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:
2023-09-08 11:20:49 +02:00
parent c7a70598c4
commit c43c6f742a
8 changed files with 93 additions and 35 deletions

View File

@@ -9,7 +9,7 @@ namespace EDPlayerJournal.BGS;
/// faction to another. Both sometimes gain influence.
/// </summary>
public class InfluenceSupport : Transaction {
public string Influence { get; set; } = "";
public MissionInfluence? Influence { get; set; } = null;
/// <summary>
/// Relevant mission completed entry
@@ -46,7 +46,7 @@ public class InfluenceSupport : Transaction {
builder.AppendFormat("Influence gained from \"{0}\": \"{1}\"",
missionname,
string.IsNullOrEmpty(Influence) ? "NONE" : Influence
Influence == null ? "NONE" : Influence.TrendAdjustedInfluence
);
return builder.ToString();

View File

@@ -38,7 +38,14 @@ public class MissionCompleted : Transaction {
return "";
}
return (CompletedEntry.Mission.GetInfluenceForFaction(Faction, SystemAddress) ?? "");
return string.Join("",
CompletedEntry
.Mission
.GetInfluenceForFaction(Faction, SystemAddress)
.Select(x => x.Influence)
.ToArray()
)
;
}
}
@@ -70,8 +77,10 @@ public class MissionCompleted : Transaction {
var influence = CompletedEntry.Mission.GetInfluenceForFaction(Faction, SystemAddress);
builder.AppendFormat("{0}", MissionName);
if (influence != "") {
builder.AppendFormat(", Influence: {0}", influence);
if (influence != null && influence.Length > 0) {
builder.AppendFormat(", Influence: {0}",
influence.Select(x => x.InfluenceAmount).Sum()
);
}
return builder.ToString();

View File

@@ -298,20 +298,20 @@ internal class MissionCompletedParser : ITransactionParserPart {
if (context.CurrentSystemAddress == null) {
continue;
}
other.Value.Add(context.CurrentSystemAddress.Value, "");
other.Value.Add(context.CurrentSystemAddress.Value, new MissionInfluence());
// Mission gave no influence to the target faction, so we assume
// the target faction was in the same system.
} else if (string.Compare(source_faction_name, faction, true) == 0) {
// This happens if the source faction is not getting any influence
// This could be if the source faction is in a conflict, and thus does
// not gain any influence at all.
other.Value.Add(accepted_location.SystemAddress, "");
other.Value.Add(accepted_location.SystemAddress, new MissionInfluence());
// Just check if the target/source faction are the same, in which case
// we also have to make an additional entry
if (string.Compare(source_faction_name, target_faction_name, true) == 0 &&
context.CurrentSystemAddress != null) {
other.Value.Add(context.CurrentSystemAddress.Value, "");
other.Value.Add(context.CurrentSystemAddress.Value, new MissionInfluence());
}
}
}

View File

@@ -36,6 +36,31 @@ public class MissionInfluence {
/// </summary>
public string Influence { get; set; } = string.Empty;
public long InfluenceAmount {
get {
string trend = TrendAdjustedInfluence;
return (long)
(trend.Count(x => x == '-') * -1) +
trend.Count(x => x == '+')
;
}
}
/// <summary>
/// Returns how much influence was made, represented in pluses for positive influence,
/// and minuses with negative influence. This takes Trend (up, bad etc.) into account.
/// </summary>
public string TrendAdjustedInfluence {
get {
if (!string.IsNullOrEmpty(Trend) &&
Trend.Contains("bad", StringComparison.OrdinalIgnoreCase)) {
return new string('-', Influence.Length);
} else {
return new string('+', Influence.Length);
}
}
}
public static MissionInfluence FromJSON(JObject obj) {
MissionInfluence missionInfluence = new MissionInfluence();
@@ -394,27 +419,29 @@ public class Mission : IComparable<Mission> {
/// <param name="faction">Faction name in question.</param>
/// <param name="systemaddr">Star System address</param>
/// <returns>null if no entry was found, or a string denoting pluses for the amount influence gained.</returns>
public string? GetInfluenceForFaction(string faction, ulong systemaddr) {
public MissionInfluence[]? GetInfluenceForFaction(string faction, ulong systemaddr) {
var results = FactionEffects
.Where(x => string.Compare(x.Faction, faction) == 0)
.SelectMany(x => x.Influences)
.Where(x => (x.SystemAddress != null && x.SystemAddress == systemaddr))
.Select(x => x.Influence)
.Select(x => x)
.ToArray()
;
if (results == null || results.Length == 0) {
return null;
return new MissionInfluence[0];
}
return string.Join("", results);
return results;
}
/// <summary>
/// A convenient Dictionary containing all influences given out by faction,
/// then by system address and then by influence handed out.
/// then by system address and then by influence handed out. Influence can
/// be either a series of "+" for positive influence, or "-" for negative
/// influence.
/// </summary>
public Dictionary<string, Dictionary<ulong, string>> Influences {
public Dictionary<string, Dictionary<ulong, MissionInfluence>> Influences {
get {
return FactionEffects
.Where(x => x.Faction != null)
@@ -422,7 +449,10 @@ public class Mission : IComparable<Mission> {
x => (x.Faction ?? string.Empty),
x => x.Influences
.Where(x => x.SystemAddress != null)
.ToDictionary(x => (x.SystemAddress ?? 0), x => x.Influence)
.ToDictionary(
x => (x.SystemAddress ?? 0),
x => x
)
);
}
}