Sometimes missions actually tell us how much negative influence a faction got through secondary influences. We now count this, and present is as negative influence via minuses. Summaries have been updated to reflect this change.
		
			
				
	
	
		
			55 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			55 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
using System.Text;
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using EDPlayerJournal.Entries;
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namespace EDPlayerJournal.BGS; 
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/// <summary>
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/// This class is used when a completed mission gives influence to another
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/// faction as well. This happens, for example, when you deliver cargo from one
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/// faction to another. Both sometimes gain influence.
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/// </summary>
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public class InfluenceSupport : Transaction {
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    public MissionInfluence? Influence { get; set; } = null;
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    /// <summary>
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    /// Relevant mission completed entry
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    /// </summary>
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    public MissionCompletedEntry? RelevantMission { get; set; }
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    /// <summary>
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    /// Mission information
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    /// </summary>
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    public Mission? Mission { get; set; }
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    public override DateTime? CompletedAtDateTime {
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        get { 
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            if (RelevantMission == null) {
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                return null;
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            }
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            return RelevantMission.Timestamp; 
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        }
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    }
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    public override string ToString() {
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        StringBuilder builder = new StringBuilder();
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        string? missionname;
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        if (RelevantMission != null && RelevantMission.Mission != null) {
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            missionname = RelevantMission.Mission.FriendlyName;
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        } else {
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            missionname = "UNKNOWN MISSION";
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        }
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        if (missionname == null) {
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            return "";
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        }
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        builder.AppendFormat("Influence gained from \"{0}\": \"{1}\"",
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            missionname,
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            Influence == null ? "NONE" : Influence.TrendAdjustedInfluence
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            );
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        return builder.ToString();
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    }
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}
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