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3 Commits
fe28a4d17d
...
afa4e0d536
Author | SHA1 | Date | |
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afa4e0d536 | |||
1d8f03200b | |||
955a108f2e |
@ -1,6 +1,7 @@
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using EDPlayerJournal.Entries;
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using System.Collections.Generic;
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using System.Reflection.Metadata.Ecma335;
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using System.Transactions;
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namespace EDPlayerJournal.BGS;
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@ -10,6 +11,22 @@ internal class TransactionParserContext {
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public string? CurrentStation { get; set; }
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public string? ControllingFaction { get; set; }
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public bool IsOnFoot { get; set; } = false;
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public string? LastRecordedAwardingFaction { get; set; }
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public ulong? HighestCombatBond { get; set; }
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/// <summary>
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/// How many on foot kills were done.
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/// </summary>
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public ulong OnFootKills { get; set; } = 0;
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/// <summary>
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/// How many ship kills were done.
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/// </summary>
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public ulong ShipKills { get; set; } = 0;
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/// <summary>
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/// A list of accepted missions index by their mission ID
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/// </summary>
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@ -32,6 +49,67 @@ internal class TransactionParserContext {
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/// </summary>
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public Dictionary<string, long> BuyCost = new();
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public void DiscernCombatZone(TransactionList transactions) {
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string grade = "Low";
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string cztype;
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ulong? highest = HighestCombatBond;
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if (highest == null || LastRecordedAwardingFaction == null) {
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return;
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}
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if (OnFootKills > 0) {
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cztype = "OnFoot";
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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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} else if (highest >= 4000) {
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grade = "Medium";
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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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} else if (ShipKills > 10) {
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grade = "Medium";
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}
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cztype = "Ship";
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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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}
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CombatZone zone = new CombatZone() {
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System = CurrentSystem,
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Faction = LastRecordedAwardingFaction,
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Grade = grade,
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Type = cztype,
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Amount = 1,
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};
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transactions.Add(zone);
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}
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public void RecordCombatBond(FactionKillBondEntry e) {
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if (HighestCombatBond == null || e.Reward > HighestCombatBond) {
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HighestCombatBond = e.Reward;
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}
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LastRecordedAwardingFaction = e.AwardingFaction;
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if (IsOnFoot) {
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++OnFootKills;
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} else {
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++ShipKills;
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}
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}
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public void ResetCombatZone() {
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HighestCombatBond = null;
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LastRecordedAwardingFaction = null;
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OnFootKills = 0;
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ShipKills = 0;
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}
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public void BoughtCargo(string? cargo, long? cost) {
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if (cargo == null || cost == null) {
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return;
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@ -610,7 +688,36 @@ internal class FactionKillBondParser : TransactionParserPart {
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Faction = Factions.PilotsFederation,
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Station = context.CurrentStation,
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});
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// We are done
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return;
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}
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context.RecordCombatBond(entry);
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}
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}
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internal class EmbarkDisembarkParser : TransactionParserPart {
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public void Parse(Entry e, TransactionParserContext context, TransactionList transactions) {
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if (e.Is(Events.Embark)) {
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context.IsOnFoot = false;
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} else if (e.Is(Events.Disembark)) {
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context.IsOnFoot = true;
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}
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}
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}
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internal class SupercruiseEntryParser : TransactionParserPart {
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public void Parse(Entry entry, TransactionParserContext context, TransactionList transactions) {
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context.DiscernCombatZone(transactions);
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context.ResetCombatZone();
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}
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}
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internal class ShutdownParser : TransactionParserPart {
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public void Parse(Entry entry, TransactionParserContext context, TransactionList transactions) {
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context.DiscernCombatZone(transactions);
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context.ResetCombatZone();
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}
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}
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@ -618,7 +725,9 @@ public class TransactionParser {
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private static Dictionary<string, TransactionParserPart> ParserParts { get; } = new()
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{
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{ Events.CommitCrime, new CommitCrimeParser() },
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{ Events.Disembark, new EmbarkDisembarkParser() },
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{ Events.Docked, new DockedParser() },
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{ Events.Embark, new EmbarkDisembarkParser() },
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{ Events.FactionKillBond, new FactionKillBondParser() },
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{ Events.FSDJump, new FSDJumpParser() },
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{ Events.Location, new LocationParser() },
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@ -634,6 +743,8 @@ public class TransactionParser {
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{ Events.SellMicroResources, new SellMicroResourcesParser() },
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{ Events.SellOrganicData, new SellOrganicDataParser() },
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{ Events.ShipTargeted, new ShipTargetedParser() },
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{ Events.Shutdown, new ShutdownParser() },
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{ Events.SupercruiseEntry, new SupercruiseEntryParser() },
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};
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public List<Transaction>? Parse(IEnumerable<Entry> entries) {
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66
EDPlayerJournal/Entries/DisembarkEntry.cs
Normal file
66
EDPlayerJournal/Entries/DisembarkEntry.cs
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@ -0,0 +1,66 @@
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namespace EDPlayerJournal.Entries;
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public class DisembarkEntry : Entry {
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/// <summary>
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/// Disembarked into an SRV?
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/// </summary>
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public bool SRV { get; set; } = false;
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/// <summary>
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/// Taxi?
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/// </summary>
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public bool Taxi { get; set; } = false;
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/// <summary>
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/// Multicrew or not.
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/// </summary>
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public bool Multicrew { get; set; } = false;
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/// <summary>
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/// Player's ship ID
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/// </summary>
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public ulong? ID { get; set; }
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/// <summary>
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/// Star system
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/// </summary>
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public string? StarSystem { get; set; }
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/// <summary>
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/// System address
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/// </summary>
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public ulong? SystemAddress { get; set; }
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/// <summary>
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/// Body, name e.g. HIP 6182 B 2 a
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/// </summary>
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public string? Body { get; set; }
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/// <summary>
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/// Body ID
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/// </summary>
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public ulong? BodyID { get; set; }
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/// <summary>
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/// Disembarked on a station?
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/// </summary>
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public bool OnStation { get; set; } = false;
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/// <summary>
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/// Disembarked on a planet?
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/// </summary>
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public bool OnPlanet { get; set; } = false;
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protected override void Initialise() {
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SRV = JSON.Value<bool?>("SRV") ?? false;
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Taxi = JSON.Value<bool?>("Taxi") ?? false;
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Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
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ID = JSON.Value<ulong?>("ID");
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StarSystem = JSON.Value<string?>("StarSystem");
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SystemAddress = JSON.Value<ulong?>("SystemAddress");
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Body = JSON.Value<string?>("Body");
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BodyID = JSON.Value<ulong?>("BodyID");
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OnStation = JSON.Value<bool?>("OnStation") ?? false;
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OnPlanet = JSON.Value<bool?>("OnPlanet") ?? false;
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}
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}
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66
EDPlayerJournal/Entries/EmbarkEntry.cs
Normal file
66
EDPlayerJournal/Entries/EmbarkEntry.cs
Normal file
@ -0,0 +1,66 @@
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namespace EDPlayerJournal.Entries;
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public class EmbarkEntry : Entry {
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/// <summary>
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/// Disembarked into an SRV?
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/// </summary>
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public bool SRV { get; set; } = false;
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/// <summary>
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/// Taxi?
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/// </summary>
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public bool Taxi { get; set; } = false;
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/// <summary>
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/// Multicrew or not.
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/// </summary>
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public bool Multicrew { get; set; } = false;
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/// <summary>
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/// Player's ship ID
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/// </summary>
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public ulong? ID { get; set; }
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/// <summary>
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/// Star system
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/// </summary>
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public string? StarSystem { get; set; }
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/// <summary>
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/// System address
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/// </summary>
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public ulong? SystemAddress { get; set; }
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/// <summary>
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/// Body, name e.g. HIP 6182 B 2 a
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/// </summary>
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public string? Body { get; set; }
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/// <summary>
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/// Body ID
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/// </summary>
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public ulong? BodyID { get; set; }
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/// <summary>
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/// Disembarked on a station?
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/// </summary>
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public bool OnStation { get; set; } = false;
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/// <summary>
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/// Disembarked on a planet?
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/// </summary>
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public bool OnPlanet { get; set; } = false;
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protected override void Initialise() {
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SRV = JSON.Value<bool?>("SRV") ?? false;
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Taxi = JSON.Value<bool?>("Taxi") ?? false;
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Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
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ID = JSON.Value<ulong?>("ID");
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StarSystem = JSON.Value<string?>("StarSystem");
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SystemAddress = JSON.Value<ulong?>("SystemAddress");
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Body = JSON.Value<string?>("Body");
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BodyID = JSON.Value<ulong?>("BodyID");
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OnStation = JSON.Value<bool?>("OnStation") ?? false;
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OnPlanet = JSON.Value<bool?>("OnPlanet") ?? false;
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}
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}
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@ -16,9 +16,11 @@ public class Entry {
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{ Events.Commander, typeof(CommanderEntry) },
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{ Events.CommitCrime, typeof(CommitCrimeEntry) },
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{ Events.Died, typeof(DiedEntry) },
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{ Events.Disembark, typeof(DisembarkEntry) },
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{ Events.Docked, typeof(DockedEntry) },
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{ Events.FileHeader, typeof(FileHeaderEntry) },
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{ Events.Embark, typeof(EmbarkEntry) },
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{ Events.FactionKillBond, typeof(FactionKillBondEntry) },
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{ Events.FileHeader, typeof(FileHeaderEntry) },
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{ Events.FSDJump, typeof(FSDJumpEntry) },
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{ Events.HullDamage, typeof(HullDamageEntry) },
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{ Events.LoadGame, typeof(LoadGameEntry) },
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@ -39,6 +41,8 @@ public class Entry {
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{ Events.SellOrganicData, typeof(SellOrganicDataEntry) },
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{ Events.ShieldState, typeof(ShieldStateEntry) },
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{ Events.ShipTargeted, typeof(ShipTargetedEntry) },
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{ Events.SupercruiseEntry, typeof(SupercruiseEntryEntry) },
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{ Events.SupercruiseExit, typeof(SupercruiseExitEntry) },
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{ Events.UnderAttack, typeof(UnderAttackEntry) },
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};
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@ -5,7 +5,9 @@ public class Events {
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public static readonly string Commander = "Commander";
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public static readonly string CommitCrime = "CommitCrime";
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public static readonly string Died = "Died";
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public static readonly string Disembark = "Disembark";
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public static readonly string Docked = "Docked";
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public static readonly string Embark = "Embark";
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public static readonly string FactionKillBond = "FactionKillBond";
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public static readonly string FighterDestroyed = "FighterDestroyed";
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public static readonly string FileHeader = "Fileheader";
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@ -29,5 +31,8 @@ public class Events {
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public static readonly string SellOrganicData = "SellOrganicData";
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public static readonly string ShieldState = "ShieldState";
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public static readonly string ShipTargeted = "ShipTargeted";
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public static readonly string Shutdown = "Shutdown";
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public static readonly string SupercruiseEntry = "SupercruiseEntry";
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public static readonly string SupercruiseExit = "SupercruiseExit";
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public static readonly string UnderAttack = "UnderAttack";
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}
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30
EDPlayerJournal/Entries/SupercruiseEntry.cs
Normal file
30
EDPlayerJournal/Entries/SupercruiseEntry.cs
Normal file
@ -0,0 +1,30 @@
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namespace EDPlayerJournal.Entries;
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public class SupercruiseEntryEntry : Entry {
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/// <summary>
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/// Taxi?
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/// </summary>
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public bool Taxi { get; set; } = false;
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/// <summary>
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/// Multicrew or not.
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/// </summary>
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public bool Multicrew { get; set; } = false;
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/// <summary>
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/// Star system
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/// </summary>
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public string? StarSystem { get; set; }
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/// <summary>
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/// System address
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/// </summary>
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public ulong? SystemAddress { get; set; }
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protected override void Initialise() {
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Taxi = JSON.Value<bool?>("Taxi") ?? false;
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Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
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StarSystem = JSON.Value<string?>("StarSystem");
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SystemAddress = JSON.Value<ulong?>("SystemAddress");
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}
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}
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48
EDPlayerJournal/Entries/SupercruiseExitEntry.cs
Normal file
48
EDPlayerJournal/Entries/SupercruiseExitEntry.cs
Normal file
@ -0,0 +1,48 @@
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namespace EDPlayerJournal.Entries;
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public class SupercruiseExitEntry : Entry {
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/// <summary>
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/// Taxi?
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/// </summary>
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public bool Taxi { get; set; } = false;
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/// <summary>
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/// Multicrew or not.
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/// </summary>
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public bool Multicrew { get; set; } = false;
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/// <summary>
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/// Star system
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/// </summary>
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public string? StarSystem { get; set; }
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/// <summary>
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/// System address
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/// </summary>
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public ulong? SystemAddress { get; set; }
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/// <summary>
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/// Body, name e.g. HIP 6182 B 2 a
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/// </summary>
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public string? Body { get; set; }
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/// <summary>
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/// Body ID
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/// </summary>
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public ulong? BodyID { get; set; }
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/// <summary>
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/// Body type (star, planet etc.)
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/// </summary>
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public string? BodyType { get; set; }
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protected override void Initialise() {
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Taxi = JSON.Value<bool?>("Taxi") ?? false;
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Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
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StarSystem = JSON.Value<string?>("StarSystem");
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SystemAddress = JSON.Value<ulong?>("SystemAddress");
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Body = JSON.Value<string?>("Body");
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BodyType = JSON.Value<string?>("BodyType");
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BodyID = JSON.Value<ulong?>("BodyID");
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}
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}
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@ -24,6 +24,13 @@ missions. Currently the tool recognises the following completed tasks:
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* Selling of micro resources (Odyssey only)
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* Selling of organic data (Odyssey only)
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* Vouchers, including bounty vouchers, combat bonds, and settlement vouchers (aka intel packages)
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* Thargoid kills
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* Combat zones (experimental)
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Combat zone detection is highly wonky at this time. There is no direct event for detecting
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combat zones, and so the tool makes a few assumptions and goes from there. If you disembark
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it will assume on foot combat zones, and if you don't, it will assume a ship CZ. This
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detection can, and will be wrong, so caution is advised.
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Vouchers help the faction that is listed for them. If said faction is not present in the
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current system, then there is no BGS impact. So the tool looks for all system factions, and
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@ -31,10 +31,12 @@ You can then select which of the two actions goes into the final log.
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* Selling of micro resources (Odyssey only)
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* Selling of organic data (Odyssey only)
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* Vouchers, including bounty vouchers, combat bonds, and settlement vouchers (aka intel packages)
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* Thargoid kills
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* Combat zones (experimental feature)
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### What it does not detect:
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* Combat zone wins, and its objectives
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* Combat zone objectives
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* Megaship scenarios
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* On foot missions accepted by NPCs in stations (pre Update 13)
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* Murders of NPCs you haven't fully scanned
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|
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Reference in New Issue
Block a user