lay ground work for supporting thargoid combat zones
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@ -3,40 +3,15 @@ using System.Linq;
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namespace EDPlayerJournal.BGS;
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public class CombatZone : Transaction {
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/// <summary>
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/// Type string for ground combat zone
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/// </summary>
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public static readonly string GroundCombatZone = "Ground";
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/// <summary>
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/// Type string for ship combat zones
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/// </summary>
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public static readonly string ShipCombatZone = "Ship";
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/// <summary>
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/// Difficulty low
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/// </summary>
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public static readonly string DifficultyLow = "Low";
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/// <summary>
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/// Difficulty medium
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/// </summary>
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public static readonly string DifficultyMedium = "Medium";
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/// <summary>
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/// Difficulty high
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/// </summary>
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public static readonly string DifficultyHigh = "High";
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/// <summary>
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/// Type, either on foot or ship
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/// </summary>
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public string Type { get; set; } = ShipCombatZone;
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public string Type { get; set; } = CombatZones.ShipCombatZone;
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/// <summary>
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/// Difficulty type, low, medium or high.
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/// </summary>
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public string Grade { get; set; } = DifficultyLow;
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public string Grade { get; set; } = CombatZones.DifficultyLow;
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/// <summary>
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/// Whether spec ops were won.
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@ -77,14 +52,21 @@ public class CombatZone : Transaction {
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/// Returns true if it is an on foot/ground combat zone
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/// </summary>
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public bool IsGround {
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get { return string.Compare(Type, GroundCombatZone) == 0; }
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get { return string.Compare(Type, CombatZones.GroundCombatZone) == 0; }
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}
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/// <summary>
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/// Returns true if it is an on foot combat zone
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/// </summary>
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public bool IsShip {
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get { return string.Compare(Type, ShipCombatZone) == 0; }
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get { return string.Compare(Type, CombatZones.ShipCombatZone) == 0; }
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}
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/// <summary>
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/// Returns true if it is a thargoid combat zone
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/// </summary>
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public bool IsThargoid {
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get { return string.Compare(Type, CombatZones.ThargoidCombatZone) == 0; }
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}
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public override int CompareTo(Transaction? obj) {
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@ -57,7 +57,7 @@ internal class TransactionParserContext {
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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 = CombatZone.DifficultyLow;
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string grade = CombatZones.DifficultyLow;
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string cztype;
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ulong? highest = HighestCombatBond;
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@ -66,40 +66,40 @@ internal class TransactionParserContext {
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}
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if (OnFootKills > 0) {
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cztype = CombatZone.GroundCombatZone;
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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 >= 80000) {
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grade = CombatZone.DifficultyHigh;
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grade = CombatZones.DifficultyHigh;
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} else if (highest >= 40000) {
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grade = CombatZone.DifficultyMedium;
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grade = CombatZones.DifficultyMedium;
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} else {
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grade = CombatZone.DifficultyLow;
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grade = CombatZones.DifficultyLow;
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}
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} else if (ShipKills > 0) {
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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 = CombatZone.DifficultyHigh;
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grade = CombatZones.DifficultyHigh;
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} else if (ShipKills > 10) {
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grade = CombatZone.DifficultyMedium;
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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 = CombatZone.DifficultyHigh;
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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 >= 2 && grade != CombatZone.DifficultyHigh) {
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if (warzoneNpcs >= 2 && grade != CombatZones.DifficultyHigh) {
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// Only large combat zones have two NPCs
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grade = CombatZone.DifficultyHigh;
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} else if (warzoneNpcs >= 1 && grade == CombatZone.DifficultyLow) {
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grade = CombatZone.DifficultyMedium;
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grade = CombatZones.DifficultyHigh;
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} else 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 = CombatZone.ShipCombatZone;
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cztype = CombatZones.ShipCombatZone;
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} else {
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transactions.AddIncomplete(new CombatZone(), "Failed to discern combat zone type");
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return;
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36
EDPlayerJournal/CombatZones.cs
Normal file
36
EDPlayerJournal/CombatZones.cs
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@ -0,0 +1,36 @@
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namespace EDPlayerJournal;
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/// <summary>
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/// Static strings related to combat zones
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/// </summary>
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public class CombatZones {
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/// <summary>
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/// Type string for ground combat zone
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/// </summary>
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public static readonly string GroundCombatZone = "Ground";
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/// <summary>
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/// Type string for ship combat zones
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/// </summary>
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public static readonly string ShipCombatZone = "Ship";
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/// <summary>
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/// Thargoid combat zone
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/// </summary>
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public static readonly string ThargoidCombatZone = "Thargoid";
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/// <summary>
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/// Difficulty low
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/// </summary>
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public static readonly string DifficultyLow = "Low";
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/// <summary>
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/// Difficulty medium
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/// </summary>
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public static readonly string DifficultyMedium = "Medium";
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/// <summary>
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/// Difficulty high
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/// </summary>
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public static readonly string DifficultyHigh = "High";
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}
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@ -285,7 +285,7 @@ public partial class MainWindow : Window {
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return;
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}
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transaction.Grade = CombatZone.DifficultyLow;
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transaction.Grade = CombatZones.DifficultyLow;
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RefreshView();
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}
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@ -295,7 +295,7 @@ public partial class MainWindow : Window {
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return;
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}
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transaction.Grade = CombatZone.DifficultyMedium;
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transaction.Grade = CombatZones.DifficultyMedium;
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RefreshView();
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}
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@ -305,7 +305,7 @@ public partial class MainWindow : Window {
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return;
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}
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transaction.Grade = CombatZone.DifficultyHigh;
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transaction.Grade = CombatZones.DifficultyHigh;
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RefreshView();
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}
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@ -315,7 +315,7 @@ public partial class MainWindow : Window {
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return;
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}
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transaction.Type = CombatZone.GroundCombatZone;
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transaction.Type = CombatZones.GroundCombatZone;
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RefreshView();
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}
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@ -325,7 +325,7 @@ public partial class MainWindow : Window {
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return;
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}
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transaction.Type = CombatZone.ShipCombatZone;
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transaction.Type = CombatZones.ShipCombatZone;
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RefreshView();
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}
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