Florian Stinglmayr
c43c6f742a
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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