introduce negative influence
Sometimes missions actually tell us how much negative influence a faction got through secondary influences. We now count this, and present is as negative influence via minuses. Summaries have been updated to reflect this change.
This commit is contained in:
@@ -9,7 +9,7 @@ namespace EDPlayerJournal.BGS;
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/// faction to another. Both sometimes gain influence.
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/// </summary>
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public class InfluenceSupport : Transaction {
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public string Influence { get; set; } = "";
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public MissionInfluence? Influence { get; set; } = null;
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/// <summary>
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/// Relevant mission completed entry
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@@ -46,7 +46,7 @@ public class InfluenceSupport : Transaction {
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builder.AppendFormat("Influence gained from \"{0}\": \"{1}\"",
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missionname,
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string.IsNullOrEmpty(Influence) ? "NONE" : Influence
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Influence == null ? "NONE" : Influence.TrendAdjustedInfluence
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);
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return builder.ToString();
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@@ -38,7 +38,14 @@ public class MissionCompleted : Transaction {
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return "";
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}
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return (CompletedEntry.Mission.GetInfluenceForFaction(Faction, SystemAddress) ?? "");
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return string.Join("",
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CompletedEntry
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.Mission
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.GetInfluenceForFaction(Faction, SystemAddress)
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.Select(x => x.Influence)
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.ToArray()
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)
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;
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}
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}
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@@ -70,8 +77,10 @@ public class MissionCompleted : Transaction {
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var influence = CompletedEntry.Mission.GetInfluenceForFaction(Faction, SystemAddress);
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builder.AppendFormat("{0}", MissionName);
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if (influence != "") {
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builder.AppendFormat(", Influence: {0}", influence);
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if (influence != null && influence.Length > 0) {
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builder.AppendFormat(", Influence: {0}",
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influence.Select(x => x.InfluenceAmount).Sum()
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);
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}
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return builder.ToString();
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@@ -298,20 +298,20 @@ internal class MissionCompletedParser : ITransactionParserPart {
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if (context.CurrentSystemAddress == null) {
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continue;
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}
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other.Value.Add(context.CurrentSystemAddress.Value, "");
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other.Value.Add(context.CurrentSystemAddress.Value, new MissionInfluence());
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// Mission gave no influence to the target faction, so we assume
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// the target faction was in the same system.
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} else if (string.Compare(source_faction_name, faction, true) == 0) {
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// This happens if the source faction is not getting any influence
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// This could be if the source faction is in a conflict, and thus does
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// not gain any influence at all.
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other.Value.Add(accepted_location.SystemAddress, "");
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other.Value.Add(accepted_location.SystemAddress, new MissionInfluence());
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// Just check if the target/source faction are the same, in which case
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// we also have to make an additional entry
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if (string.Compare(source_faction_name, target_faction_name, true) == 0 &&
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context.CurrentSystemAddress != null) {
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other.Value.Add(context.CurrentSystemAddress.Value, "");
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other.Value.Add(context.CurrentSystemAddress.Value, new MissionInfluence());
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}
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}
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}
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@@ -36,6 +36,31 @@ public class MissionInfluence {
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/// </summary>
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public string Influence { get; set; } = string.Empty;
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public long InfluenceAmount {
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get {
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string trend = TrendAdjustedInfluence;
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return (long)
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(trend.Count(x => x == '-') * -1) +
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trend.Count(x => x == '+')
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;
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}
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}
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/// <summary>
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/// Returns how much influence was made, represented in pluses for positive influence,
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/// and minuses with negative influence. This takes Trend (up, bad etc.) into account.
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/// </summary>
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public string TrendAdjustedInfluence {
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get {
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if (!string.IsNullOrEmpty(Trend) &&
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Trend.Contains("bad", StringComparison.OrdinalIgnoreCase)) {
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return new string('-', Influence.Length);
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} else {
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return new string('+', Influence.Length);
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}
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}
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}
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public static MissionInfluence FromJSON(JObject obj) {
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MissionInfluence missionInfluence = new MissionInfluence();
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@@ -394,27 +419,29 @@ public class Mission : IComparable<Mission> {
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/// <param name="faction">Faction name in question.</param>
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/// <param name="systemaddr">Star System address</param>
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/// <returns>null if no entry was found, or a string denoting pluses for the amount influence gained.</returns>
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public string? GetInfluenceForFaction(string faction, ulong systemaddr) {
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public MissionInfluence[]? GetInfluenceForFaction(string faction, ulong systemaddr) {
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var results = FactionEffects
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.Where(x => string.Compare(x.Faction, faction) == 0)
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.SelectMany(x => x.Influences)
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.Where(x => (x.SystemAddress != null && x.SystemAddress == systemaddr))
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.Select(x => x.Influence)
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.Select(x => x)
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.ToArray()
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;
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if (results == null || results.Length == 0) {
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return null;
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return new MissionInfluence[0];
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}
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return string.Join("", results);
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return results;
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}
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/// <summary>
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/// A convenient Dictionary containing all influences given out by faction,
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/// then by system address and then by influence handed out.
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/// then by system address and then by influence handed out. Influence can
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/// be either a series of "+" for positive influence, or "-" for negative
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/// influence.
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/// </summary>
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public Dictionary<string, Dictionary<ulong, string>> Influences {
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public Dictionary<string, Dictionary<ulong, MissionInfluence>> Influences {
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get {
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return FactionEffects
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.Where(x => x.Faction != null)
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@@ -422,7 +449,10 @@ public class Mission : IComparable<Mission> {
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x => (x.Faction ?? string.Empty),
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x => x.Influences
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.Where(x => x.SystemAddress != null)
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.ToDictionary(x => (x.SystemAddress ?? 0), x => x.Influence)
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.ToDictionary(
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x => (x.SystemAddress ?? 0),
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x => x
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)
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);
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}
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}
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