;
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}
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public void BoughtCargo(string? cargo, long? cost) {
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if (cargo == null || cost == null) {
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return;
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}
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BuyCost[cargo] = cost.Value;
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}
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public List<Faction>? GetFactions(string? system) {
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if (system == null || !SystemFactions.ContainsKey(system)) {
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return null;
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}
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return SystemFactions[system];
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}
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public void MissionAccepted(MissionAcceptedEntry? entry) {
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if (entry == null) {
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return;
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}
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MissionAccepted(entry.Mission);
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}
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public void MissionAccepted(Mission? mission) {
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if (CurrentSystem == null || CurrentSystemAddress == null) {
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throw new Exception("Mission accepted without knowing where.");
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}
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if (mission == null) {
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throw new Exception("Mission is null");
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}
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AcceptedMissions.TryAdd(mission.MissionID, mission);
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Location location = new() {
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StarSystem = CurrentSystem,
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SystemAddress = CurrentSystemAddress.Value,
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Station = (CurrentStation ?? ""),
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};
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AcceptedMissionLocation.TryAdd(mission.MissionID, location);
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}
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}
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public class TransactionList : List<Transaction> {
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public void AddIncomplete(Transaction underlying, string reason, Entry entry) {
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Add(new IncompleteTransaction(underlying, reason, entry));
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}
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}
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internal interface TransactionParserPart{
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/// <summary>
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/// Parse a given entry of the entry type specified when declaring to implement this
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/// interface. You must add your transaction to the passed list in case you did have
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/// enough information to parse one or more. You may update the parser context
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/// with new information in case the entry yielded new information.
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/// Throw an exception if there was an error or a malformed entry. If you have an
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/// incomplete entry, i.e. not enough information to complete one, add an
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/// IncompleteTransaction to the list
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/// </summary>
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/// <param name="entry">The entry to parse</param>
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/// <param name="context">Parsing context that may contain useful information</param>
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/// <param name="transactions">List of parsed transactions</param>
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public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions);
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}
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/// <summary>
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/// The location parser only updates the context with useful information, and does not
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/// by itself generate any transactions. Location is the best information gatherer here
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246
EDPlayerJournal/BGS/TransactionParserContext.cs
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246
EDPlayerJournal/BGS/TransactionParserContext.cs
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@ -0,0 +1,246 @@
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using EDPlayerJournal.Entries;
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namespace EDPlayerJournal.BGS;
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internal class TransactionParserContext {
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/// <summary>
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/// Name of the current system the player is in.
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/// </summary>
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public string? CurrentSystem { get; set; }
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/// <summary>
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/// 64 bit address of the current system.
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/// </summary>
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public ulong? CurrentSystemAddress { get; set; }
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/// <summary>
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/// Controlling faction of the current system.
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/// </summary>
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public string? ControllingFaction { get; set; }
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/// <summary>
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/// Name of the current station the player is docked at.
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/// </summary>
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public string? CurrentStation { get; set; }
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/// <summary>
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/// Faction that owns the current station.
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/// </summary>
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public string? StationOwner { get; set; }
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/// <summary>
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/// Whether the player is currently on foot, or in an SRV/ship.
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/// </summary>
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public bool IsOnFoot { get; set; } = false;
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/// <summary>
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/// Last faction that awarded the player with combat bonds.
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/// </summary>
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public string? LastRecordedAwardingFaction { get; set; }
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/// <summary>
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/// Highest combat bond seen so far.
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/// </summary>
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public ulong? HighestCombatBond { get; set; }
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public bool HaveSeenCapShip { get; set; } = false;
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public bool HaveSeenCaptain { get; set; } = false;
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public bool HaveSeenSpecOps { get; set; } = false;
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public bool HaveSeenCorrespondent { get; set; } = false;
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/// <summary>
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/// Returns true if the current session is legacy
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/// </summary>
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public bool IsLegacy { get; set; } = false;
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/// <summary>
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/// How many on foot kills were done.
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/// </summary>
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public ulong OnFootKills { get; set; } = 0;
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/// <summary>
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/// How many ship kills were done.
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/// </summary>
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public ulong ShipKills { get; set; } = 0;
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/// <summary>
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/// Thargoid scouts killed
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/// </summary>
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public ulong ThargoidScoutKills { get; set; } = 0;
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/// <summary>
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/// Thargoid interceptor kills
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/// </summary>
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public ulong ThargoidInterceptorKills { get; set; } = 0;
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/// <summary>
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/// Whether we have seen an AX warzone NPC talk to us with ReceiveText
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/// </summary>
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public bool HaveSeenAXWarzoneNPC { get; set; } = false;
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/// <summary>
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/// A list of accepted missions index by their mission ID
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/// </summary>
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public Dictionary<ulong, Mission> AcceptedMissions { get; } = new();
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public Dictionary<ulong, Location> AcceptedMissionLocation { get; } = new();
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/// <summary>
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/// A way to lookup a system by its system id
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/// </summary>
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public Dictionary<ulong, string> SystemsByID { get; } = new();
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/// <summary>
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/// A list of factions present in the given star system
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/// </summary>
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public Dictionary<string, List<Faction>> SystemFactions { get; } = new();
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/// <summary>
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/// To which faction a given named NPC belonged to.
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/// </summary>
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public Dictionary<string, string> NPCFaction { get; } = new();
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/// <summary>
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/// Buy costs for a given commodity
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/// </summary>
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public Dictionary<string, long> BuyCost = new();
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public void DiscernCombatZone(TransactionList transactions, Entry e) {
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string? grade = CombatZones.DifficultyLow;
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string cztype;
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ulong highest = HighestCombatBond ?? 0;
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string? faction = LastRecordedAwardingFaction;
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if (HighestCombatBond == null &&
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LastRecordedAwardingFaction == null &&
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HaveSeenAXWarzoneNPC == false) {
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return;
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}
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if (OnFootKills > 0 || IsOnFoot == true) {
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cztype = CombatZones.GroundCombatZone;
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// High on foot combat zones have enforcers that bring 80k a pop
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if (highest >= 60000) {
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grade = CombatZones.DifficultyHigh;
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} else if (highest >= 30000) {
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// In medium conflict zones, the enforcers are worth 30k
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grade = CombatZones.DifficultyMedium;
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} else {
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grade = CombatZones.DifficultyLow;
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}
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} else if (ShipKills > 0 && !IsOnFoot) {
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// Ship combat zones can be identified by the amount of kills
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if (ShipKills > 20) {
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grade = CombatZones.DifficultyHigh;
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} else if (ShipKills > 10) {
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grade = CombatZones.DifficultyMedium;
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}
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// Cap ship, means a high conflict zone
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if (HaveSeenCapShip) {
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grade = CombatZones.DifficultyHigh;
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} else {
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int warzoneNpcs = new List<bool>() { HaveSeenCaptain, HaveSeenCorrespondent, HaveSeenSpecOps }
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.Where(x => x == true)
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.Count()
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;
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if (warzoneNpcs >= 1 && grade == CombatZones.DifficultyLow) {
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grade = CombatZones.DifficultyMedium;
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}
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}
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cztype = CombatZones.ShipCombatZone;
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} else if ((ThargoidScoutKills > 0 && ThargoidInterceptorKills > 0) ||
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HaveSeenAXWarzoneNPC == true) {
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// Could be a thargoid combat zones if interceptors and scouts are there
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cztype = CombatZones.AXCombatZone;
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// Still unknown
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grade = null;
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} else {
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transactions.AddIncomplete(new CombatZone(), "Failed to discern combat zone type", e);
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return;
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}
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CombatZone zone = new CombatZone() {
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System = CurrentSystem,
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Faction = faction,
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IsLegacy = IsLegacy,
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Grade = grade,
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Type = cztype,
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// Sad truth is, if HaveSeenXXX is false, we just don't know for certain
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CapitalShip = HaveSeenCapShip ? true : null,
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SpecOps = HaveSeenSpecOps ? true : null,
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Correspondent = HaveSeenCorrespondent ? true : null,
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Captain = HaveSeenCaptain ? true : null,
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};
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zone.Entries.Add(e);
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transactions.Add(zone);
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}
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public void RecordCombatBond(FactionKillBondEntry e) {
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if (HighestCombatBond == null || e.Reward > HighestCombatBond) {
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HighestCombatBond = e.Reward;
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}
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LastRecordedAwardingFaction = e.AwardingFaction;
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if (IsOnFoot) {
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++OnFootKills;
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} else {
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++ShipKills;
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}
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}
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public void ResetCombatZone() {
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HighestCombatBond = null;
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HaveSeenCapShip = false;
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HaveSeenCaptain = false;
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HaveSeenCorrespondent = false;
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HaveSeenSpecOps = false;
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LastRecordedAwardingFaction = null;
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OnFootKills = 0;
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ShipKills = 0;
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ThargoidInterceptorKills = 0;
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ThargoidScoutKills = 0;
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HaveSeenAXWarzoneNPC = false;
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}
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public void BoughtCargo(string? cargo, long? cost) {
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if (cargo == null || cost == null) {
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return;
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}
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BuyCost[cargo] = cost.Value;
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}
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public List<Faction>? GetFactions(string? system) {
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if (system == null || !SystemFactions.ContainsKey(system)) {
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return null;
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}
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return SystemFactions[system];
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}
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public void MissionAccepted(MissionAcceptedEntry? entry) {
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if (entry == null) {
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return;
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}
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MissionAccepted(entry.Mission);
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}
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public void MissionAccepted(Mission? mission) {
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if (CurrentSystem == null || CurrentSystemAddress == null) {
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throw new Exception("Mission accepted without knowing where.");
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}
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if (mission == null) {
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throw new Exception("Mission is null");
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}
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AcceptedMissions.TryAdd(mission.MissionID, mission);
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Location location = new() {
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StarSystem = CurrentSystem,
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SystemAddress = CurrentSystemAddress.Value,
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Station = (CurrentStation ?? ""),
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};
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AcceptedMissionLocation.TryAdd(mission.MissionID, location);
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}
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}
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19
EDPlayerJournal/BGS/TransactionParserPart.cs
Normal file
19
EDPlayerJournal/BGS/TransactionParserPart.cs
Normal file
@ -0,0 +1,19 @@
|
||||
using EDPlayerJournal.Entries;
|
||||
|
||||
namespace EDPlayerJournal.BGS;
|
||||
|
||||
internal interface TransactionParserPart {
|
||||
/// <summary>
|
||||
/// Parse a given entry of the entry type specified when declaring to implement this
|
||||
/// interface. You must add your transaction to the passed list in case you did have
|
||||
/// enough information to parse one or more. You may update the parser context
|
||||
/// with new information in case the entry yielded new information.
|
||||
/// Throw an exception if there was an error or a malformed entry. If you have an
|
||||
/// incomplete entry, i.e. not enough information to complete one, add an
|
||||
/// IncompleteTransaction to the list
|
||||
/// </summary>
|
||||
/// <param name="entry">The entry to parse</param>
|
||||
/// <param name="context">Parsing context that may contain useful information</param>
|
||||
/// <param name="transactions">List of parsed transactions</param>
|
||||
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions);
|
||||
}
|
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Reference in New Issue
Block a user