change "on foot" to "ground"
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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 = "Low";
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string grade = CombatZone.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 = "On Foot";
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cztype = CombatZone.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 = "High";
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grade = CombatZone.DifficultyHigh;
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} else if (highest >= 40000) {
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grade = "Medium";
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grade = CombatZone.DifficultyMedium;
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} else {
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grade = "Low";
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grade = CombatZone.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 = "High";
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grade = CombatZone.DifficultyHigh;
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} else if (ShipKills > 10) {
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grade = "Medium";
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grade = CombatZone.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 = "High";
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grade = CombatZone.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 != "High") {
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if (warzoneNpcs >= 2 && grade != CombatZone.DifficultyHigh) {
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// Only large combat zones have two NPCs
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grade = "High";
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} else if (warzoneNpcs >= 1 && grade == "Low") {
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grade = "Medium";
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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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}
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}
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cztype = "Ship";
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cztype = CombatZone.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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