add code to detect which captain/correspondent it was
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65
EDPlayerJournal/BGS/Parsers/ShipTargetedParser.cs
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65
EDPlayerJournal/BGS/Parsers/ShipTargetedParser.cs
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using EDPlayerJournal.Entries;
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namespace EDPlayerJournal.BGS;
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/// <summary>
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/// With ship targeted we might find out to which faction a given NPC belonged. This is
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/// useful later when said NPC gets killed or murdered.
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/// </summary>
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internal class ShipTargetedParser : ITransactionParserPart {
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public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
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ShipTargetedEntry? entry = e as ShipTargetedEntry;
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if (entry == null) {
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throw new NotImplementedException();
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}
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// Scan happens in stages, and sometimes this information is not known
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// yet. Do now throw an error, this is expected behaviour.
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if (!string.IsNullOrEmpty(entry.PilotNameLocalised) &&
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!string.IsNullOrEmpty(entry.Faction)) {
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context.NPCFaction.TryAdd(entry.PilotNameLocalised, entry.Faction);
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}
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string? faction = context.LastRecordedAwardingFaction;
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// We have seen a captain?
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if (NPCs.IsWarzoneCaptain(entry.PilotName)) {
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// if we have faction information, we can compare it to figure out
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// whether it is the enemy or allied faction. but this is not always
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// possible. In such a case we assume we have seen the enemy captain.
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if (!string.IsNullOrEmpty(entry.Faction) &&
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!string.IsNullOrEmpty(faction)) {
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if (string.Compare(faction, entry.Faction) != 0) {
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context.HaveSeenEnemyCaptain = true;
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} else {
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context.HaveSeenAlliedCaptain = true;
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}
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} else {
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context.HaveSeenEnemyCaptain = true;
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}
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}
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// Spec ops?
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if (NPCs.IsSpecOps(entry.PilotName)) {
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context.HaveSeenSpecOps = true;
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}
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// Correspondent?
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if (NPCs.IsWarzoneCorrespondent(entry.PilotName)) {
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// if we have faction information, we can compare it to figure out
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// whether it is the enemy or allied faction. but this is not always
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// possible. In such a case we assume we have seen the enemy
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// correspondent.
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if (!string.IsNullOrEmpty(entry.Faction) &&
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!string.IsNullOrEmpty(faction)) {
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if (string.Compare(faction, entry.Faction) != 0) {
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context.HaveSeenEnemyCorrespondent = true;
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} else {
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context.HaveSeenAlliedCorrespondent = true;
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}
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} else {
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context.HaveSeenEnemyCorrespondent = true;
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}
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}
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}
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}
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