380 lines
12 KiB
C#
380 lines
12 KiB
C#
using Newtonsoft.Json.Linq;
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using EDPlayerJournal.Entries;
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using System.Runtime.CompilerServices;
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namespace EDPlayerJournal;
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public class FactionEffect {
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public string? Effect { get; set; }
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public string? EffectLocalised { get; set; }
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public string? Trend { get; set; }
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public static FactionEffect FromJSON(JObject obj) {
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FactionEffect effect = new FactionEffect();
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effect.Effect = obj.Value<string?>("Effect");
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effect.EffectLocalised = obj.Value<string?>("Effect_Localised");
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effect.Trend = obj.Value<string?>("Trend");
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return effect;
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}
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}
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public class MissionInfluence {
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/// <summary>
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/// System Address this influence happened in.
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/// </summary>
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public ulong? SystemAddress { get; set; }
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/// <summary>
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/// Generic description of the trend (up or down)
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/// </summary>
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public string? Trend { get; set; }
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/// <summary>
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/// Influence gained in plusses
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/// </summary>
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public string Influence { get; set; } = string.Empty;
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public static MissionInfluence FromJSON(JObject obj) {
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MissionInfluence missionInfluence = new MissionInfluence();
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missionInfluence.SystemAddress = obj.Value<ulong?>("SystemAddress");
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missionInfluence.Trend = obj.Value<string?>("Trend");
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missionInfluence.Influence = obj.Value<string?>("Influence") ?? "";
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return missionInfluence;
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}
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}
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public class MissionFactionEffects {
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/// <summary>
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/// Faction in question
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/// </summary>
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public string? Faction { get; set; }
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/// <summary>
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/// Reputation trend
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/// </summary>
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public string? ReputationTrend { get; set; }
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/// <summary>
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/// Reputation in pluses.
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/// </summary>
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public string Reputation { get; set; } = string.Empty;
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/// <summary>
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/// List of economic and security affects.
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/// </summary>
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public List<FactionEffect> Effects { get; set; } = new List<FactionEffect>();
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/// <summary>
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/// Influence gained.
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/// </summary>
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public List<MissionInfluence> Influences { get; set; } = new List<MissionInfluence>();
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/// <summary>
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/// Whether this affect is for an empty, or non-existant faction.
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/// </summary>
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public bool IsEmptyFaction {
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get { return string.IsNullOrEmpty(Faction); }
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}
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public static MissionFactionEffects FromJSON(JObject j) {
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MissionFactionEffects o = new MissionFactionEffects();
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o.Faction = j.Value<string>("Faction");
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o.ReputationTrend = j.Value<string?>("ReputationTrend");
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o.Reputation = j.Value<string?>("Reputation") ?? string.Empty;
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JArray? effects = j.Value<JArray?>("Effects");
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if (effects != null) {
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foreach (JObject effect in effects.Children().OfType<JObject>()) {
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FactionEffect e = FactionEffect.FromJSON(effect);
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o.Effects.Add(e);
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}
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}
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JArray? influences = j.Value<JArray?>("Influence");
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if (influences != null) {
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foreach (JObject influence in influences.Children().OfType<JObject>()) {
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MissionInfluence missionInfluence = MissionInfluence.FromJSON(influence);
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o.Influences.Add(missionInfluence);
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}
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}
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return o;
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}
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}
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public class Mission : IComparable<Mission> {
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public ulong MissionID { get; set; } = 0;
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/// <summary>
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/// Name of the mission, in machine readable format.
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/// </summary>
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public string? Name { get; set; }
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/// <summary>
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/// Localised, human readable mission name.
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/// </summary>
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public string? LocalisedName { get; set; }
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/// <summary>
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/// Target of the mission. Optional.
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/// </summary>
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public string? Target { get; set; }
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/// <summary>
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/// Target of the mission as a localised human readable string.
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/// </summary>
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public string? TargetLocalised { get; set; }
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/// <summary>
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/// Target system of the mission
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/// </summary>
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public string? DestinationSystem { get; set; }
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/// <summary>
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/// Destination station.
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/// </summary>
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public string? DestinationStation { get; set; }
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/// <summary>
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/// Destination settlement
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/// </summary>
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public string? DestinationSettlement { get; set; }
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/// <summary>
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/// In case of redirection, these values denote the new system.
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/// </summary>
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public string? NewDestinationSystem { get; set; }
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/// <summary>
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/// In case of redirection, these values denote the new station.
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/// </summary>
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public string? NewDestinationStation { get; set; }
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/// <summary>
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/// Faction offering the mission.
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/// </summary>
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public string? Faction { get; set; }
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/// <summary>
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/// Target faction (for example for courier missions).
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/// </summary>
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public string? TargetFaction { get; set; }
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/// <summary>
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/// Whether the mission is a wing message.
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/// </summary>
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public bool Wing { get; set; } = false;
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/// <summary>
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/// Expiry date for the mission.
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/// </summary>
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public string? Expiry { get; set; }
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/// <summary>
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/// Certain missions have an expires number. No one knows what that is.
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/// </summary>
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public ulong? Expires { get; set; }
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/// <summary>
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/// Influence reward offered. This is for accepting missions only, see the
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/// mission effects for actual effects once the mission is complete.
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/// </summary>
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public string? Influence { get; set; }
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/// <summary>
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/// Reputation reward offered.
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/// </summary>
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public string? Reputation { get; set; }
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/// <summary>
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/// Number of kills required for massacre missions.
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/// </summary>
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public ulong? KillCount { get; set; }
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/// <summary>
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/// Monatery reward offered for the mission. Optional, as donate missions don't give
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/// a monatery reward.
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/// </summary>
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public ulong? Reward { get; set; }
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/// <summary>
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/// Amount donated for donation missions, optional. If this is null, then
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/// the mission was not a donation mission.
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/// </summary>
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public ulong? Donation { get; set; }
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/// <summary>
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/// Actual amount donated.
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/// </summary>
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public ulong? Donated { get; set; }
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/// <summary>
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/// Commodity delivered, or donated. Optional, if this is null, then no
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/// commodity was donated or delivered.
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/// </summary>
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public string? Commodity { get; set; }
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/// <summary>
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/// Amount of the commodity donated or delivered. Optional.
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/// </summary>
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public ulong? Count { get; set; }
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/// <summary>
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/// How many passengers are being transported.
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/// </summary>
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public ulong? PassengerCount { get; set; }
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/// <summary>
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/// If the passengers are VIPs.
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/// </summary>
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public bool? PassengerVIPs { get; set; }
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/// <summary>
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/// If the passengers are wanted.
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/// </summary>
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public bool? PassengerWanted { get; set; }
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/// <summary>
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/// What sort of passengers are being transported.
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/// </summary>
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public string? PassengerType { get; set; }
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/// <summary>
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/// Affect this mission had on factions.
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/// </summary>
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public List<MissionFactionEffects> FactionEffects { get; set; } = new List<MissionFactionEffects>();
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public int CompareTo(Mission? other) {
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if (other == null) {
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return 1;
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}
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return MissionID.CompareTo(other.MissionID);
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}
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private static Mission FromJSON(JObject o) {
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Mission mission = new Mission();
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mission.MissionID = o.Value<ulong?>("MissionID") ?? 0;
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mission.Reputation = o.Value<string>("Reputation");
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mission.Influence = o.Value<string>("Influence");
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mission.DestinationSystem = o.Value<string>("DestinationSystem");
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mission.DestinationSettlement = o.Value<string>("DestinationSettlement");
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mission.DestinationStation = o.Value<string>("DestinationStation");
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mission.NewDestinationSystem = o.Value<string>("NewDestinationSystem");
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mission.NewDestinationStation = o.Value<string>("NewDestinationSystem");
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mission.Reward = o.Value<ulong?>("Reward");
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mission.Target = o.Value<string>("Target");
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mission.TargetLocalised = o.Value<string>("Target_Localised");
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mission.Expiry = o.Value<string?>("Expiry");
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mission.Expires = o.Value<ulong?>("Expires");
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mission.Wing = o.Value<bool?>("Wing") ?? false;
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mission.Name = o.Value<string>("Name");
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mission.LocalisedName = o.Value<string>("LocalisedName");
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mission.Faction = o.Value<string?>("Faction");
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mission.TargetFaction = o.Value<string?>("TargetFaction");
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mission.Donation = o.Value<ulong?>("Donation");
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mission.Donated = o.Value<ulong?>("Donated");
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mission.PassengerCount = o.Value<ulong?>("PassengerCount");
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mission.PassengerVIPs = o.Value<bool?>("PassengerVIPs");
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mission.PassengerWanted = o.Value<bool?>("PassengerWanted");
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mission.PassengerType = o.Value<string>("PassengerType");
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mission.KillCount = o.Value<ulong?>("KillCount");
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JArray? factionEffects = o.Value<JArray?>("FactionEffects");
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if (factionEffects != null) {
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foreach (JObject effect in factionEffects.Children().OfType<JObject>()) {
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MissionFactionEffects factionEffect = MissionFactionEffects.FromJSON(effect);
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mission.FactionEffects.Add(factionEffect);
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}
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}
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return mission;
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}
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/// <summary>
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/// Returns a list of all affected factions.
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/// </summary>
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public string[] AffectedFactions {
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get {
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return FactionEffects
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.Where(x => !string.IsNullOrEmpty(x.Faction))
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.Select(x => (x.Faction ?? string.Empty))
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.ToArray()
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;
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}
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}
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/// <summary>
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/// Returns the influence for a given faction in a given star system.
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/// </summary>
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/// <param name="faction">Faction name in question.</param>
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/// <param name="systemaddr">Star System address</param>
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/// <returns>null if no entry was found, or a string denoting pluses for the amount influence gained.</returns>
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public string? GetInfluenceForFaction(string faction, ulong systemaddr) {
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var results = FactionEffects
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.Where(x => string.Compare(x.Faction, faction) == 0)
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.SelectMany(x => x.Influences)
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.Where(x => (x.SystemAddress != null && x.SystemAddress == systemaddr))
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.Select(x => x.Influence)
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.ToArray()
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;
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if (results == null || results.Length == 0) {
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return null;
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}
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return string.Join("", results);
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}
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/// <summary>
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/// A convenient Dictionary containing all influences given out by faction,
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/// then by system address and then by influence handed out.
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/// </summary>
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public Dictionary<string, Dictionary<ulong, string>> Influences {
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get {
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return FactionEffects
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.Where(x => x.Faction != null)
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.ToDictionary(
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x => (x.Faction ?? string.Empty),
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x => x.Influences
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.Where(x => x.SystemAddress != null)
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.ToDictionary(x => (x.SystemAddress ?? 0), x => x.Influence)
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);
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}
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}
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public static Mission FromMissionAccepted(JObject o) {
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return FromJSON(o);
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}
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public static Mission FromMissionAbandoned(JObject o) {
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return FromJSON(o);
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}
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public static Mission FromMissionFailed(JObject o) {
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return FromJSON(o);
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}
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public static Mission FromMissionCompleted(JObject o) {
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return FromJSON(o);
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}
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}
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