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			4cefc393b5
			...
			6cbe54ff73
		
	
		
@ -92,13 +92,6 @@ public class CombatZone : Transaction {
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        get { return string.Compare(Type, CombatZones.AXCombatZone) == 0; }
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    }
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    /// <summary>
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    /// Returns true if it is a power combat zone
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    /// </summary>
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    public bool IsPower {
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        get { return string.Compare(Type, CombatZones.PowerCombatZone) == 0; }
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    }
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    public override int CompareTo(Transaction? obj) {
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        if (obj == null || obj.GetType() != typeof(CombatZone)) {
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            return -1;
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@ -1,32 +0,0 @@
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using EDPlayerJournal.Entries;
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namespace EDPlayerJournal.BGS;
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public class MeritsGained : Transaction {
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    public MeritsGained() { }
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    public MeritsGained(Entry entry) {
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        Entries.Add(entry);
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    }
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    /// <summary>
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    /// Number of merits gained
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    /// </summary>
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    public long Merits {
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        get {
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            return Entries
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                .OfType<PowerplayMeritsEntry>()
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                .Sum(x => x.MeritsGained)
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                ;
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        }
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    }
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    /// <summary>
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    /// For what power those merits were gained
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    /// </summary>
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    public string Power { get; set; } = string.Empty;
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    public override string ToString() {
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        return string.Format("{0} Merits gained for {1}", Merits, Power);
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    }
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}
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@ -1,31 +0,0 @@
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using EDPlayerJournal.Entries;
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namespace EDPlayerJournal.BGS.Parsers;
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internal class PowerplayMeritsParser : ITransactionParserPart {
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    public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
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        PowerplayMeritsEntry? e = entry as PowerplayMeritsEntry;
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        if (e == null) {
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            throw new ApplicationException("not a valid PowerplayMerits entry");
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        }
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        MeritsGained? transaction = null;
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        transaction = transactions
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            .OfType<MeritsGained>()
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            .Where(x => x.System == context.CurrentSystem &&
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                        x.Power == e.Power)
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            .FirstOrDefault()
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            ;
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        if (transaction == null) {
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            transaction = new MeritsGained(e) {
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                System = context.CurrentSystem,
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                Power = e.Power,
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                Faction = e.Power,
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            };
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            transactions.Add(transaction);
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        } else {
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            transaction.Entries.Add(e);
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        }
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    }
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}
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@ -16,12 +16,6 @@ public class TransactionParserOptions {
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    /// </summary>
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    public bool IgnoreInfluenceSupport { get; set; } = false;
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    /// <summary>
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    /// Whether we ignore power play and merits gained for now. Support for this
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    /// is experimental at the moment, so that is why it ist `true`.
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    /// </summary>
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    public bool IgnorePowerplay { get; set; } = true;
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    /// <summary>
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    /// Whether to ignore market buy. Buying from a market gives a small amount
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    /// of INF if it is sold to a high demand market, but generally one buys from
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@ -587,25 +581,14 @@ internal class ReceiveTextParser : ITransactionParserPart {
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    }
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}
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internal class SelfDestructParser : ITransactionParserPart {
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    public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
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        context.SelfDestruct = true;
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    }
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}
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internal class DiedParser : ITransactionParserPart {
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    public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
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        // Death only matters in ship. On foot you can just redeploy with the dropship.
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        if (context.IsOnFoot) {
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            return;
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        }
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        if (context.SelfDestruct != null && context.SelfDestruct == true) {
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            // Some people just suicide to fast track back to stations after a CZ,
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            // especially since combat bonds don't disappear on death. So count the CZ
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            // on self destruct
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            context.DiscernCombatZone(transactions, entry);
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            context.SelfDestruct = null;
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        }
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        // You can't complete a combat zone if you die in it. Others might keep it open
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        // for you, but still you will not have completed it unless you jump back in.
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        context.ResetCombatZone();
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        // Dying also moves you back to another instance
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        context.LeftInstance();
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@ -644,11 +627,9 @@ public class TransactionParser {
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        { Events.Missions, new MissionsParser() },
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        { Events.MultiSellExplorationData, new MultiSellExplorationDataParser() },
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        { Events.Music, new MusicParser() },
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        { Events.PowerplayMerits, new PowerplayMeritsParser() },
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        { Events.ReceiveText, new ReceiveTextParser() },
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        { Events.RedeemVoucher, new RedeemVoucherParser() },
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        { Events.SearchAndRescue, new SearchAndRescueParser() },
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        { Events.SelfDestruct, new SelfDestructParser() },
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        { Events.SellExplorationData, new SellExplorationDataParser() },
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        { Events.SellMicroResources, new SellMicroResourcesParser() },
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        { Events.SellOrganicData, new SellOrganicDataParser() },
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@ -62,23 +62,11 @@ internal class TransactionParserContext {
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		||||
    public bool HaveSeenAlliedCorrespondent { get; set; } = false;
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    public bool HaveSeenEnemyCorrespondent { get; set; } = false;
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		||||
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		||||
    public bool? SelfDestruct { get; set; } = null;
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		||||
 | 
			
		||||
    /// <summary>
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		||||
    /// Current Odyssey settlement.
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		||||
    /// </summary>
 | 
			
		||||
    public string? Settlement { get; set; } = null;
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 | 
			
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    /// <summary>
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		||||
    /// Current Merits
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    /// </summary>
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		||||
    public long? CurrentMerits { get; set; } = null;
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		||||
 | 
			
		||||
    /// <summary>
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		||||
    /// Merits from last login
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		||||
    /// </summary>
 | 
			
		||||
    public long? LastMerits { get; set; } = null;
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 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Returns true if the current session is legacy
 | 
			
		||||
    /// </summary>
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@ -140,29 +128,16 @@ internal class TransactionParserContext {
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        Settlement = null;
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    }
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    private bool HadCombatZone() {
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        if (CurrentInstanceType != null &&
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            Instances.IsInstance(CurrentInstanceType, Instances.PowerWarzoneMedium)) {
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            return true;
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        }
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        if (HighestCombatBond == null &&
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            LastRecordedAwardingFaction == null &&
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            HaveSeenAXWarzoneNPC == false &&
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            CurrentInstanceType == null) {
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            return false;
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        }
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		||||
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        return true;
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    }
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		||||
    public void DiscernCombatZone(TransactionList transactions, Entry e) {
 | 
			
		||||
        string? grade = CombatZones.DifficultyLow;
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        string cztype;
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        ulong highest = HighestCombatBond ?? 0;
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        string? faction = LastRecordedAwardingFaction;
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        if (!HadCombatZone()) {
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        if (HighestCombatBond == null &&
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            LastRecordedAwardingFaction == null &&
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		||||
            HaveSeenAXWarzoneNPC == false &&
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		||||
            CurrentInstanceType == null) {
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            return;
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		||||
        }
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@ -182,8 +157,7 @@ internal class TransactionParserContext {
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		||||
                return;
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		||||
            }
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            if (LastRecordedAwardingFaction == null && 
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                (Instances.IsHumanWarzone(CurrentInstanceType) || 
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                 Instances.IsPowerWarzone(CurrentInstanceType))) {
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                Instances.IsHumanWarzone(CurrentInstanceType)) {
 | 
			
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                transactions.AddIncomplete(new CombatZone(), 
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                    "Could not discern for whom you fought for, " +
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                    "as it seems you haven't killed anyone in the ship combat zone.",
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@ -213,9 +187,6 @@ internal class TransactionParserContext {
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            } else if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneThargoidVeryHigh)) {
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                cztype = CombatZones.AXCombatZone;
 | 
			
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                grade = CombatZones.DifficultyVeryHigh;
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            } else if (Instances.IsInstance(CurrentInstanceType, Instances.PowerWarzoneMedium)) {
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                cztype = CombatZones.PowerCombatZone;
 | 
			
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                grade = CombatZones.DifficultyMedium;
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            } else {
 | 
			
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                transactions.AddIncomplete(new CombatZone(),
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                    "Unknown conflict zone difficulty",
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@ -14,11 +14,6 @@ public class CombatZones {
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    /// </summary>
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    public static readonly string ShipCombatZone = "Ship";
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 | 
			
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    /// <summary>
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    /// Power combat zones, new in Ascendancy update.
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		||||
    /// </summary>
 | 
			
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    public static readonly string PowerCombatZone = "Power";
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// AX combat zone
 | 
			
		||||
    /// </summary>
 | 
			
		||||
 | 
			
		||||
@ -39,15 +39,9 @@ public class Entry {
 | 
			
		||||
        { Events.Missions, typeof(MissionsEntry) },
 | 
			
		||||
        { Events.MultiSellExplorationData, typeof(MultiSellExplorationDataEntry) },
 | 
			
		||||
        { Events.Music, typeof(MusicEntry) },
 | 
			
		||||
        { Events.Powerplay, typeof(PowerplayEntry) },
 | 
			
		||||
        { Events.PowerplayCollect, typeof(PowerplayCollectEntry) },
 | 
			
		||||
        { Events.PowerplayDeliver, typeof(PowerplayDeliverEntry) },
 | 
			
		||||
        { Events.PowerplayMerits, typeof(PowerplayMeritsEntry) },
 | 
			
		||||
        { Events.PowerplayRank, typeof(PowerplayRankEntry) },
 | 
			
		||||
        { Events.ReceiveText, typeof(ReceiveTextEntry) },
 | 
			
		||||
        { Events.RedeemVoucher, typeof(RedeemVoucherEntry) },
 | 
			
		||||
        { Events.SearchAndRescue, typeof(SearchAndRescueEntry) },
 | 
			
		||||
        { Events.SelfDestruct, typeof(SelfDestructEntry) },
 | 
			
		||||
        { Events.SellExplorationData, typeof(SellExplorationDataEntry) },
 | 
			
		||||
        { Events.SellMicroResources, typeof(SellMicroResourcesEntry) },
 | 
			
		||||
        { Events.SellOrganicData, typeof(SellOrganicDataEntry) },
 | 
			
		||||
 | 
			
		||||
@ -29,15 +29,9 @@ public class Events {
 | 
			
		||||
    public static readonly string Missions = "Missions";
 | 
			
		||||
    public static readonly string MultiSellExplorationData = "MultiSellExplorationData";
 | 
			
		||||
    public static readonly string Music = "Music";
 | 
			
		||||
    public static readonly string Powerplay = "Powerplay";
 | 
			
		||||
    public static readonly string PowerplayCollect = "PowerplayCollect";
 | 
			
		||||
    public static readonly string PowerplayDeliver = "PowerplayDeliver";
 | 
			
		||||
    public static readonly string PowerplayMerits = "PowerplayMerits";
 | 
			
		||||
    public static readonly string PowerplayRank = "PowerplayRank";
 | 
			
		||||
    public static readonly string ReceiveText = "ReceiveText";
 | 
			
		||||
    public static readonly string RedeemVoucher = "RedeemVoucher";
 | 
			
		||||
    public static readonly string SearchAndRescue = "SearchAndRescue";
 | 
			
		||||
    public static readonly string SelfDestruct = "SelfDestruct";
 | 
			
		||||
    public static readonly string SellExplorationData = "SellExplorationData";
 | 
			
		||||
    public static readonly string SellMicroResources = "SellMicroResources";
 | 
			
		||||
    public static readonly string SellOrganicData = "SellOrganicData";
 | 
			
		||||
 | 
			
		||||
@ -1,7 +0,0 @@
 | 
			
		||||
namespace EDPlayerJournal.Entries;
 | 
			
		||||
 | 
			
		||||
public class PowerplayCollectEntry : Entry {
 | 
			
		||||
    protected override void Initialise() {
 | 
			
		||||
        // TODO
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -1,7 +0,0 @@
 | 
			
		||||
namespace EDPlayerJournal.Entries;
 | 
			
		||||
 | 
			
		||||
public class PowerplayDeliverEntry : Entry {
 | 
			
		||||
    protected override void Initialise() {
 | 
			
		||||
        // TODO
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -1,32 +0,0 @@
 | 
			
		||||
using System.Reflection;
 | 
			
		||||
 | 
			
		||||
namespace EDPlayerJournal.Entries {
 | 
			
		||||
    public class PowerplayEntry : Entry {
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Name of the power
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public string Power { get; set; } = string.Empty;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Player rank
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public int Rank { get; set; } = 0;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Current merits of the player
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public long Merits { get; set; } = 0;
 | 
			
		||||
 | 
			
		||||
        /// <summary>
 | 
			
		||||
        /// Time pledged (in seconds?)
 | 
			
		||||
        /// </summary>
 | 
			
		||||
        public long TimePledged { get; set; } = 0;
 | 
			
		||||
 | 
			
		||||
        protected override void Initialise() {
 | 
			
		||||
            Power = JSON.Value<string>("Power") ?? string.Empty;
 | 
			
		||||
            Rank = JSON.Value<int?>("Rank") ?? 0;
 | 
			
		||||
            Merits = JSON.Value<long?>("Merits") ?? 0;
 | 
			
		||||
            TimePledged = JSON.Value<long?>("TimePledged") ?? 0;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -1,15 +0,0 @@
 | 
			
		||||
namespace EDPlayerJournal.Entries;
 | 
			
		||||
 | 
			
		||||
public class PowerplayMeritsEntry : Entry {
 | 
			
		||||
    protected override void Initialise() {
 | 
			
		||||
        Power = JSON.Value<string?>("Power") ?? string.Empty;
 | 
			
		||||
        MeritsGained = JSON.Value<long?>("MeritsGained") ?? 0;
 | 
			
		||||
        TotalMerits = JSON.Value<long?>("TotalMerits") ?? 0;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public string Power { get; set; } = string.Empty;
 | 
			
		||||
 | 
			
		||||
    public long MeritsGained { get; set; } = 0;
 | 
			
		||||
 | 
			
		||||
    public long TotalMerits { get; set; } = 0;
 | 
			
		||||
}
 | 
			
		||||
@ -1,7 +0,0 @@
 | 
			
		||||
namespace EDPlayerJournal.Entries;
 | 
			
		||||
 | 
			
		||||
public class PowerplayRankEntry : Entry {
 | 
			
		||||
    protected override void Initialise() {
 | 
			
		||||
        // TODO
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -1,5 +0,0 @@
 | 
			
		||||
namespace EDPlayerJournal.Entries {
 | 
			
		||||
    public class SelfDestructEntry : Entry {
 | 
			
		||||
        // Has no data
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -18,11 +18,6 @@ public class Instances {
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    public static readonly string WarzoneHigh = "$Warzone_PointRace_High";
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Medium power play conflict zone, new in PP 2.0 Ascendancy update
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    public static readonly string PowerWarzoneMedium = "$Warzone_Powerplay_Med";
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Low Thargoid combat zone
 | 
			
		||||
    /// </summary>
 | 
			
		||||
@ -57,17 +52,8 @@ public class Instances {
 | 
			
		||||
            ;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public static bool IsPowerWarzone(string type) {
 | 
			
		||||
        return
 | 
			
		||||
            IsInstance(type, PowerWarzoneMedium)
 | 
			
		||||
            ;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public static bool IsWarzone(string type) {
 | 
			
		||||
        return IsHumanWarzone(type) || 
 | 
			
		||||
            IsThargoidWarzone(type) || 
 | 
			
		||||
            IsPowerWarzone(type)
 | 
			
		||||
            ;
 | 
			
		||||
        return IsHumanWarzone(type) || IsThargoidWarzone(type);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public static bool IsInstance(string type, string instance) {
 | 
			
		||||
 | 
			
		||||
@ -1,101 +0,0 @@
 | 
			
		||||
namespace EDPlayerJournal.PowerPlay;
 | 
			
		||||
 | 
			
		||||
/// <summary>
 | 
			
		||||
/// Holds a list of all available powers in E:D, and helps
 | 
			
		||||
/// to translate commonly used short-hands and aliases to
 | 
			
		||||
/// journal approved power names.
 | 
			
		||||
/// </summary>
 | 
			
		||||
public class Powers {
 | 
			
		||||
    public static readonly string
 | 
			
		||||
        // Basking
 | 
			
		||||
        ALavignyDuval = "A. Lavigny-Duval",
 | 
			
		||||
        AislingDuval = "Aisling Duval",
 | 
			
		||||
        DentonPatreus = "Denton Patreus",
 | 
			
		||||
        ZeminaTorval = "Zemina Torval",
 | 
			
		||||
        // Feds
 | 
			
		||||
        JeromeArcher = "Jerome Archer",
 | 
			
		||||
        FeliciaWinters = "Felicia Winters",
 | 
			
		||||
        // Alliance
 | 
			
		||||
        EdmunMahon = "Edmund Mahon",
 | 
			
		||||
        NakatoKaine = "Nakato Kaine",
 | 
			
		||||
        // Independents
 | 
			
		||||
        YuriGrom = "Yuri Grom",
 | 
			
		||||
        ArchonDelaine = "Archon Delaine",
 | 
			
		||||
        LiYongRui = "Li Yong-Rui",
 | 
			
		||||
        PranavAntal = "Pranav Antal"
 | 
			
		||||
        ;
 | 
			
		||||
 | 
			
		||||
    public static readonly Dictionary<string, string> aliases = new() {
 | 
			
		||||
        // ALD
 | 
			
		||||
        { Powers.ALavignyDuval, Powers.ALavignyDuval },
 | 
			
		||||
        { "ALD", Powers.ALavignyDuval },
 | 
			
		||||
        { "Arissa", Powers.ALavignyDuval },
 | 
			
		||||
        { "Emperor", Powers.ALavignyDuval },
 | 
			
		||||
        { "Kaiser", Powers.ALavignyDuval },
 | 
			
		||||
        // AD
 | 
			
		||||
        { Powers.AislingDuval, Powers.AislingDuval },
 | 
			
		||||
        { "AD", Powers.AislingDuval },
 | 
			
		||||
        { "Aisling", Powers.AislingDuval },
 | 
			
		||||
        // DP
 | 
			
		||||
        { Powers.DentonPatreus, Powers.DentonPatreus },
 | 
			
		||||
        { "DP", Powers.DentonPatreus },
 | 
			
		||||
        { "Denton", Powers.DentonPatreus },
 | 
			
		||||
        // ZT
 | 
			
		||||
        { Powers.ZeminaTorval, Powers.ZeminaTorval },
 | 
			
		||||
        { "ZT", Powers.ZeminaTorval },
 | 
			
		||||
        { "Torval", Powers.ZeminaTorval },
 | 
			
		||||
        // Archer
 | 
			
		||||
        { Powers.JeromeArcher, Powers.JeromeArcher },
 | 
			
		||||
        { "JA", Powers.JeromeArcher },
 | 
			
		||||
        { "Archer", Powers.JeromeArcher },
 | 
			
		||||
        // Winters
 | 
			
		||||
        { Powers.FeliciaWinters, Powers.FeliciaWinters },
 | 
			
		||||
        { "FW", Powers.FeliciaWinters },
 | 
			
		||||
        { "Winters", Powers.FeliciaWinters },
 | 
			
		||||
        // Mahon
 | 
			
		||||
        { Powers.EdmunMahon, Powers.EdmunMahon },
 | 
			
		||||
        { "EM", Powers.EdmunMahon },
 | 
			
		||||
        { "Mahon", Powers.EdmunMahon },
 | 
			
		||||
        // Kaine
 | 
			
		||||
        { Powers.NakatoKaine, Powers.NakatoKaine },
 | 
			
		||||
        { "NK", Powers.NakatoKaine },
 | 
			
		||||
        { "Kaine", Powers.NakatoKaine },
 | 
			
		||||
        // Grom
 | 
			
		||||
        { Powers.YuriGrom, Powers.YuriGrom },
 | 
			
		||||
        { "YG", Powers.YuriGrom },
 | 
			
		||||
        { "Grom", Powers.YuriGrom },
 | 
			
		||||
        // Archon
 | 
			
		||||
        { Powers.ArchonDelaine, Powers.ArchonDelaine },
 | 
			
		||||
        { "Archon", Powers.ArchonDelaine },
 | 
			
		||||
        { "Kumo", Powers.ArchonDelaine },
 | 
			
		||||
        { "KumoBurger", Powers.ArchonDelaine },
 | 
			
		||||
        // LYR
 | 
			
		||||
        { Powers.LiYongRui, Powers.LiYongRui },
 | 
			
		||||
        { "LYR", Powers.LiYongRui },
 | 
			
		||||
        // Pranav
 | 
			
		||||
        { Powers.PranavAntal, Powers.PranavAntal },
 | 
			
		||||
        { "PA", Powers.PranavAntal },
 | 
			
		||||
        { "Pranav", Powers.PranavAntal },
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    public static bool IsValidPower(string power) {
 | 
			
		||||
        try {
 | 
			
		||||
            string p = GetPower(power);
 | 
			
		||||
            return true;
 | 
			
		||||
        } catch (Exception) {
 | 
			
		||||
            return false;
 | 
			
		||||
        }
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public static string GetPower(string nameOrAlias) {
 | 
			
		||||
        string? val = aliases
 | 
			
		||||
            .Where(x => string.Compare(x.Key, nameOrAlias, StringComparison.InvariantCultureIgnoreCase) == 0)
 | 
			
		||||
            .Select(x => x.Value)
 | 
			
		||||
            .FirstOrDefault()
 | 
			
		||||
            ;
 | 
			
		||||
        if (string.IsNullOrEmpty(val)) {
 | 
			
		||||
            throw new ApplicationException($"not a valid power: {nameOrAlias}");
 | 
			
		||||
        }
 | 
			
		||||
        return val;
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -1,12 +1,5 @@
 | 
			
		||||
# EliteBGS changelog
 | 
			
		||||
 | 
			
		||||
## 0.4.4 on ??.??.202?
 | 
			
		||||
 | 
			
		||||
* Add support for Power Conflict Zones
 | 
			
		||||
* Show no inf as "Zero INF", so the Nova Navy bot can parse it properly
 | 
			
		||||
* Add support for MeritsGained, but disable it for now, as the player
 | 
			
		||||
  journal is massively lacking in terms of Powerplay 2.0 support.
 | 
			
		||||
 | 
			
		||||
## 0.4.3 on 18.09.2024
 | 
			
		||||
 | 
			
		||||
* Add possibility to post log reports to Discord webhooks.
 | 
			
		||||
 | 
			
		||||
@ -21,7 +21,6 @@ public class DiscordLogGenerator {
 | 
			
		||||
        new CargoSoldFormatter(),
 | 
			
		||||
        new VistaGenomicsFormat(),
 | 
			
		||||
        new SearchAndRescueFormat(),
 | 
			
		||||
        new MeritsGainedFormat(),
 | 
			
		||||
    };
 | 
			
		||||
 | 
			
		||||
    protected virtual string GetToolVersion() {
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										86
									
								
								EliteBGS/EliteBGS - Backup.csproj
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										86
									
								
								EliteBGS/EliteBGS - Backup.csproj
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,86 @@
 | 
			
		||||
<Project Sdk="Microsoft.NET.Sdk">
 | 
			
		||||
  <PropertyGroup>
 | 
			
		||||
    <TargetFramework>net7.0-windows</TargetFramework>
 | 
			
		||||
    <OutputType>WinExe</OutputType>
 | 
			
		||||
    <Version>0.2.6</Version>
 | 
			
		||||
    <GenerateAssemblyInfo>false</GenerateAssemblyInfo>
 | 
			
		||||
    <UseWindowsForms>true</UseWindowsForms>
 | 
			
		||||
    <UseWPF>true</UseWPF>
 | 
			
		||||
    <ImportWindowsDesktopTargets>true</ImportWindowsDesktopTargets>
 | 
			
		||||
  </PropertyGroup>
 | 
			
		||||
  <PropertyGroup>
 | 
			
		||||
    <StartupObject>EliteBGSApplication</StartupObject>
 | 
			
		||||
  </PropertyGroup>
 | 
			
		||||
  <PropertyGroup>
 | 
			
		||||
    <ApplicationIcon>Salus.ico</ApplicationIcon>
 | 
			
		||||
    <Title>BGS reporting and logging tool for Elite:Dangerous</Title>
 | 
			
		||||
    <Authors>nola</Authors>
 | 
			
		||||
    <Copyright>Copyright 2019 by Florian Stinglmayr</Copyright>
 | 
			
		||||
    <RepositoryUrl>https://git.aror.org/florian/EDBGS</RepositoryUrl>
 | 
			
		||||
    <PackageTags>ED;Elite Dangerous;BGS</PackageTags>
 | 
			
		||||
    <PackageProjectUrl>https://bgs.n0la.org</PackageProjectUrl>
 | 
			
		||||
    <PackageReadmeFile>README.md</PackageReadmeFile>
 | 
			
		||||
  </PropertyGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Resource Include="main-page.png">
 | 
			
		||||
      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
 | 
			
		||||
    </Resource>
 | 
			
		||||
    <None Update="README.md">
 | 
			
		||||
      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
 | 
			
		||||
      <Pack>True</Pack>
 | 
			
		||||
      <PackagePath>\</PackagePath>
 | 
			
		||||
    </None>
 | 
			
		||||
    <None Update="docs\CHANGELOG.md">
 | 
			
		||||
      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
 | 
			
		||||
    </None>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Resource Include="docs\main-page.png">
 | 
			
		||||
      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
 | 
			
		||||
    </Resource>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Content Include="LICENCE.txt">
 | 
			
		||||
      <CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
 | 
			
		||||
    </Content>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Resource Include="Salus.ico" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Resource Include="logo_v4.png">
 | 
			
		||||
      <CopyToOutputDirectory>Always</CopyToOutputDirectory>
 | 
			
		||||
    </Resource>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Resource Include="Resources\EliteBGS.ico" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Resource Include="EliteBGS.ico" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <PackageReference Include="Extended.Wpf.Toolkit" Version="4.5.0" />
 | 
			
		||||
    <PackageReference Include="Microsoft.CSharp" Version="4.7.0" />
 | 
			
		||||
    <PackageReference Include="Microsoft.Windows.Compatibility" Version="7.0.0" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <PackageReference Include="Newtonsoft.Json" Version="13.0.2" />
 | 
			
		||||
    <PackageReference Include="Ookii.Dialogs.Wpf" Version="5.0.1" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <ProjectReference Include="..\EDPlayerJournal\EDPlayerJournal.csproj" />
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <Compile Update="Resources.Designer.cs">
 | 
			
		||||
      <DesignTime>True</DesignTime>
 | 
			
		||||
      <AutoGen>True</AutoGen>
 | 
			
		||||
      <DependentUpon>Resources.resx</DependentUpon>
 | 
			
		||||
    </Compile>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
  <ItemGroup>
 | 
			
		||||
    <EmbeddedResource Update="Resources.resx">
 | 
			
		||||
      <Generator>PublicResXFileCodeGenerator</Generator>
 | 
			
		||||
      <LastGenOutput>Resources.Designer.cs</LastGenOutput>
 | 
			
		||||
    </EmbeddedResource>
 | 
			
		||||
  </ItemGroup>
 | 
			
		||||
</Project>
 | 
			
		||||
@ -1,47 +0,0 @@
 | 
			
		||||
using System.Linq;
 | 
			
		||||
using System.Text;
 | 
			
		||||
using EDPlayerJournal.BGS;
 | 
			
		||||
 | 
			
		||||
namespace EliteBGS.LogGenerator;
 | 
			
		||||
 | 
			
		||||
public class MeritsGainedFormat : LogFormatter {
 | 
			
		||||
    public string GenerateLog(Objective objective) {
 | 
			
		||||
        var builder = new StringBuilder();
 | 
			
		||||
 | 
			
		||||
        var merits = objective
 | 
			
		||||
            .EnabledOfType<MeritsGained>()
 | 
			
		||||
            .GroupBy(x => x.Power)
 | 
			
		||||
            .ToDictionary(x => x.Key, x => x.Sum(x => x.Merits))
 | 
			
		||||
            ;
 | 
			
		||||
 | 
			
		||||
        if (merits == null || merits.Count == 0) {
 | 
			
		||||
            return "";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        foreach (var merit in merits) {
 | 
			
		||||
            builder.AppendFormat("{0} merits gained for {1}\n", merit.Value, merit.Key);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return builder.ToString().Trim();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public string GenerateSummary(Objective objective) {
 | 
			
		||||
        var builder = new StringBuilder();
 | 
			
		||||
 | 
			
		||||
        var merits = objective
 | 
			
		||||
            .EnabledOfType<MeritsGained>()
 | 
			
		||||
            .GroupBy(x => x.Power)
 | 
			
		||||
            .ToDictionary(x => x.Key, x => x.Sum(x => x.Merits))
 | 
			
		||||
            ;
 | 
			
		||||
 | 
			
		||||
        if (merits == null || merits.Count == 0) {
 | 
			
		||||
            return "";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        foreach (var merit in merits) {
 | 
			
		||||
            builder.AppendFormat("MRT: {0}, {1}; ", merit.Key, merit.Value);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        return builder.ToString().Trim().TrimEnd(';');
 | 
			
		||||
    }
 | 
			
		||||
}
 | 
			
		||||
@ -64,7 +64,6 @@ public class MissionFormat : LogFormatter {
 | 
			
		||||
        Dictionary<string, ulong> passengers = new();
 | 
			
		||||
        StringBuilder output = new StringBuilder();
 | 
			
		||||
        long total_influence = 0;
 | 
			
		||||
        bool hadmissions = false;
 | 
			
		||||
 | 
			
		||||
        var missions = objective.EnabledOfType<MissionCompleted>();
 | 
			
		||||
        var support = objective.EnabledOfType<InfluenceSupport>();
 | 
			
		||||
@ -86,7 +85,6 @@ public class MissionFormat : LogFormatter {
 | 
			
		||||
 | 
			
		||||
            ++collated[m.MissionName][m.Influence];
 | 
			
		||||
 | 
			
		||||
            hadmissions = true;
 | 
			
		||||
            total_influence += m.Influence.Length;
 | 
			
		||||
 | 
			
		||||
            if (m.AcceptedEntry != null &&
 | 
			
		||||
@ -123,23 +121,19 @@ public class MissionFormat : LogFormatter {
 | 
			
		||||
            output.Append(failedlog);
 | 
			
		||||
            output.Append("\n");
 | 
			
		||||
        }
 | 
			
		||||
        if (failed.Count > 0) {
 | 
			
		||||
            hadmissions = true;
 | 
			
		||||
        }
 | 
			
		||||
        total_influence += failed.Sum(x => x.InfluenceAmount);
 | 
			
		||||
 | 
			
		||||
        foreach (InfluenceSupport inf in support) {
 | 
			
		||||
            output.Append(inf.ToString());
 | 
			
		||||
            output.Append("\n");
 | 
			
		||||
            hadmissions = true;
 | 
			
		||||
            total_influence += inf.Influence.InfluenceAmount;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (support.Count > 0) {
 | 
			
		||||
        if (support.Count() > 0) {
 | 
			
		||||
            output.Append("\n");
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        if (hadmissions) {
 | 
			
		||||
        if (total_influence != 0) {
 | 
			
		||||
            output.AppendFormat("Total Influence: {0}", total_influence);
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
@ -147,10 +141,6 @@ public class MissionFormat : LogFormatter {
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    public string GenerateSummary(Objective objective) {
 | 
			
		||||
        bool hadmissions = objective
 | 
			
		||||
            .EnabledOfType<MissionCompleted>()
 | 
			
		||||
            .Count > 0
 | 
			
		||||
            ;
 | 
			
		||||
        long influence = objective
 | 
			
		||||
            .EnabledOfType<MissionCompleted>()
 | 
			
		||||
            .Sum(x => x.Influence.Length)
 | 
			
		||||
@ -164,7 +154,7 @@ public class MissionFormat : LogFormatter {
 | 
			
		||||
            .Sum(x => x.InfluenceAmount)
 | 
			
		||||
            ;
 | 
			
		||||
 | 
			
		||||
        if (influence == 0 && support == 0 && failed == 0 && !hadmissions) {
 | 
			
		||||
        if (influence == 0 && support == 0 && failed == 0) {
 | 
			
		||||
            return "";
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -121,7 +121,6 @@
 | 
			
		||||
                            <Button Content="Ground" x:Name="Ground" Click="Ground_Click"/>
 | 
			
		||||
                            <Button Content="Ship" x:Name="Ship" Click="Ship_Click"/>
 | 
			
		||||
                            <Button Content="AX" x:Name="Thargoid" Click="Thargoid_Click"/>
 | 
			
		||||
                            <Button Content="Power" x:Name="Power" Click="Power_Click"/>
 | 
			
		||||
                        </StackPanel>
 | 
			
		||||
                    </Expander>
 | 
			
		||||
                </StackPanel>
 | 
			
		||||
@ -262,7 +261,6 @@
 | 
			
		||||
                                <RowDefinition Height="Auto"/>
 | 
			
		||||
                                <RowDefinition Height="Auto"/>
 | 
			
		||||
                                <RowDefinition Height="Auto"/>
 | 
			
		||||
                                <RowDefinition Height="Auto"/>
 | 
			
		||||
                            </Grid.RowDefinitions>
 | 
			
		||||
                            <Grid.ColumnDefinitions>
 | 
			
		||||
                                <ColumnDefinition Width="*"/>
 | 
			
		||||
@ -271,7 +269,6 @@
 | 
			
		||||
                            <mah:ToggleSwitch x:Name="NoInfluenceSupport" Grid.Row="0" Grid.ColumnSpan="2" Content="Ignore secondary influence support given out by certain missions" Toggled="NoInfluenceSupport_Toggled"/>
 | 
			
		||||
                            <mah:ToggleSwitch x:Name="NoMarketBuy" Grid.Row="1" Grid.ColumnSpan="2" Content="Ignore commodities bought at stations" Toggled="NoMarketBuy_Toggled"/>
 | 
			
		||||
                            <mah:ToggleSwitch x:Name="NoFleetCarrier" Grid.Row="2" Grid.ColumnSpan="2" Content="Ignore transactions done on a Fleet Carrier" Toggled="NoFleetCarrier_Toggled" />
 | 
			
		||||
                            <mah:ToggleSwitch x:Name="NoPowerplay" Grid.Row="3" Grid.ColumnSpan="2" Content="Ignore Powerplay Merits" Toggled="NoPowerplay_Toggled" />
 | 
			
		||||
                        </Grid>
 | 
			
		||||
                    </GroupBox>
 | 
			
		||||
                    <GroupBox Header="Discord Webhooks" Grid.Row="3" VerticalAlignment="Top" Width="Auto" Grid.ColumnSpan="3" Margin="0,5,0,0">
 | 
			
		||||
 | 
			
		||||
@ -64,7 +64,6 @@ public partial class MainWindow : MetroWindow {
 | 
			
		||||
        this.NoInfluenceSupport.IsOn = Config.Global.IgnoreInfluenceSupport;
 | 
			
		||||
        this.NoMarketBuy.IsOn = Config.Global.IgnoreMarketBuy;
 | 
			
		||||
        this.NoFleetCarrier.IsOn = Config.Global.IgnoreFleetCarrier;
 | 
			
		||||
        this.NoPowerplay.IsOn = Config.Global.IgnorePowerplay;
 | 
			
		||||
 | 
			
		||||
        // Apply theme
 | 
			
		||||
        try {
 | 
			
		||||
@ -183,7 +182,6 @@ public partial class MainWindow : MetroWindow {
 | 
			
		||||
            options.IgnoreInfluenceSupport = Config.Global.IgnoreInfluenceSupport;
 | 
			
		||||
            options.IgnoreMarketBuy = Config.Global.IgnoreMarketBuy;
 | 
			
		||||
            options.IgnoreFleetCarrierFaction = Config.Global.IgnoreFleetCarrier;
 | 
			
		||||
            options.IgnorePowerplay = Config.Global.IgnorePowerplay;
 | 
			
		||||
 | 
			
		||||
            List<Transaction> transactions = parser.Parse(entries, options);
 | 
			
		||||
 | 
			
		||||
@ -478,16 +476,6 @@ public partial class MainWindow : MetroWindow {
 | 
			
		||||
        RefreshView();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void Power_Click(object sender, RoutedEventArgs e) {
 | 
			
		||||
        CombatZone transaction = GetTransaction<CombatZone>(sender);
 | 
			
		||||
        if (transaction == null) {
 | 
			
		||||
            return;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        transaction.Type = CombatZones.PowerCombatZone;
 | 
			
		||||
        RefreshView();
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void Thargoid_Click(object sender, RoutedEventArgs e) {
 | 
			
		||||
        CombatZone transaction = GetTransaction<CombatZone>(sender);
 | 
			
		||||
        if (transaction == null) {
 | 
			
		||||
@ -585,10 +573,6 @@ public partial class MainWindow : MetroWindow {
 | 
			
		||||
        Config.Global.IgnoreFleetCarrier = this.NoFleetCarrier.IsOn;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void NoPowerplay_Toggled(object sender, RoutedEventArgs e) {
 | 
			
		||||
        Config.Global.IgnorePowerplay = this.NoPowerplay.IsOn;
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    private void OpenInExplorer_Click(object sender, RoutedEventArgs e) {
 | 
			
		||||
        try {
 | 
			
		||||
            Process.Start(new ProcessStartInfo(Config.Global.JournalLocation) {
 | 
			
		||||
 | 
			
		||||
@ -59,9 +59,7 @@ public class UITransaction : INotifyPropertyChanged {
 | 
			
		||||
                return Visibility.Hidden;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            // Both normal and power combat zones have special objectives
 | 
			
		||||
            if (string.Compare(combat.Type, CombatZones.ShipCombatZone) == 0 ||
 | 
			
		||||
                string.Compare(combat.Type, CombatZones.PowerCombatZone) == 0) {
 | 
			
		||||
            if (string.Compare(combat.Type, CombatZones.ShipCombatZone) == 0) {
 | 
			
		||||
                return Visibility.Visible;
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
@ -67,11 +67,6 @@ public class AppConfig {
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    public bool IgnoreFleetCarrier { get; set; } = true;
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// Ignore power play?
 | 
			
		||||
    /// </summary>
 | 
			
		||||
    public bool IgnorePowerplay { get; set; } = true;
 | 
			
		||||
 | 
			
		||||
    /// <summary>
 | 
			
		||||
    /// List of Webhooks configured
 | 
			
		||||
    /// </summary>
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										21
									
								
								EliteBGS/docs/combatzones.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										21
									
								
								EliteBGS/docs/combatzones.md
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,21 @@
 | 
			
		||||
# Combat Zones
 | 
			
		||||
 | 
			
		||||
Starting with version 0.2.0, the EliteBGS tool will attempt to figure out when you
 | 
			
		||||
have participated in a combat zone.
 | 
			
		||||
 | 
			
		||||
Since there is no official journal entry for combat zones as of yet (Update 13), the
 | 
			
		||||
tool has to make an educated guess on what sort of combat zone it is.
 | 
			
		||||
 | 
			
		||||
For Odyssey on foot combat zones the tool can attempt to determine the difficulty
 | 
			
		||||
from the from the highest combat bond you have been awarded. Enforcers in high on foot
 | 
			
		||||
combat zones nets you roughly 88k credits, and the payout reduces from there.
 | 
			
		||||
 | 
			
		||||
Ship combat zones are more difficult. If you ship scan one of the warzone NPCs (either
 | 
			
		||||
a captain, spec ops, or a correspondent), the tool can assume you are either in a medium
 | 
			
		||||
or a high combat zone. If you get more than 10 kills, you are also either in a medium or
 | 
			
		||||
high combat zone (a low combat zone is complete with 8 kills).
 | 
			
		||||
 | 
			
		||||
None of this perfect however, and the tool *will* get it wrong. For your convenience there
 | 
			
		||||
are several small buttons next to the combat zone entry, where you can fix the result:
 | 
			
		||||
 | 
			
		||||

 | 
			
		||||
							
								
								
									
										240
									
								
								EliteBGS/docs/description.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										240
									
								
								EliteBGS/docs/description.md
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,240 @@
 | 
			
		||||
# EliteBGS
 | 
			
		||||
 | 
			
		||||
This tool is meant to help people contributing to the BGS effort to create BGS reports.
 | 
			
		||||
The tool allows you to configure BGS objectives, and will then parse your player journal
 | 
			
		||||
for tasks you completed relating to that BGS objective. Once the JSON player journal has
 | 
			
		||||
been parsed, you may then generate a BGS report you can copy/paste into Discord.
 | 
			
		||||
 | 
			
		||||
Source code is available [here](https://codeberg.org/nola/EDBGS).
 | 
			
		||||
 | 
			
		||||
Binary downloads can be found here: [https://bgs.n0la.org/](https://bgs.n0la.org/).
 | 
			
		||||
 | 
			
		||||
## How To
 | 
			
		||||
 | 
			
		||||
Press "Parse Journal", which will check your Elite Dangerous player journal for completed
 | 
			
		||||
missions. Currently the tool recognises the following completed tasks:
 | 
			
		||||
 | 
			
		||||
* Buying of cargo from stations (new in Update 10)
 | 
			
		||||
* Completed missions
 | 
			
		||||
* Failed missions
 | 
			
		||||
* Murders
 | 
			
		||||
* Search and Rescue contributions
 | 
			
		||||
* Selling cartography data
 | 
			
		||||
* Selling of cargo to stations
 | 
			
		||||
* Selling of micro resources (Odyssey only)
 | 
			
		||||
* Vouchers, including bounty vouchers, combat bonds, and settlement vouchers (aka intel packages)
 | 
			
		||||
* Thargoid kills
 | 
			
		||||
* Combat zones (experimental)
 | 
			
		||||
 | 
			
		||||
The following transactions are recognised but not listed, because they do not affect BGS:
 | 
			
		||||
 | 
			
		||||
* Selling of organic data (Odyssey only)
 | 
			
		||||
 | 
			
		||||
Combat zone detection is highly wonky at this time. There is no direct event for detecting
 | 
			
		||||
combat zones, and so the tool makes a few assumptions and goes from there. If you disembark
 | 
			
		||||
it will assume on foot combat zones, and if you don't, it will assume a ship CZ. This
 | 
			
		||||
detection can, and will be wrong, so caution is advised.
 | 
			
		||||
 | 
			
		||||
Vouchers help the faction that is listed for them. If said faction is not present in the
 | 
			
		||||
current system, then there is no BGS impact. So the tool looks for all system factions, and
 | 
			
		||||
makes sure that your vouchers actually have a BGS impact, otherwise it won't list them.
 | 
			
		||||
 | 
			
		||||
Selling cargo attempts to discern the profit and/or loss, which is helpful to gauge BGS
 | 
			
		||||
impact. But the player journal does not tell the amount of profit in the sell message.
 | 
			
		||||
So the tool looks for a buy a message related to the same commodity, and calculates loss
 | 
			
		||||
and/or profit from that. If the buy of the commodity is not within the time and date range,
 | 
			
		||||
or some other shenanigans happen that the tool does not yet support, the profit/loss could 
 | 
			
		||||
be wrong. You can use the "Adjust Trade Profit" button to manually adjust the trade profit,
 | 
			
		||||
or you could simply edit the discord log manually.
 | 
			
		||||
 | 
			
		||||
Please note that cartography data, and micro resources only help the controlling faction
 | 
			
		||||
of a station. The tool is clever enough to exclude these if the station you turn them in at, is not
 | 
			
		||||
controlled by the faction you specified in the objective.
 | 
			
		||||
 | 
			
		||||
Some missions may show up having zero influence for the given faction. This happens if you do
 | 
			
		||||
missions for a faction which is currently in an election state. You do not gain influence for
 | 
			
		||||
the faction so the influence reads as zero. But you contribute towards the election, so the
 | 
			
		||||
missions are selected anyway.
 | 
			
		||||
 | 
			
		||||
There is no entry in the journal if you win a combat zone. So you have to add those manually. Select
 | 
			
		||||
an objective for which you wish to log a combat zone. The faction in the objective, must be the
 | 
			
		||||
faction you fought for in the combat zone. Then click "Add Combat Zone Win". Select type,
 | 
			
		||||
either "On Foot" for Odyssey, or "Ship" for regular ones. Then select the grade (low, medium or
 | 
			
		||||
high), and how many you won. Then press "Accept". Select "Cancel" to abort. You can of course remove
 | 
			
		||||
the combat zone entries by selecting them, and pressing "DEL".
 | 
			
		||||
 | 
			
		||||
If you deliberately fail a mission (to log negative INF towards a faction), the tool cannot detect
 | 
			
		||||
it, if the day you accepted the mission is outside of the given date range. It needs the journal
 | 
			
		||||
entry where you accept the mission to connect the mission to a faction, system and station. The tool
 | 
			
		||||
will warn you if this happens, with a message in the error log in the fourth tab.
 | 
			
		||||
 | 
			
		||||
When committing murder, the journal entry contains the faction information of the faction that gave
 | 
			
		||||
you the bounty. And not the faction of the victim. The tool will look for an event in which you
 | 
			
		||||
scanned your victim, and gleem the victim's faction from that. If you did not scan your victim, then
 | 
			
		||||
sadly the tool cannot connect the victim's faction to the victim.
 | 
			
		||||
 | 
			
		||||

 | 
			
		||||
 | 
			
		||||
The window will then list all the journal entries it has found, and group them by objectives. You
 | 
			
		||||
can select which objectives you wish to report, by using the checkmarks.
 | 
			
		||||
 | 
			
		||||
You can exclude a specific entry within an objective by deselecting the checkbox next to them.
 | 
			
		||||
This way said entry will not appear in the final log. You can also remove individual entries
 | 
			
		||||
(if you think the tool detected something you thought was wrong), by selecting the entry,
 | 
			
		||||
and pressing the "DEL" key. 
 | 
			
		||||
 | 
			
		||||
Once you are satisfied with the result, you can copy and paste the final report to the discord
 | 
			
		||||
server of your choice. Before you copy/paste it into the discord of your squadron, you should
 | 
			
		||||
check the log. You can of course also edit it, either if something is wrong because the tool
 | 
			
		||||
missed something, or you just wish to add a note the report itself.
 | 
			
		||||
 | 
			
		||||
If you wish to regenerate the discord log, simply click "Generate Log".
 | 
			
		||||
 | 
			
		||||
## Known Issues and Bugs
 | 
			
		||||
 | 
			
		||||
### Settlement Vouchers
 | 
			
		||||
 | 
			
		||||
Settlement vouchers (aka Intel Packages) help every faction aligned with the given superpower.
 | 
			
		||||
So if you turn in an Imperial intel package on an imperial station, all factions aligned with
 | 
			
		||||
the Empire will gain a bit of INF boost. The tool currently cannot handle that. All intel packages
 | 
			
		||||
are displayed instead.
 | 
			
		||||
 | 
			
		||||
### Bugged bounty vouchers
 | 
			
		||||
 | 
			
		||||
Sometimes bounty vouchers are not properly recognised. This is a bug in the player journal, where
 | 
			
		||||
the faction information is not properly written out in the journal:
 | 
			
		||||
 | 
			
		||||
```
 | 
			
		||||
{ 
 | 
			
		||||
  "timestamp":"2021-10-07T14:57:50Z", "event":"RedeemVoucher", 
 | 
			
		||||
  "Type":"bounty", "Amount":20750, 
 | 
			
		||||
  "Factions":[ { "Faction":"", "Amount":500 }, { "Faction":"", "Amount":20250 }]
 | 
			
		||||
}
 | 
			
		||||
```
 | 
			
		||||
 | 
			
		||||
Since the tool does not know for which faction these bounties were redeemed for, it cannot assign
 | 
			
		||||
it to an objective.
 | 
			
		||||
 | 
			
		||||
### Combat Zones
 | 
			
		||||
 | 
			
		||||
The player journal currently does not make an entry when you win or lose a combat zone. This is a
 | 
			
		||||
an ommission from FDev:
 | 
			
		||||
 | 
			
		||||
* [https://issues.frontierstore.net/issue-detail/43509](https://issues.frontierstore.net/issue-detail/43509)
 | 
			
		||||
 | 
			
		||||
Please upvote the issue to get it fixed. Until then, you have to add combat zone wins manually.
 | 
			
		||||
 | 
			
		||||
### On-Foot NPC givers
 | 
			
		||||
 | 
			
		||||
Up until update 13 missions accepted from NPCs in Odyssey concourses do not get a player journal entry.
 | 
			
		||||
This has been fixed in update 13. Any on foot missions from NPCs accepted before update 13, do not have
 | 
			
		||||
an entry in the player journal.
 | 
			
		||||
 | 
			
		||||
### Failed vs. Abandoned Missions
 | 
			
		||||
 | 
			
		||||
The tool also currently cannot differentiate between missions you have abandoned in the transaction
 | 
			
		||||
tab before it was completed, and those that you have failed - either delibaretly or by time-out. So
 | 
			
		||||
it will find and add them all, and you simply can remove those that you have abandoned manually.
 | 
			
		||||
 | 
			
		||||
### Influence given to empty/non-existent faction
 | 
			
		||||
 | 
			
		||||
Sometimes the log will state that it gave positive or negative influence to a faction, but the
 | 
			
		||||
faction name is empty:
 | 
			
		||||
 | 
			
		||||
```
 | 
			
		||||
 "FactionEffects": [
 | 
			
		||||
    {
 | 
			
		||||
      "Faction": "",
 | 
			
		||||
      "Effects": [
 | 
			
		||||
        {
 | 
			
		||||
          "Effect": "$MISSIONUTIL_Interaction_Summary_EP_down;",
 | 
			
		||||
          "Effect_Localised": "The economic status of $#MinorFaction; has declined in the $#System; system.",
 | 
			
		||||
          "Trend": "DownBad"
 | 
			
		||||
        }
 | 
			
		||||
      ],
 | 
			
		||||
      "Influence": [
 | 
			
		||||
        {
 | 
			
		||||
          "SystemAddress": 251012319587,
 | 
			
		||||
          "Trend": "DownBad",
 | 
			
		||||
          "Influence": "+"
 | 
			
		||||
        }
 | 
			
		||||
      ],
 | 
			
		||||
      "ReputationTrend": "DownBad",
 | 
			
		||||
      "Reputation": "+"
 | 
			
		||||
    }
 | 
			
		||||
]
 | 
			
		||||
```
 | 
			
		||||
This happens for example if you do a scan/heist mission from a surface POI, but no one owns said
 | 
			
		||||
surface POI. Randomly generated surface POIs sometimes have no owner, and said non-existant owner
 | 
			
		||||
then gets the negative influence.
 | 
			
		||||
 | 
			
		||||
### Mission Completed but no one gains influence
 | 
			
		||||
 | 
			
		||||
Sometimes missions are completed but no one gains any influence:
 | 
			
		||||
 | 
			
		||||
```
 | 
			
		||||
{
 | 
			
		||||
  "timestamp": "2022-02-25T21:30:45Z",
 | 
			
		||||
  "event": "MissionCompleted",
 | 
			
		||||
  "Faction": "Social LHS 6103 Confederation",
 | 
			
		||||
  "Name": "Mission_Courier_Elections_name",
 | 
			
		||||
  "MissionID": 850025233,
 | 
			
		||||
  "TargetFaction": "Delphin Blue Federal PLC",
 | 
			
		||||
  "DestinationSystem": "Delphin",
 | 
			
		||||
  "DestinationStation": "Aristotle Orbital",
 | 
			
		||||
  "Reward": 122300,
 | 
			
		||||
  "FactionEffects": [
 | 
			
		||||
    {
 | 
			
		||||
      "Faction": "Social LHS 6103 Confederation",
 | 
			
		||||
      "Effects": [
 | 
			
		||||
        {
 | 
			
		||||
          "Effect": "$MISSIONUTIL_Interaction_Summary_EP_up;",
 | 
			
		||||
          "Effect_Localised": "The economic status of $#MinorFaction; has improved in the $#System; system.",
 | 
			
		||||
          "Trend": "UpGood"
 | 
			
		||||
        }
 | 
			
		||||
      ],
 | 
			
		||||
      "Influence": [],
 | 
			
		||||
      "ReputationTrend": "UpGood",
 | 
			
		||||
      "Reputation": "+"
 | 
			
		||||
    },
 | 
			
		||||
    {
 | 
			
		||||
      "Faction": "Delphin Blue Federal PLC",
 | 
			
		||||
      "Effects": [],
 | 
			
		||||
      "Influence": [],
 | 
			
		||||
      "ReputationTrend": "UpGood",
 | 
			
		||||
      "Reputation": "+"
 | 
			
		||||
    }
 | 
			
		||||
  ]
 | 
			
		||||
}
 | 
			
		||||
```
 | 
			
		||||
 | 
			
		||||
Here the is known that at the time of completion the Confederation was in an Election and could not
 | 
			
		||||
have gained any influence regardless. It is unclear whether this also holds true for Delphin Blue
 | 
			
		||||
Federal PLC. So to be save, the tool assumes that if no influence was gained for the source faction,
 | 
			
		||||
it still has to make an entry for the source system. The same applies for the target faction: if no
 | 
			
		||||
influence is gained for the target faction, still add an entry for the target faction in the missions
 | 
			
		||||
target system.
 | 
			
		||||
 | 
			
		||||
Since it is not possible to differentiate between missions that give no influence no matter what, and
 | 
			
		||||
no influence gained because of an election, we have to assume it *gave* influence and let the user
 | 
			
		||||
decide whether it was because of an election, or not.
 | 
			
		||||
 | 
			
		||||
Future tool versions should probably take faction states into account in such matters.
 | 
			
		||||
 | 
			
		||||
## Nothing's Perfect
 | 
			
		||||
 | 
			
		||||
The tool itself is still a work in progress, and it might miss something. If you think the tool
 | 
			
		||||
missed a task you have done, please contact `Hekateh` on the Elite Dangerous community discord. 
 | 
			
		||||
It would be helpful if you included the JSON player journal. This player journal can be found here:
 | 
			
		||||
 | 
			
		||||
```
 | 
			
		||||
%userprofile%\saved Games\Frontier Developments\Elite Dangerous\
 | 
			
		||||
```
 | 
			
		||||
 | 
			
		||||
## Build Dependencies
 | 
			
		||||
 | 
			
		||||
The project also requires `Ookii.Dialogs.WPF` controls, which contains the auto complete text box.
 | 
			
		||||
 | 
			
		||||
And of course, `Newtonsoft.Json` as the JSON parser.
 | 
			
		||||
 | 
			
		||||
`MahApps` is used to generate a prettier look, and for its dark themes.
 | 
			
		||||
							
								
								
									
										90
									
								
								EliteBGS/docs/faq.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										90
									
								
								EliteBGS/docs/faq.md
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,90 @@
 | 
			
		||||
## FAQ
 | 
			
		||||
 | 
			
		||||
Most frequently asked questions:
 | 
			
		||||
 | 
			
		||||
### Windows complains that it does not wish to run the application, what gives?
 | 
			
		||||
 | 
			
		||||
The tool contains no viruses, but it is not seen as "trustworthy". You can however
 | 
			
		||||
right-click EliteBGS.exe and "Unblock" the application.
 | 
			
		||||
 | 
			
		||||
### Does this work for console players?
 | 
			
		||||
 | 
			
		||||
Sorry, no. Console players don't have a player journal per se, and the tool does
 | 
			
		||||
not support Frontier Commander API.
 | 
			
		||||
 | 
			
		||||
### Why won't the tool start anymore?
 | 
			
		||||
 | 
			
		||||
Open the file explorer, and go to the path `%AppData%`. Once there, delete the
 | 
			
		||||
folder called `EliteBGS` to delete the tool's configuration and cache. If it
 | 
			
		||||
still doesn't work, contact me directly.
 | 
			
		||||
 | 
			
		||||
### Why is it unable to find my player journal?
 | 
			
		||||
 | 
			
		||||
Usually your player journal lives in the Saved Games folder in your home
 | 
			
		||||
directory. If, for some reason, this doesn't match up, you can point the
 | 
			
		||||
tool towards your player journal in the third tab.
 | 
			
		||||
 | 
			
		||||
###  Why do some of the objective not show up in the final discord log?
 | 
			
		||||
 | 
			
		||||
Only objectives with the little checkbox enabled show up there. Those 
 | 
			
		||||
that the tool generates by itself are not enabled per default.
 | 
			
		||||
 | 
			
		||||
###  Can I delete an objective or an entry?
 | 
			
		||||
 | 
			
		||||
Click on an objective or entry and press the Delete key.
 | 
			
		||||
 | 
			
		||||
### I deleted something I didn't want to. What now?
 | 
			
		||||
 | 
			
		||||
Just press "Parse Journal" again, and the tool will generate all
 | 
			
		||||
the entries again.
 | 
			
		||||
 | 
			
		||||
### What are micro resources?
 | 
			
		||||
 | 
			
		||||
Odyssey cargo that you sell at the bartender. Just like normal cargo,
 | 
			
		||||
they aid the controlling faction of the station where you sold them.
 | 
			
		||||
 | 
			
		||||
### Why are missions accepted in a concourse or in a settlement from an NPC missing?
 | 
			
		||||
 | 
			
		||||
Because up until Update 13, they did not show up in player journal. This should
 | 
			
		||||
now be fixed.
 | 
			
		||||
 | 
			
		||||
### Some mission names are weird. What gives?
 | 
			
		||||
 | 
			
		||||
That's because the tool uses the game generated mission name, if it doesn't
 | 
			
		||||
have a clean and nice mission name on file for the certain mission type. The
 | 
			
		||||
fourth tab "Event Log" should have an entry about it, so please post those
 | 
			
		||||
names into this channel.
 | 
			
		||||
 | 
			
		||||
### Some missions say they have 0 influence?
 | 
			
		||||
 | 
			
		||||
That happens for missions that aid an Election. The faction in question does
 | 
			
		||||
not gain influence during an election, as influence is locked during conflicts.
 | 
			
		||||
But since you are contributing towards the election win of that faction,
 | 
			
		||||
the tool picks them anyway.
 | 
			
		||||
 | 
			
		||||
### Why are some failed missions not showing up?
 | 
			
		||||
 | 
			
		||||
The time span you specify must include the day where you accepted the mission,
 | 
			
		||||
as well as the day where you failed the mission. Otherwise the tool cannot handle
 | 
			
		||||
that failed mission.
 | 
			
		||||
 | 
			
		||||
Prior to update 15 missions only failed once you dismissed them from your transaction
 | 
			
		||||
tab. With update 15, this behaviour should be fixed.
 | 
			
		||||
 | 
			
		||||
### The tool complains about missing factions for an NPC I murdered.
 | 
			
		||||
 | 
			
		||||
The player journal only tells the faction that issued the bounty upon murder, and
 | 
			
		||||
not the faction of the NPC killed. The tool has to fetch that from you scanning the
 | 
			
		||||
ship. If you didn't fully scan the ship before murdering it, the tool won't know
 | 
			
		||||
the faction of the NPC.
 | 
			
		||||
 | 
			
		||||
### Why does cartography data, and sold cargo show up for the wrong faction, but for the right station/system?
 | 
			
		||||
 | 
			
		||||
Because they only aid the controlling faction of the station.
 | 
			
		||||
 | 
			
		||||
### Why are some of my bounty vouchers missing?
 | 
			
		||||
 | 
			
		||||
Sometimes, due to a bug, the bounty vouchers in the journal have no faction information
 | 
			
		||||
associated with them. Here the tool simply cannot associate the vouchers to a faction
 | 
			
		||||
or station. If you are sure they aided in BGS, simply add them by editing the Discord
 | 
			
		||||
report.
 | 
			
		||||
							
								
								
									
										89
									
								
								EliteBGS/docs/index.md
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										89
									
								
								EliteBGS/docs/index.md
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,89 @@
 | 
			
		||||
# EliteBGS
 | 
			
		||||
 | 
			
		||||
EliteBGS is a Windows desktop application, that helps you sum up your BGS related actions.
 | 
			
		||||
It then creates a report from your actions, so you can post it your Squadron's discord.
 | 
			
		||||
 | 
			
		||||
The tool originated from the [Nova Navy](https://inara.cz/elite/squadron/5058/), which required
 | 
			
		||||
BGS contributions to be posted to the Navy's discord, in a very specific format. Writing those
 | 
			
		||||
logs manually was a lot of work, so CMDR Hekateh created a tool to automate this process.
 | 
			
		||||
 | 
			
		||||
## Downloads
 | 
			
		||||
 | 
			
		||||
The tool requires .NET 7.0, you can download it from Microsoft here:
 | 
			
		||||
 | 
			
		||||
* [https://dotnet.microsoft.com/en-us/download/dotnet/7.0](https://dotnet.microsoft.com/en-us/download/dotnet/7.0)
 | 
			
		||||
 | 
			
		||||
If you have problems with the installer, you might try running the following in the Windows
 | 
			
		||||
command line:
 | 
			
		||||
 | 
			
		||||
```
 | 
			
		||||
winget install Microsoft.DotNet.DesktopRuntime.7
 | 
			
		||||
```
 | 
			
		||||
 | 
			
		||||
You can download the **latest** version **0.3.7** at CodeBerg:
 | 
			
		||||
 | 
			
		||||
* [https://codeberg.org/nola/EDBGS/releases](https://codeberg.org/nola/EDBGS/releases)
 | 
			
		||||
 | 
			
		||||
Or alternatively from my server:
 | 
			
		||||
 | 
			
		||||
* [https://bgs.n0la.org/elitebgs-0.3.7.zip](https://bgs.n0la.org/elitebgs-0.3.7.zip)
 | 
			
		||||
 | 
			
		||||
## Old Versions
 | 
			
		||||
 | 
			
		||||
The latest version of the **old** EliteBGS **0.1.7** is available for download here:
 | 
			
		||||
 | 
			
		||||
* [https://bgs.n0la.org/archive/elitebgs-0.1.7.zip](https://bgs.n0la.org/archive/elitebgs-0.1.7.zip)
 | 
			
		||||
 | 
			
		||||
Older versions are available in the archive:
 | 
			
		||||
 | 
			
		||||
* [https://bgs.n0la.org/archive/](https://bgs.n0la.org/archive/)
 | 
			
		||||
 | 
			
		||||
## Overview
 | 
			
		||||
 | 
			
		||||
EliteBGS reads through your player journal for BGS relevant activity, and sorts them into
 | 
			
		||||
"categories". These are based upon the star system, station and the faction for which the
 | 
			
		||||
action was taken. So for example if you contributed bounty vouchers for Nova Paresa in
 | 
			
		||||
Paresa, but also did some missions for Nova Paresa in Adachit, those actions will be
 | 
			
		||||
split into two categories.
 | 
			
		||||
 | 
			
		||||
You can then select which of the two actions goes into the final log.
 | 
			
		||||
 | 
			
		||||
### What it detects:
 | 
			
		||||
 | 
			
		||||
* Buying of cargo from stations (BGS relevant since Update 10)
 | 
			
		||||
* Completed missions
 | 
			
		||||
* Failed missions
 | 
			
		||||
* Murders
 | 
			
		||||
* Search and Rescue contributions
 | 
			
		||||
* Selling cartography data
 | 
			
		||||
* Selling of cargo to stations
 | 
			
		||||
* Selling of micro resources (Odyssey only)
 | 
			
		||||
* Vouchers, including bounty vouchers, combat bonds, and settlement vouchers (aka intel packages)
 | 
			
		||||
* Thargoid kills
 | 
			
		||||
* Combat zones (experimental feature)
 | 
			
		||||
 | 
			
		||||
The following transactions are recognised but not listed, because they do not affect BGS:
 | 
			
		||||
 | 
			
		||||
* Selling of organic data (Odyssey only)
 | 
			
		||||
 | 
			
		||||
### What it does not detect:
 | 
			
		||||
 | 
			
		||||
* Combat zone objectives
 | 
			
		||||
* Megaship scenarios
 | 
			
		||||
* On foot missions accepted by NPCs in stations (pre Update 13)
 | 
			
		||||
* Murders of NPCs you haven't fully scanned
 | 
			
		||||
 | 
			
		||||
## Open Source
 | 
			
		||||
 | 
			
		||||
The tool itself is Open Source, licenced unter the GPLv3.
 | 
			
		||||
 | 
			
		||||
The source code can be found here:
 | 
			
		||||
 | 
			
		||||
* [https://codeberg.org/nola/edbgs](https://codeberg.org/nola/edbgs)
 | 
			
		||||
 | 
			
		||||
## Contact
 | 
			
		||||
 | 
			
		||||
I can be reached over discord: `nola#2457`
 | 
			
		||||
 | 
			
		||||
Or by joining either the [Salus Invicta](https://discord.com/invite/FeEtjqBRkg) or the
 | 
			
		||||
[Nova Navy](https://discord.gg/WEJeFQw) discord.
 | 
			
		||||
		Loading…
	
	
			
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		Reference in New Issue
	
	Block a user