new separate REPO for EDPlayerJournal

This commit is contained in:
Florian Stinglmayr 2025-07-30 13:10:55 +02:00
commit d7b407db78
128 changed files with 10222 additions and 0 deletions

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# BGS Oddities
This file gathers BGS related oddities, as well as bugs within the player journal.
## Bounty Vouchers without factions
Somtimes bounty vouchers do not have faction information listed in them. It is unclear
what caused this bug, and it is also unclear whether this bug still persists within
the game:
```json
{
"timestamp":"2021-10-07T14:57:50Z", "event":"RedeemVoucher",
"Type":"bounty", "Amount":20750,
"Factions":[ { "Faction":"", "Amount":500 }, { "Faction":"", "Amount":20250 }]
}
```
## Bounty vouchers show up twice
Sometimes bounty vouchers are redeemed twice. This happens because FDev writes out two
`RedeemVoucher` entries with the same values:
```
{ "timestamp":"2022-11-20T14:30:30Z", "event":"RedeemVoucher", "Type":"bounty", "Amount":3197549,
"Factions":[ { "Faction":"Nova Paresa", "Amount":3197549 } ] }
{ "timestamp":"2022-11-20T14:30:34Z", "event":"RedeemVoucher", "Type":"bounty", "Amount":4785831,
"Factions":[ { "Faction":"", "Amount":723175 }, { "Faction":"Nova Paresa", "Amount":3197549 }, { "Faction":"Prismatic Imperium", "Amount":4062656 } ] }
```
Two separate events (apart by four seconds) containing the same entries twice. This
happens when you turn in one bounty manually, and then click the "redeem all" button
again, which contains the already turned in vouchers.
## Combat zones
Combat zones receive no mention within the player journal whatsoever. There is no event
when one is lost, or won, or what sort of difficulty it was. It is technically possible
to deduce combat zones from the text messages you receive from the combat coordinators.
## Influence given to empty/non-existant factions
Mission can give negative reputation and influence to an non-faction. This happens when
you affect an asset that is not owned by anyone. For example, randomly generated surface
POIs sometimes do not have an owner. If you receive a scan, infiltrate, or sabotage mission
for such a POI, the non-existant owner receives negative influence, and you damage your
reputation with that non-existant owner:
```json
"FactionEffects": [
{
"Faction": "",
"Effects": [
{
"Effect": "$MISSIONUTIL_Interaction_Summary_EP_down;",
"Effect_Localised": "The economic status of $#MinorFaction; has declined in the $#System; system.",
"Trend": "DownBad"
}
],
"Influence": [
{
"SystemAddress": 251012319587,
"Trend": "DownBad",
"Influence": "+"
}
],
"ReputationTrend": "DownBad",
"Reputation": "+"
}
]
```
## No influence given to target or source faction
Sometimes neither the target faction, nor the source faction receive any influence. This
can happen because either the target faction, or the source faction - or both - are
currently in a conflict, and thus cannot receive any influence at the moment.
Systems that are influence locked also do not hand out influence to its factions.
```json
{
"timestamp": "2022-02-25T21:30:45Z",
"event": "MissionCompleted",
"Faction": "Social LHS 6103 Confederation",
"Name": "Mission_Courier_Elections_name",
"MissionID": 850025233,
"TargetFaction": "Delphin Blue Federal PLC",
"DestinationSystem": "Delphin",
"DestinationStation": "Aristotle Orbital",
"Reward": 122300,
"FactionEffects": [
{
"Faction": "Social LHS 6103 Confederation",
"Effects": [
{
"Effect": "$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": "+"
}
]
}
```
## Megaship scan missions both marked as abandoned and failed
Megaship missions that bug out, may both be marked as "abandoned", and "failed". It is
unclear which of these two counts. A failed mission has negative BGS implications, whereas
an abandoned mission should not.
```json
{ "timestamp":"2022-11-09T07:33:08Z", "event":"Missions", "Active":[ { "MissionID":899075054, "Name":"Mission_HackMegaship_name",
"PassengerMission":false, "Expires":51072 }, { "MissionID":899075080, "Name":"Mission_HackMegaship_name",
"PassengerMission":false, "Expires":51072 } ], "Failed":[ ], "Complete":[ ] }
{ "timestamp":"2022-11-09T08:23:59Z", "event":"MissionAbandoned", "Name":"Mission_HackMegaship_name", "MissionID":899075054 }
{ "timestamp":"2022-11-09T08:24:05Z", "event":"MissionFailed", "Name":"Mission_HackMegaship_name", "MissionID":899075054 }
```

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using System.Text;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class BuyCargo : Transaction {
public BuyCargo() { }
public BuyCargo(MarketBuyEntry e) {
Entries.Add(e);
}
public string? Cargo {
get {
string? cargo;
var sell = Entries.OfType<MarketBuyEntry>().First();
if (!string.IsNullOrEmpty(sell.TypeLocalised)) {
cargo = sell.TypeLocalised;
} else {
cargo = sell.Type;
if (cargo != null && cargo.Length >= 2) {
cargo = cargo[0].ToString().ToUpper() + cargo.Substring(1);
}
}
return cargo;
}
}
public long Amount {
get { return Entries.OfType<MarketBuyEntry>().Sum(x => x.Count); }
}
public override int CompareTo(Transaction? other) {
if (other == null || other.GetType() != typeof(BuyCargo)) {
return -1;
}
BuyCargo? buycargo = other as BuyCargo;
if (buycargo != null &&
buycargo.Cargo == Cargo &&
buycargo.System == System &&
buycargo.Faction == Faction) {
return 0;
}
return -1;
}
public override string ToString() {
StringBuilder builder = new StringBuilder();
if (Entries.Count <= 0) {
return builder.ToString();
}
builder.AppendFormat("Bought {0} {1} at the Commodity Market",
Amount,
Cargo
);
return builder.ToString().Trim();
}
/// <summary>
/// Selling resources to a market only helps the controlling faction
/// </summary>
public override bool OnlyControllingFaction => true;
}

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using System.Text;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class Cartographics : Transaction {
public Cartographics() { }
public Cartographics(MultiSellExplorationDataEntry e) {
Entries.Add(e);
}
public Cartographics(SellExplorationDataEntry e) {
Entries.Add(e);
}
public override int CompareTo(Transaction? other) {
if (other == null || other.GetType() != typeof(Cartographics)) {
return -1;
}
Cartographics? b = other as Cartographics;
if (b != null &&
b.System == System &&
b.Faction == Faction &&
b.Station == Station) {
return 0;
}
return -1;
}
public long TotalSum {
get {
/* add multi sell and normal ones together */
long total =
Entries.OfType<MultiSellExplorationDataEntry>()
.Sum(x => x.Total)
+
Entries.OfType<SellExplorationDataEntry>()
.Sum(x => x.Total)
;
return total;
}
}
public override string ToString() {
StringBuilder builder = new StringBuilder();
builder.AppendFormat("Sold {0} worth of Cartographics Data", Credits.FormatCredits(TotalSum));
return builder.ToString();
}
/// <summary>
/// Cartographics only help the controlling faction.
/// </summary>
public override bool OnlyControllingFaction => true;
}

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using System;
using System.Linq;
namespace EDPlayerJournal.BGS;
public class CombatZone : Transaction {
/// <summary>
/// Type, either on foot or ship
/// </summary>
public string Type { get; set; } = CombatZones.ShipCombatZone;
/// <summary>
/// Difficulty type, low, medium or high. Null means unknown.
/// </summary>
public string? Grade { get; set; }
/// <summary>
/// Whether spec ops were won.
/// </summary>
public bool? SpecOps { get; set; }
/// <summary>
/// Whether allied captain objective was won
/// </summary>
public bool? AlliedCaptain { get; set; }
/// <summary>
/// Whether enemy captain objective was won
/// </summary>
public bool? EnemyCaptain { get; set; }
/// <summary>
/// Whether the allied correspondent objective was won
/// </summary>
public bool? AlliedCorrespondent { get; set; }
/// <summary>
/// Whether the enemy correspondent objective was won
/// </summary>
public bool? EnemyCorrespondent { get; set; }
/// <summary>
/// Whether cap ship objective was won
/// </summary>
public bool? CapitalShip { get; set; }
/// <summary>
/// If we have a combat zone, this might point to the settlement
/// in question.
/// </summary>
public string? Settlement { get; set; }
/// <summary>
/// How many optional objectives were completed?
/// </summary>
public int OptionalObjectivesCompleted {
get {
if (IsGround) {
return 0;
}
return new List<bool?>() {
SpecOps,
AlliedCaptain,
EnemyCaptain,
AlliedCorrespondent,
EnemyCorrespondent,
CapitalShip
}
.Where(x => x != null && x == true)
.Count()
;
}
}
/// <summary>
/// Returns true if it is an on foot/ground combat zone
/// </summary>
public bool IsGround {
get { return string.Compare(Type, CombatZones.GroundCombatZone) == 0; }
}
/// <summary>
/// Returns true if it is an on foot combat zone
/// </summary>
public bool IsShip {
get { return string.Compare(Type, CombatZones.ShipCombatZone) == 0; }
}
/// <summary>
/// Returns true if it is a thargoid combat zone
/// </summary>
public bool IsThargoid {
get { return string.Compare(Type, CombatZones.AXCombatZone) == 0; }
}
/// <summary>
/// Returns true if it is a power combat zone
/// </summary>
public bool IsPower {
get { return string.Compare(Type, CombatZones.PowerCombatZone) == 0; }
}
public override int CompareTo(Transaction? obj) {
if (obj == null || obj.GetType() != typeof(CombatZone)) {
return -1;
}
CombatZone? b = obj as CombatZone;
if (b == null) {
return -1;
}
if (b.Faction != Faction || b.System != System) {
return -1; // System and faction don't match
}
if (b.Type != b.Type || b.Grade != b.Grade) {
return -1; // grade and type don't match
}
return 0;
}
public override string ToString() {
if (!string.IsNullOrEmpty(Grade)) {
return string.Format("Won {0} {1} Combat Zone", Grade, Type);
} else {
return string.Format("Won {0} Combat Zone", Type);
}
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class FactionKillBonds : Transaction {
public ulong TotalSum {
get {
return (ulong)Entries
.OfType<FactionKillBondEntry>()
.Sum(x => (decimal)x.Reward)
;
}
}
public string? VictimFaction {
get {
return Entries
.OfType<FactionKillBondEntry>()
.First()
.VictimFaction
;
}
}
public override int CompareTo(Transaction? other) {
if (other == null || other.GetType() != typeof(FactionKillBonds)) {
return -1;
}
FactionKillBonds? b = other as FactionKillBonds;
if (b == null || b.VictimFaction == VictimFaction) {
return 0;
}
return -1;
}
public override string ToString() {
return string.Format("Faction Kill Bonds: {0} against {1}",
Credits.FormatCredits(TotalSum),
VictimFaction);
}
}

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using System.Text;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
/// <summary>
/// 36 Lessons of Vivec, Sermon Thirty Six
/// </summary>
public class FoulMurder : Transaction {
public FoulMurder() { }
public FoulMurder (CommitCrimeEntry e) {
Entries.Add(e);
}
public string? CrimeType {
get { return Entries.OfType<CommitCrimeEntry>().First().CrimeType; }
}
public long Bounties => Entries.OfType<CommitCrimeEntry>().Sum(x => x.Bounty);
public long Fines => Entries.OfType<CommitCrimeEntry>().Sum(x => x.Fine);
public override int CompareTo(Transaction? other) {
if (other == null || other.GetType() != typeof(FoulMurder)) {
return -1;
}
FoulMurder? hortator = other as FoulMurder;
if (hortator != null &&
Faction == hortator.Faction &&
CrimeType == hortator.CrimeType) {
return 0;
}
return -1;
}
public override string ToString() {
StringBuilder builder = new StringBuilder();
string type;
if (CrimeType == CrimeTypes.Murder) {
if (Entries.Count > 1) {
type = "ships";
} else {
type = "ship";
}
} else {
if (Entries.Count > 1) {
type = "people";
} else {
type = "person";
}
}
builder.AppendFormat("Murdered {0} {1} of {2} (Bounties: {3}, Fines: {4})",
Entries.Count,
type,
Faction,
Credits.FormatCredits(Bounties),
Credits.FormatCredits(Fines)
);
return builder.ToString();
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class IncompleteTransaction : Transaction {
public Transaction? UnderlyingTransaction { get; set; } = null;
public string Reason { get; set; } = "";
public IncompleteTransaction() { }
public IncompleteTransaction(Transaction? underlying, string reason, Entry entry) {
UnderlyingTransaction = underlying;
Reason = reason;
Entries.Add(entry);
}
}

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using System.Text;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
/// <summary>
/// This class is used when a completed mission gives influence to another
/// faction as well. This happens, for example, when you deliver cargo from one
/// faction to another. Both sometimes gain influence.
/// </summary>
public class InfluenceSupport : Transaction {
public MissionInfluence? Influence { get; set; } = null;
/// <summary>
/// Relevant mission completed entry
/// </summary>
public MissionCompletedEntry? RelevantMission { get; set; }
/// <summary>
/// Mission information
/// </summary>
public Mission? Mission { get; set; }
public override DateTime? CompletedAtDateTime {
get {
if (RelevantMission == null) {
return null;
}
return RelevantMission.Timestamp;
}
}
public override string ToString() {
StringBuilder builder = new StringBuilder();
string? missionname;
if (RelevantMission != null && RelevantMission.Mission != null) {
missionname = RelevantMission.Mission.FriendlyName;
} else {
missionname = "UNKNOWN MISSION";
}
if (missionname == null) {
return "";
}
builder.AppendFormat("Influence gained from \"{0}\": \"{1}\"",
missionname,
Influence == null ? "NONE" : Influence.TrendAdjustedInfluence
);
return builder.ToString();
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class MeritsGained : Transaction {
public MeritsGained() { }
public MeritsGained(Entry entry) {
Entries.Add(entry);
}
/// <summary>
/// Number of merits gained
/// </summary>
public long Merits {
get {
return Entries
.OfType<PowerplayMeritsEntry>()
.Sum(x => x.MeritsGained)
;
}
}
/// <summary>
/// For what power those merits were gained
/// </summary>
public string Power { get; set; } = string.Empty;
public override string ToString() {
return string.Format("{0} Merits gained for {1}", Merits, Power);
}
}

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using System.Collections.Generic;
using System.Text;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class MissionCompleted : Transaction {
public MissionCompletedEntry? CompletedEntry { get; set; }
public MissionAcceptedEntry? AcceptedEntry { get; set; }
public Mission? Mission { get; set; }
public MissionCompleted() { }
public override DateTime? CompletedAtDateTime {
get {
if (CompletedEntry == null) {
return null;
}
return CompletedEntry.Timestamp;
}
}
public string MissionName {
get {
if (CompletedEntry == null || CompletedEntry.Mission == null) {
return "";
}
return CompletedEntry.Mission.FriendlyName;
}
}
public string Influence {
get {
if (CompletedEntry == null || Faction == null || CompletedEntry.Mission == null) {
return "";
}
return string.Join("",
CompletedEntry
.Mission
.GetInfluenceForFaction(Faction, SystemAddress)
.Select(x => x.Influence)
.ToArray()
)
;
}
}
/// <summary>
/// Rescue missions contribute to the system.
/// </summary>
public override bool SystemContribution {
get {
if (Mission == null || Mission.Name == null) {
return false;
}
// If the mission starts with the name for thargoid war mission
// names, we assume its a system contribution
if (Mission.Name.Contains("Mission_TW_")) {
return true;
}
return false;
}
}
public override string ToString() {
if (Faction == null || CompletedEntry == null || CompletedEntry.Mission == null) {
return "";
}
StringBuilder builder = new StringBuilder();
var influence = CompletedEntry.Mission.GetInfluenceForFaction(Faction, SystemAddress);
builder.AppendFormat("{0}", MissionName);
if (influence != null && influence.Length > 0) {
builder.AppendFormat(", Influence: {0}",
influence.Select(x => x.InfluenceAmount).Sum()
);
}
return builder.ToString();
}
}

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using System.Text;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class MissionFailed : Transaction {
public MissionFailedEntry? Failed { get; set; }
public Mission? Mission { get; set; }
public MissionFailed() { }
public MissionFailed(MissionFailedEntry failed) {
Entries.Add(failed);
Failed = failed;
}
/// <summary>
/// Returns the amount of influence generated by failing this mission. The
/// system returns no influence for one INF missions, but sadly also for
/// when the influence had no affect at all (i.e. during a war).
/// </summary>
public long InfluenceAmount {
get {
if (Mission == null || string.IsNullOrEmpty(Mission.Influence)) {
return -1;
} else {
return Mission.Influence.Length * -1;
}
}
}
public override int CompareTo(Transaction? other) {
if (other == null || other.GetType() != typeof(MissionFailed)) {
return -1;
}
MissionFailed? failed = other as MissionFailed;
if (failed == null) {
return -1;
}
/* if it is the same mission name, the same faction and the same system,
* collate mission failures together
*/
if (string.Compare(failed.Failed?.Mission?.Name, Failed?.Mission?.Name) == 0 &&
failed.Faction == Faction &&
failed.System == System) {
return 0;
}
return -1;
}
public override string ToString() {
StringBuilder builder = new StringBuilder();
if (Failed == null || Mission == null) {
return "";
}
builder.AppendFormat(" Mission failed: \"{0}\"",
Mission?.FriendlyName
);
return builder.ToString();
}
}

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using System.Collections.Generic;
using System;
using System.Text;
using Newtonsoft.Json;
namespace EDPlayerJournal.BGS;
public class Objective : IComparable<Objective> {
private List<Transaction> entries = new List<Transaction>();
[JsonIgnore]
public bool IsEnabled { get; set; }
[JsonIgnore]
public List<Transaction> Children {
get => entries;
}
[JsonIgnore]
public string Name => this.ToString();
[JsonIgnore]
public bool IsExpanded { get; set; }
[JsonIgnore]
public List<Transaction> LogEntries {
get => entries;
set => entries = value;
}
public void Clear() {
if (entries == null) {
return;
}
entries.Clear();
}
public int Matches(Transaction e) {
int match_count = 0;
if (e.OnlyControllingFaction) {
if (Faction == null || (e.Faction != Faction)) {
return 0;
}
}
if (e.Faction != null && Faction != null) {
if (string.Compare(e.Faction, Faction, true) != 0) {
/* if we have a faction, and it doesn't match we don't care.
* faction is the most important comparision, so if it doesn't match
* it is not the right objective
*/
return 0;
} else {
++match_count;
}
}
/* system and station only add to the match strength though */
if (e.System != null && System != null) {
if (string.Compare(e.System, System, true) == 0) {
++match_count;
}
}
/* if system and faction already match, station is not so important */
if (e.Station != null && Station != null) {
if (string.Compare(e.Station, Station, true) == 0) {
++match_count;
}
}
return match_count;
}
public int CompareTo(Objective? other) {
if (other == null) {
return 0;
}
return (other.System == System &&
other.Station == Station &&
other.Faction == Faction) ? 0 : -1;
}
public bool IsValid => (!string.IsNullOrEmpty(System) && !string.IsNullOrEmpty(Faction));
public string System { get; set; } = "";
public string Station { get; set; } = "";
public string Faction { get; set; } = "";
public override string ToString() {
StringBuilder str = new StringBuilder();
if (System != null && System.Length > 0) {
str.AppendFormat("System: {0}", System);
}
if (Station != null && Station.Length > 0) {
if (str.Length > 0) {
str.Append(", ");
}
str.AppendFormat("Station: {0}", Station);
}
if (Faction != null && Faction.Length > 0) {
if (str.Length > 0) {
str.Append(", ");
}
str.AppendFormat("Faction: {0}", Faction);
}
return str.ToString();
}
public string ToShortString() {
StringBuilder str = new StringBuilder();
if (System != null && System.Length > 0) {
str.AppendFormat("{0}", System);
}
if (Station != null && Station.Length > 0) {
if (str.Length > 0) {
str.Append(", ");
}
str.AppendFormat("{0}", Station);
}
return str.ToString();
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class OrganicData : Transaction {
public OrganicData() { }
public OrganicData(SellOrganicDataEntry e) {
Entries.Add(e);
}
public long TotalValue {
get {
return Entries.OfType<SellOrganicDataEntry>().Sum(x => x.TotalValue);
}
}
public override int CompareTo(Transaction? other) {
if (other == null || other.GetType() != typeof(OrganicData)) {
return -1;
}
if (other?.Faction == Faction &&
other?.System == System &&
other?.Station == Station) {
return 0;
}
return -1;
}
public override string ToString() {
return string.Format("Sold {0} worth of organic data to Vista Genomics",
Credits.FormatCredits(TotalValue)
);
}
/* Selling organic data only helps the controlling faction, just like
* selling cartographic data.
*
* Right now: Organic data helps no one.
*/
public override bool OnlyControllingFaction => true;
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS.Parsers;
internal class ApproachSettlementParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
ApproachSettlementEntry? approach = entry as ApproachSettlementEntry;
if (approach == null || string.IsNullOrEmpty(approach.Name)) {
return;
}
context.Settlement = approach.Name;
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS.Parsers;
internal class CarrierJumpParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
CarrierJump? jump = entry as CarrierJump;
if (jump == null) {
return;
}
if (!jump.Docked) {
return;
}
context.CurrentSystem = jump.StarSystem;
context.CurrentSystemAddress = jump.SystemAddress;
context.SystemsByID.TryAdd(jump.SystemAddress, jump.StarSystem);
if (!string.IsNullOrEmpty(jump.SystemFaction)) {
context.ControllingFaction = jump.SystemFaction;
}
if (jump.SystemFactions != null && jump.SystemFactions.Count > 0) {
context.SystemFactions[jump.StarSystem] = jump.SystemFactions;
}
}
}

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using EDPlayerJournal.BGS;
using EDPlayerJournal.Entries;
internal class CommanderParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
CommanderEntry commanderEntry = (CommanderEntry)entry;
if (commanderEntry != null && !string.IsNullOrEmpty(commanderEntry.FullName)) {
if (!context.Commanders.Contains(commanderEntry.FullName)) {
context.Commanders.Add(commanderEntry.FullName);
}
}
// A commander entry happens when you log out, and log back in again
// for example when switching from Open, to Solo or PG.
context.DiscernCombatZone(transactions, entry);
context.ResetCombatZone();
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
internal class MarketBuyParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
MarketBuyEntry? entry = e as MarketBuyEntry;
if (entry == null) {
throw new NotImplementedException();
}
context.BoughtCargo(entry.Type, entry.BuyPrice);
// We still want the information on buy price for profit,
// but if the option is on, we don't care for parsing it
// further.
// TODO: might be wise to split this parser into two; one for
// determining profit, the other for the BGS information
if (options.IgnoreMarketBuy) {
return;
}
if (context.StationOwner == null) {
transactions.AddIncomplete(
new BuyCargo(),
"Could not discern the station owner for market buy.",
e);
return;
}
// Ignore if its a fleet carrier faction.
if (string.Compare(context.StationOwner, Factions.FleetCarrier, StringComparison.OrdinalIgnoreCase) == 0 &&
options.IgnoreFleetCarrierFaction) {
return;
}
transactions.Add(new BuyCargo(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = context.StationOwner,
IsLegacy = context.IsLegacy,
});
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
internal class MarketSellParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
long profit = 0;
if (context.StationOwner == null) {
transactions.AddIncomplete(
new SellCargo(),
"Could not discern the station owner market sell.",
e);
return;
}
// Ignore if its a fleet carrier faction.
if (string.Compare(context.StationOwner, Factions.FleetCarrier, StringComparison.OrdinalIgnoreCase) == 0 &&
options.IgnoreFleetCarrierFaction) {
return;
}
MarketSellEntry? entry = e as MarketSellEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (entry.Type == null) {
throw new InvalidJournalEntryException("market sell contains no cargo type");
}
if (context.BuyCost.ContainsKey(entry.Type)) {
long avg = context.BuyCost[entry.Type];
profit = (long)entry.TotalSale - (avg * entry.Count);
}
transactions.Add(new SellCargo(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = context.StationOwner,
Profit = profit,
IsLegacy = context.IsLegacy,
});
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
internal class MultiSellExplorationDataParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
MultiSellExplorationDataEntry? entry = e as MultiSellExplorationDataEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (context.StationOwner == null) {
transactions.AddIncomplete(
new Cartographics(),
"Could not discern the station owner for cartographics sell.",
e);
return;
}
// Ignore if its a fleet carrier faction.
if (string.Compare(context.StationOwner, Factions.FleetCarrier, StringComparison.OrdinalIgnoreCase) == 0 &&
options.IgnoreFleetCarrierFaction) {
return;
}
transactions.Add(new Cartographics(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = context.StationOwner,
IsLegacy = context.IsLegacy,
});
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS.Parsers;
internal class MusicParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
MusicEntry? entryMusic = (MusicEntry)entry;
if (entryMusic == null) {
return;
}
if (string.Compare(entryMusic.MusicTrack, "Combat_CapitalShip") == 0) {
context.HaveSeenCapShip = true;
}
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS.Parsers;
internal class PowerplayMeritsParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
PowerplayMeritsEntry? e = entry as PowerplayMeritsEntry;
if (e == null) {
throw new ApplicationException("not a valid PowerplayMerits entry");
}
MeritsGained? transaction = null;
transaction = transactions
.OfType<MeritsGained>()
.Where(x => x.System == context.CurrentSystem &&
x.Power == e.Power)
.FirstOrDefault()
;
if (transaction == null) {
transaction = new MeritsGained(e) {
System = context.CurrentSystem,
Power = e.Power,
Faction = e.Power,
};
transactions.Add(transaction);
} else {
transaction.Entries.Add(e);
}
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS.Parsers;
internal class RedeemVoucherParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
RedeemVoucherEntry? entry = e as RedeemVoucherEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (context.CurrentSystem == null) {
transactions.AddIncomplete(new Vouchers(),
"Could not find out where the vouchers were redeemed", e
);
return;
}
List<Faction>? current_factions = context.GetFactions(context.CurrentSystem);
if (current_factions == null) {
transactions.AddIncomplete(new Vouchers(),
"Current system factions are unknown, so vouchers were ineffective", e);
}
foreach (string faction in entry.Factions) {
bool relevantBond = false;
string relevantFaction = faction;
if (string.Compare(faction, Factions.PilotsFederationVouchers) == 0) {
// Target faction is pilots' federation, so we assume thargoid bonks
// Also assign this combat bond to the Pilots Federation
relevantFaction = Factions.PilotsFederation;
relevantBond = true;
}
if (current_factions != null && !relevantBond) {
// If we have local factions, and it ain't thargoid bonds see if the bonds were
// useful in the current system
if (current_factions.Find(x => string.Compare(x.Name, faction, true) == 0) != null) {
relevantBond = true;
} else {
transactions.AddIncomplete(new Vouchers(),
string.Format("Vouchers for \"{0}\" had no effect in \"{1}\" since said " +
"faction is not present there", faction, context.CurrentSystem), e
);
}
}
if (!relevantBond) {
continue;
}
var voucher = new Vouchers(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = relevantFaction,
ControllingFaction = context.ControllingFaction,
IsLegacy = context.IsLegacy,
};
if (options.FilterDoubleRedeemVouchers) {
// To filter out doubly redeemed vouchers, find another redeem voucher
// event that happened in the same system, same total sum, and also the
// same faction. If there is one, filter this one out.
var doubledEntry = transactions
.OfType<Vouchers>()
.Where(x => x.TotalSum == voucher.TotalSum &&
x.System == voucher.System &&
x.Faction == voucher.Faction)
.ToList()
;
if (doubledEntry.Count > 0) {
transactions.AddIncomplete(
voucher,
string.Format("A doubled redeem voucher for {0} valued {1} was detected",
voucher.Faction, Credits.FormatMillions(voucher.TotalSum)),
e);
return;
}
}
transactions.Add(voucher);
}
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
internal class SellExplorationDataParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
SellExplorationDataEntry? entry = e as SellExplorationDataEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (context.StationOwner == null) {
transactions.AddIncomplete(
new Cartographics(),
"Could not discern the station owner for cartographics sell.",
e);
return;
}
// Ignore if its a fleet carrier faction.
if (string.Compare(context.StationOwner, Factions.FleetCarrier, StringComparison.OrdinalIgnoreCase) == 0 &&
options.IgnoreFleetCarrierFaction) {
return;
}
transactions.Add(new Cartographics(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = context.StationOwner,
IsLegacy = context.IsLegacy,
});
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
internal class SellOrganicDataParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
// If exo biology is ignored, simply do nothing
if (options.IgnoreExoBiology) {
return;
}
SellOrganicDataEntry? entry = e as SellOrganicDataEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (context.StationOwner == null) {
transactions.AddIncomplete(
new OrganicData(),
"Could not discern the station owner for organic data sell.",
e);
return;
}
// Ignore if its a fleet carrier faction.
if (string.Compare(context.StationOwner, Factions.FleetCarrier, StringComparison.OrdinalIgnoreCase) == 0 &&
options.IgnoreFleetCarrierFaction) {
return;
}
transactions.Add(new OrganicData(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = context.StationOwner,
IsLegacy = context.IsLegacy,
});
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
/// <summary>
/// With ship targeted we might find out to which faction a given NPC belonged. This is
/// useful later when said NPC gets killed or murdered.
/// </summary>
internal class ShipTargetedParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
ShipTargetedEntry? entry = e as ShipTargetedEntry;
if (entry == null) {
throw new NotImplementedException();
}
// Scan happens in stages, and sometimes this information is not known
// yet. Do now throw an error, this is expected behaviour.
if (!string.IsNullOrEmpty(entry.PilotNameLocalised) &&
!string.IsNullOrEmpty(entry.Faction)) {
context.NPCFaction.TryAdd(entry.PilotNameLocalised, entry.Faction);
}
string? faction = context.LastRecordedAwardingFaction;
// We have seen a captain?
if (NPCs.IsWarzoneCaptain(entry.PilotName)) {
// if we have faction information, we can compare it to figure out
// whether it is the enemy or allied faction. but this is not always
// possible. In such a case we assume we have seen the enemy captain.
if (!string.IsNullOrEmpty(entry.Faction) &&
!string.IsNullOrEmpty(faction)) {
if (string.Compare(faction, entry.Faction) != 0) {
context.HaveSeenEnemyCaptain = true;
} else {
context.HaveSeenAlliedCaptain = true;
}
} else {
context.HaveSeenEnemyCaptain = true;
}
}
// Spec ops?
if (NPCs.IsSpecOps(entry.PilotName)) {
context.HaveSeenSpecOps = true;
}
// Correspondent?
if (NPCs.IsWarzoneCorrespondent(entry.PilotName)) {
// if we have faction information, we can compare it to figure out
// whether it is the enemy or allied faction. but this is not always
// possible. In such a case we assume we have seen the enemy
// correspondent.
if (!string.IsNullOrEmpty(entry.Faction) &&
!string.IsNullOrEmpty(faction)) {
if (string.Compare(faction, entry.Faction) != 0) {
context.HaveSeenEnemyCorrespondent = true;
} else {
context.HaveSeenAlliedCorrespondent = true;
}
} else {
context.HaveSeenEnemyCorrespondent = true;
}
}
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS.Parsers;
internal class SupercruiseDestinationDropParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
SupercruiseDestinationDropEntry? drop = entry as SupercruiseDestinationDropEntry;
if (drop == null || drop.Type == null) {
return;
}
context.CurrentInstanceType = drop.Type;
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class SearchAndRescue : Transaction {
public SearchAndRescue (SearchAndRescueEntry e) {
Entries.Add(e);
}
public long Count {
get {
return Entries.OfType<SearchAndRescueEntry>().Sum(x => x.Count);
}
}
public long Reward {
get {
return Entries.OfType<SearchAndRescueEntry>().Sum(x => x.Reward);
}
}
public string? NameLocalised {
get {
return Entries.OfType<SearchAndRescueEntry>().First().NameLocalised;
}
}
public override int CompareTo(Transaction? o) {
if (o == null || o.GetType() != typeof(SearchAndRescue)) {
return -1;
}
SearchAndRescue? other = o as SearchAndRescue;
if (other?.System == System &&
other?.Station == Station &&
other?.Faction == Faction &&
other?.NameLocalised == NameLocalised) {
return 0;
}
return -1;
}
public override string ToString() {
return string.Format("Contributed {0} {1} to Search and Rescue ({2})",
Count,
NameLocalised,
Credits.FormatCredits(Reward)
);
}
public override bool OnlyControllingFaction => true;
}

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using System.Text;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class SellCargo : Transaction {
public long Profit { get; set; }
public SellCargo() { }
public SellCargo(MarketSellEntry e) {
Entries.Add(e);
}
public string? Cargo {
get {
string? cargo;
var sell = Entries.OfType<MarketSellEntry>().First();
if (!string.IsNullOrEmpty(sell.TypeLocalised)) {
cargo = sell.TypeLocalised;
} else {
cargo = sell.Type;
if (cargo != null && cargo.Length >= 2) {
cargo = cargo[0].ToString().ToUpper() + cargo.Substring(1);
}
}
return cargo;
}
}
public string Market {
get {
var sell = Entries.OfType<MarketSellEntry>().First();
return sell.BlackMarket ? "Black Market" : "Commodity Market";
}
}
public long Amount {
get { return Entries.OfType<MarketSellEntry>().Sum(x => x.Count); }
}
public override string ToString() {
StringBuilder builder = new StringBuilder();
var sold = Entries.OfType<MarketSellEntry>().ToArray();
if (sold == null || sold.Length == 0) {
return builder.ToString();
}
foreach (MarketSellEntry sell in sold) {
builder.AppendFormat("Sold {0} {1} to the {2} of {3}",
sell.Count,
Cargo,
Market,
Station
);
if (Profit != 0) {
builder.AppendFormat(" ({0} {1})",
Credits.FormatCredits(Profit),
Profit < 0 ? "loss" : "profit"
);
}
}
return builder.ToString().Trim();
}
/// <summary>
/// Selling resources to a market only helps the controlling faction
/// </summary>
public override bool OnlyControllingFaction => true;
}

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using System.Linq;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class SellMicroResources : Transaction {
public int TotalSum {
get {
return Entries
.OfType<SellMicroResourcesEntry>()
.Sum(x => x.Price)
;
}
}
public SellMicroResources() { }
public SellMicroResources(SellMicroResourcesEntry e) {
Entries.Add(e);
}
public override string ToString() {
return string.Format("Sell Micro Resources: {0}", Credits.FormatCredits(TotalSum));
}
public override bool OnlyControllingFaction => true;
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class ThargoidKill : Transaction {
/// <summary>
/// Thargoid vessel that was killed
/// </summary>
public ThargoidVessel ThargoidType { get; set; } = ThargoidVessel.Unknown;
/// <summary>
/// Name of the thargoid type killed
/// </summary>
public string? ThargoidName { get; set; }
/// <summary>
/// Total reward received
/// </summary>
public ulong TotalReward {
get { return (ulong)Entries.OfType<FactionKillBondEntry>().Sum(x => (decimal)x.Reward); }
}
/// <summary>
/// Kiling thargoids contributes to the system wide effort of
/// the thargoid war.
/// </summary>
public override bool SystemContribution {
get { return true; }
}
public ThargoidKill() { }
public ThargoidKill(FactionKillBondEntry entry) {
if (!Factions.IsThargoid(entry.VictimFaction)) {
throw new Exception("Not a valid thargoid kill");
}
Entries.Add(entry);
ThargoidType = Thargoid.GetVesselByPayout(entry.Reward);
ThargoidName = Thargoid.GetVesselName(ThargoidType);
}
public override string ToString() {
return string.Format("{0}x {1} killed", Entries.Count, ThargoidName);
}
}

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using EDPlayerJournal.Entries;
using System.ComponentModel.DataAnnotations.Schema;
namespace EDPlayerJournal.BGS;
public class Transaction : IComparable<Transaction> {
public List<Entry> Entries { get; } = new List<Entry>();
public string CompletedAt {
get {
DateTime? datetime = CompletedAtDateTime;
if (datetime == null) {
return "Unknown";
}
return datetime.Value.ToString("dd.MM.yyyy HH:mm UTC");
}
}
public virtual DateTime? CompletedAtDateTime {
get {
var items = Entries
.OrderBy(x => x.Timestamp)
.ToArray()
;
if (items == null || items.Length == 0) {
return null;
}
Entry last = items.Last();
return last.Timestamp;
}
}
/// <summary>
/// Whether the transaction helps the entire system.
/// While all transactions are related to one faction, sometimes their
/// overall effect on the system as a whole is more important, than to
/// their faction. For example, rescuing refugees helps the Thargoid war
/// effort in the system as a whole, not just for the faction.
/// So this is true for transactions that help the system as a whole.
/// </summary>
public virtual bool SystemContribution { get; } = false;
/// <summary>
/// Returns true if this transaction was completed in legacy ED
/// </summary>
public bool IsLegacy { get; set; } = false;
/// <summary>
/// Controlling faction of the station this entry was made/turned into.
/// </summary>
public string? ControllingFaction { get; set; }
public string? Station { get; set; }
public string? System { get; set; }
public ulong SystemAddress { get; set; }
public string? Faction { get; set; }
/// <summary>
/// Whether this transaction type only benefits the controlling faction or not, default: no
/// </summary>
public virtual bool OnlyControllingFaction {
get { return false; }
}
public virtual int CompareTo(Transaction? other) {
throw new NotImplementedException("not implemented");
}
public string? Name => ToString();
}

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using EDPlayerJournal.BGS.Parsers;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class TransactionParserOptions {
/// <summary>
/// Whether to ignore exo biology. It does not contribute to BGS, so this
/// is true per default.
/// </summary>
public bool IgnoreExoBiology { get; set; } = true;
/// <summary>
/// Whether to ignore influence support. Usually one only cares about the
/// primary faction for the influence.
/// </summary>
public bool IgnoreInfluenceSupport { get; set; } = false;
/// <summary>
/// Whether we ignore power play and merits gained for now. Support for this
/// is experimental at the moment, so that is why it ist `true`.
/// </summary>
public bool IgnorePowerplay { get; set; } = true;
/// <summary>
/// Whether to ignore market buy. Buying from a market gives a small amount
/// of INF if it is sold to a high demand market, but generally one buys from
/// a market to aid the faction the stuff is being sold to. So allow it to be
/// disabled.
/// </summary>
public bool IgnoreMarketBuy { get; set; } = false;
/// <summary>
/// Whether we should ignore things done for the fleet carrier faction.
/// </summary>
public bool IgnoreFleetCarrierFaction { get; set; } = true;
/// <summary>
/// Filter out double redeem vouchers that happen when you redeem a specific
/// voucher, and then redeem the rest of your vouchers (say from a KWS) in
/// bulk. The bulk redeem will also list the first voucher redeem again in
/// its bulk list.
/// </summary>
public bool FilterDoubleRedeemVouchers { get; set; } = true;
}
public class TransactionList : List<Transaction> {
public void AddIncomplete(Transaction underlying, string reason, Entry entry) {
Add(new IncompleteTransaction(underlying, reason, entry));
}
}
/// <summary>
/// The location parser only updates the context with useful information, and does not
/// by itself generate any transactions. Location is the best information gatherer here
/// as we are getting controlling faction, system factions, address and station name.
/// </summary>
internal class LocationParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
LocationEntry? entry = e as LocationEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (entry.StarSystem == null) {
throw new InvalidJournalEntryException();
}
context.CurrentSystem = entry.StarSystem;
context.CurrentSystemAddress = entry.SystemAddress;
context.SystemsByID.TryAdd(entry.SystemAddress, entry.StarSystem);
if (!string.IsNullOrEmpty(entry.SystemFaction)) {
context.ControllingFaction = entry.SystemFaction;
}
if (!string.IsNullOrEmpty(entry.StationName)) {
context.CurrentStation = entry.StationName;
}
if (!string.IsNullOrEmpty(entry.StationFaction)) {
context.StationOwner = entry.StationFaction;
} else {
context.StationOwner = null;
}
if (entry.SystemFactions != null && entry.SystemFactions.Count > 0) {
context.SystemFactions[entry.StarSystem] = entry.SystemFactions;
}
}
}
internal class FSDJumpParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
FSDJumpEntry? entry = e as FSDJumpEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (entry.StarSystem == null) {
throw new InvalidJournalEntryException();
}
// If you FSD jump straight out of the combat zone into a different system
// then the combat zone will be placed in the wrong system otherwise.
// This call needs to be *before* changing the current system.
context.DiscernCombatZone(transactions, e);
context.ResetCombatZone();
context.LeftInstance();
context.CurrentSystem = entry.StarSystem;
context.CurrentSystemAddress = entry.SystemAddress;
context.SystemsByID.TryAdd(entry.SystemAddress, entry.StarSystem);
if (!string.IsNullOrEmpty(entry.SystemFaction)) {
context.ControllingFaction = entry.SystemFaction;
}
if (entry.SystemFactions != null && entry.SystemFactions.Count > 0) {
context.SystemFactions[entry.StarSystem] = entry.SystemFactions;
}
}
}
internal class DockedParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
DockedEntry? entry = e as DockedEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (entry.StarSystem == null || entry.SystemAddress == null) {
throw new InvalidJournalEntryException();
}
context.CurrentSystem = entry.StarSystem;
context.CurrentSystemAddress = entry.SystemAddress;
context.SystemsByID.TryAdd(entry.SystemAddress.Value, entry.StarSystem);
if (!string.IsNullOrEmpty(entry.StationFaction)) {
context.StationOwner = entry.StationFaction;
}
if (!string.IsNullOrEmpty(entry.StationName)) {
context.CurrentStation = entry.StationName;
}
}
}
/// <summary>
/// Commit crime can result in a transaction, especially if the crime committed is
/// murder.
/// </summary>
internal class CommitCrimeParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
CommitCrimeEntry? entry = e as CommitCrimeEntry;
if (entry == null) {
throw new NotImplementedException();
}
// Right now we only care for murder
if (!entry.IsMurder) {
return;
}
string? victim = entry.Victim;
if (victim == null) {
victim = entry.VictimLocalised;
}
// If they were not properly scanned prior to the murder we do not have
// This information. But in the end the name of the NPC does not matter.
if (victim == null) {
victim = "Unknown";
}
string faction;
if (entry.IsCrime(CrimeTypes.OnFootMurder)) {
if (entry.Faction == null) {
transactions.AddIncomplete(
new FoulMurder(),
"On foot murder victim did not have a faction", e
);
return;
}
// On foot murders are different, there the faction is
// the faction the NPC belonged too
faction = entry.Faction;
} else {
if (!context.NPCFaction.ContainsKey(victim)) {
transactions.AddIncomplete(
new FoulMurder(),
"Crime victim was not properly scanned.", e
);
return;
}
faction = context.NPCFaction[victim];
}
transactions.Add(new FoulMurder(entry) {
System = context.CurrentSystem,
IsLegacy = context.IsLegacy,
Faction = faction,
});
}
}
internal class MissionsParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
MissionsEntry? missions = entry as MissionsEntry;
if (missions == null) {
return;
}
if (context.CurrentSystem == null || context.CurrentSystemAddress == null) {
transactions.AddIncomplete(new MissionCompleted(),
"Could not determine current location on Missions event.",
entry
);
return;
}
foreach (Mission mission in missions.Active) {
try {
context.MissionAccepted(mission);
} catch (Exception exception) {
transactions.AddIncomplete(new MissionCompleted(),
exception.Message,
entry
);
}
}
}
}
internal class MissionAcceptedParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
MissionAcceptedEntry? entry = e as MissionAcceptedEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (context.CurrentSystem == null || context.CurrentSystemAddress == null) {
transactions.AddIncomplete(new MissionCompleted(),
"Could not determine current location on mission acceptance.",
e
);
return;
}
try {
context.MissionAccepted(entry);
} catch (Exception exception) {
transactions.AddIncomplete(new MissionCompleted(),
exception.Message,
e
);
}
}
}
internal class MissionCompletedParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
MissionCompletedEntry? entry = e as MissionCompletedEntry;
if (entry == null || entry.Mission == null) {
throw new NotImplementedException();
}
Mission? mission;
Location? accepted_location;
string? target_faction_name = entry.Mission.TargetFaction;
string? source_faction_name = entry.Mission.Faction;
// We did not find when the mission was accepted.
if (!context.AcceptedMissions.TryGetValue(entry.Mission.MissionID, out mission)) {
transactions.AddIncomplete(new MissionCompleted(),
String.Format("Mission acceptance for mission id {0} was not found",
entry.Mission.MissionID), e);
return;
}
if (!context.AcceptedMissionLocation.TryGetValue(entry.Mission.MissionID, out accepted_location)) {
transactions.AddIncomplete(new MissionCompleted(),
String.Format("Location for acceptance for mission id {0} was not found",
entry.Mission.MissionID), e);
return;
}
// This block does some preliminary "repairs" on the influences block of a completed
// mission. Sometimes these entries are broken, or are missing information for later
// parsing.
foreach (var other in entry.Mission.Influences) {
string faction = other.Key;
if (string.IsNullOrEmpty(faction)) {
// Target faction might be empty string, in special cases. For example if you
// scan a surface installation, and the target faction of the surface installation
// gets negative REP, but the surface installation is not owned by anyone.
continue;
}
// Fun ahead: sometimes the influence list is empty for a faction entry. Here
// we try to repair it.
if (other.Value.Count == 0) {
if (string.Compare(target_faction_name, faction, true) == 0) {
if (context.CurrentSystemAddress == null) {
continue;
}
other.Value.Add(context.CurrentSystemAddress.Value, new MissionInfluence());
// Mission gave no influence to the target faction, so we assume
// the target faction was in the same system.
} else if (string.Compare(source_faction_name, faction, true) == 0) {
// This happens if the source faction is not getting any influence
// This could be if the source faction is in a conflict, and thus does
// not gain any influence at all.
other.Value.Add(accepted_location.SystemAddress, new MissionInfluence());
// Just check if the target/source faction are the same, in which case
// we also have to make an additional entry
if (string.Compare(source_faction_name, target_faction_name, true) == 0 &&
context.CurrentSystemAddress != null) {
other.Value.Add(context.CurrentSystemAddress.Value, new MissionInfluence());
}
}
}
// Now actually parse completed mission
foreach (var influences in other.Value) {
ulong system_address = influences.Key;
string? system;
if (!context.SystemsByID.TryGetValue(system_address, out system)) {
transactions.AddIncomplete(new MissionCompleted(),
string.Format("Unknown system {0}, unable to assign that mission a target", system_address),
e
);
continue;
}
if (string.Compare(faction, source_faction_name, true) == 0 &&
system_address == accepted_location.SystemAddress) {
// Source and target faction are the same, and this is the block
// for the source system. So we make a full mission completed entry.
transactions.Add(new MissionCompleted() {
CompletedEntry = entry,
Mission = mission,
System = accepted_location.StarSystem,
Faction = source_faction_name,
SystemAddress = accepted_location.SystemAddress,
Station = accepted_location.Station,
IsLegacy = context.IsLegacy,
});
} else if (string.Compare(faction, source_faction_name, true) != 0 ||
(string.Compare(faction, source_faction_name) == 0 &&
system_address != accepted_location.SystemAddress)) {
// Whether we ignore influence support
if (options.IgnoreInfluenceSupport) {
continue;
}
// Source or target faction are different, and/or the system
// differs. Sometimes missions go to different systems but to
// the same faction.
transactions.Add(new InfluenceSupport() {
Mission = mission,
Faction = faction,
Influence = influences.Value,
System = system,
SystemAddress = system_address,
RelevantMission = entry,
IsLegacy = context.IsLegacy,
});
}
}
}
}
}
internal class MissionFailedParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
Mission? mission;
Location? accepted_location;
string? accepted_system;
MissionFailedEntry? entry = e as MissionFailedEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (entry.Mission == null) {
throw new InvalidJournalEntryException("No mission specified in mission failure");
}
if (!context.AcceptedMissions.TryGetValue(entry.Mission.MissionID, out mission)) {
transactions.AddIncomplete(new MissionFailed(),
"Mission acceptance was not found", e
);
return;
}
if (!context.AcceptedMissionLocation.TryGetValue(mission.MissionID, out accepted_location)) {
transactions.AddIncomplete(new MissionFailed(),
"Unable to figure out where failed mission was accepted", e
);
return;
}
if (!context.SystemsByID.TryGetValue(accepted_location.SystemAddress, out accepted_system)) {
transactions.AddIncomplete(new MissionFailed(),
"Unable to figure out in which system failed mission was accepted", e
);
return;
}
if (string.IsNullOrEmpty(mission.Faction)) {
transactions.AddIncomplete(new MissionFailed(),
"Could not determine for what faction you failed a mission. This happens if the " +
"mission acceptance is not within the given time frame.",
entry
);
}
transactions.Add(new MissionFailed(entry) {
Faction = mission?.Faction,
Mission = mission,
Station = accepted_location.Station,
System = accepted_location.StarSystem,
SystemAddress = accepted_location.SystemAddress,
IsLegacy = context.IsLegacy,
});
}
}
internal class SellMicroResourcesParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
SellMicroResourcesEntry? entry = e as SellMicroResourcesEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (context.StationOwner == null) {
transactions.AddIncomplete(
new SellMicroResources(),
"Could not discern the station owner for micro resources sell.",
e);
return;
}
transactions.Add(new SellMicroResources(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = context.StationOwner,
IsLegacy = context.IsLegacy,
});
}
}
internal class SearchAndRescueParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
SearchAndRescueEntry? entry = e as SearchAndRescueEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (context.StationOwner == null) {
transactions.AddIncomplete(
new OrganicData(),
"Could not discern the station owner for S&R operations.",
e);
return;
}
transactions.Add(new SearchAndRescue(entry) {
System = context.CurrentSystem,
Station = context.CurrentStation,
Faction = context.StationOwner,
IsLegacy = context.IsLegacy,
});
}
}
internal class FactionKillBondParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
FactionKillBondEntry? entry = e as FactionKillBondEntry;
if (entry == null) {
throw new NotImplementedException();
}
if (Factions.IsThargoid(entry.VictimFaction)) {
// Thargoid bonk
transactions.Add(new ThargoidKill(entry) {
System = context.CurrentSystem,
Faction = Factions.PilotsFederation,
Station = context.CurrentStation,
IsLegacy = context.IsLegacy,
});
ThargoidVessel vessel = Thargoid.GetVesselByPayout(entry.Reward);
if (vessel != ThargoidVessel.Unknown) {
if (vessel == ThargoidVessel.Scout) {
++context.ThargoidScoutKills;
} else {
++context.ThargoidInterceptorKills;
}
}
// We are done
return;
}
context.RecordCombatBond(entry);
}
}
internal class EmbarkDisembarkParser : ITransactionParserPart {
public void Parse(Entry e, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
if (e.Is(Events.Embark)) {
context.IsOnFoot = false;
} else if (e.Is(Events.Disembark)) {
context.IsOnFoot = true;
}
}
}
internal class SupercruiseEntryParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
// After a super cruise entry we are no longer on foot.
context.IsOnFoot = false;
context.DiscernCombatZone(transactions, entry);
context.ResetCombatZone();
// Supercruise entry means you left the current local instance
context.LeftInstance();
}
}
internal class ShutdownParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
context.DiscernCombatZone(transactions, entry);
context.ResetCombatZone();
// Shutdown (logout) means you left the instance
context.LeftInstance();
}
}
internal class CapShipBondParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
if (entry.GetType() != typeof(CapShipBondEntry)) {
return;
}
context.HaveSeenCapShip = true;
}
}
internal class FileHeaderParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
FileHeaderEntry? fileheader = entry as FileHeaderEntry;
if (fileheader == null) {
return;
}
context.IsLegacy = fileheader.IsLegacy;
}
}
internal class ReceiveTextParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
ReceiveTextEntry? receivetext = entry as ReceiveTextEntry;
if (receivetext == null) {
return;
}
if (string.Compare(receivetext.Channel, Channels.NPC) != 0) {
return;
}
if (string.Compare(receivetext.NPCCategory, NPCs.AXMilitary) == 0) {
context.HaveSeenAXWarzoneNPC = true;
}
}
}
internal class SelfDestructParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
context.SelfDestruct = true;
}
}
internal class DiedParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
// Death only matters in ship. On foot you can just redeploy with the dropship.
if (context.IsOnFoot) {
return;
}
if (context.SelfDestruct != null && context.SelfDestruct == true) {
// Some people just suicide to fast track back to stations after a CZ,
// especially since combat bonds don't disappear on death. So count the CZ
// on self destruct
context.DiscernCombatZone(transactions, entry);
context.SelfDestruct = null;
}
context.ResetCombatZone();
// Dying also moves you back to another instance
context.LeftInstance();
}
}
internal class DropshipDeployParser : ITransactionParserPart {
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions) {
// On drop ship deploy we are now on foot
context.IsOnFoot = true;
}
}
public class TransactionParser {
private static Dictionary<string, ITransactionParserPart> ParserParts { get; } = new()
{
{ Events.ApproachSettlement, new ApproachSettlementParser() },
{ Events.CapShipBond, new CapShipBondParser() },
{ Events.CarrierJump, new CarrierJumpParser() },
{ Events.Commander, new CommanderParser() },
{ Events.CommitCrime, new CommitCrimeParser() },
{ Events.Died, new DiedParser() },
{ Events.Disembark, new EmbarkDisembarkParser() },
{ Events.Docked, new DockedParser() },
{ Events.DropshipDeploy, new DropshipDeployParser() },
{ Events.Embark, new EmbarkDisembarkParser() },
{ Events.FactionKillBond, new FactionKillBondParser() },
{ Events.FileHeader, new FileHeaderParser() },
{ Events.FSDJump, new FSDJumpParser() },
{ Events.Location, new LocationParser() },
{ Events.MarketBuy, new MarketBuyParser() },
{ Events.MarketSell, new MarketSellParser() },
{ Events.MissionAccepted, new MissionAcceptedParser() },
{ Events.MissionCompleted, new MissionCompletedParser() },
{ Events.MissionFailed, new MissionFailedParser() },
{ Events.Missions, new MissionsParser() },
{ Events.MultiSellExplorationData, new MultiSellExplorationDataParser() },
{ Events.Music, new MusicParser() },
{ Events.PowerplayMerits, new PowerplayMeritsParser() },
{ Events.ReceiveText, new ReceiveTextParser() },
{ Events.RedeemVoucher, new RedeemVoucherParser() },
{ Events.SearchAndRescue, new SearchAndRescueParser() },
{ Events.SelfDestruct, new SelfDestructParser() },
{ Events.SellExplorationData, new SellExplorationDataParser() },
{ Events.SellMicroResources, new SellMicroResourcesParser() },
{ Events.SellOrganicData, new SellOrganicDataParser() },
{ Events.ShipTargeted, new ShipTargetedParser() },
{ Events.Shutdown, new ShutdownParser() },
{ Events.SupercruiseDestinationDrop, new SupercruiseDestinationDropParser() },
{ Events.SupercruiseEntry, new SupercruiseEntryParser() },
};
public bool IsRelevant(string entry) {
return ParserParts.ContainsKey(entry);
}
public bool IsRelevant(Entry e) {
if (e.Event == null) {
return false;
}
return IsRelevant(e.Event);
}
/// <summary>
/// Parses a list of entries with default options.
/// </summary>
/// <param name="entries"></param>
/// <returns></returns>
public List<Transaction>? Parse(IEnumerable<Entry> entries) {
TransactionParserOptions defaultOptions = new();
return Parse(entries, defaultOptions);
}
/// <summary>
/// List of commanders seen during parsing.
/// </summary>
public List<string> Commanders { get; set; } = new();
public List<Transaction>? Parse(IEnumerable<Entry> entries, TransactionParserOptions options) {
TransactionList transactions = new();
TransactionParserContext context = new();
foreach (Entry entry in entries) {
if (entry.Event == null) {
throw new InvalidJournalEntryException();
}
if (!ParserParts.ContainsKey(entry.Event)) {
continue;
}
ITransactionParserPart transactionParserPart = ParserParts[entry.Event];
transactionParserPart.Parse(entry, context, options, transactions);
}
// Copy out list of commanders seen
Commanders = context.Commanders;
return transactions.ToList();
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
internal class TransactionParserContext {
/// <summary>
/// List of commander names seen in the logs. May be empty.
/// </summary>
public List<string> Commanders { get; } = new();
/// <summary>
/// Name of the current system the player is in.
/// </summary>
public string? CurrentSystem { get; set; }
/// <summary>
/// 64 bit address of the current system.
/// </summary>
public ulong? CurrentSystemAddress { get; set; }
/// <summary>
/// Controlling faction of the current system.
/// </summary>
public string? ControllingFaction { get; set; }
/// <summary>
/// Name of the current station the player is docked at.
/// </summary>
public string? CurrentStation { get; set; }
/// <summary>
/// Faction that owns the current station.
/// </summary>
public string? StationOwner { get; set; }
/// <summary>
/// Whether the player is currently on foot, or in an SRV/ship.
/// </summary>
public bool IsOnFoot { get; set; } = false;
/// <summary>
/// Type of the current instance after a SupercruiseDestinationDropEntry.
/// This is null if there is no current instance, or the current instance
/// is not known.
/// </summary>
public string? CurrentInstanceType { get; set; } = null;
/// <summary>
/// Last faction that awarded the player with combat bonds.
/// </summary>
public string? LastRecordedAwardingFaction { get; set; }
/// <summary>
/// Highest combat bond seen so far.
/// </summary>
public ulong? HighestCombatBond { get; set; }
public bool HaveSeenCapShip { get; set; } = false;
public bool HaveSeenAlliedCaptain { get; set; } = false;
public bool HaveSeenEnemyCaptain { get; set; } = false;
public bool HaveSeenSpecOps { get; set; } = false;
public bool HaveSeenAlliedCorrespondent { get; set; } = false;
public bool HaveSeenEnemyCorrespondent { get; set; } = false;
public bool? SelfDestruct { get; set; } = null;
/// <summary>
/// Current Odyssey settlement.
/// </summary>
public string? Settlement { get; set; } = null;
/// <summary>
/// Current Merits
/// </summary>
public long? CurrentMerits { get; set; } = null;
/// <summary>
/// Merits from last login
/// </summary>
public long? LastMerits { get; set; } = null;
/// <summary>
/// Returns true if the current session is legacy
/// </summary>
public bool IsLegacy { get; set; } = false;
/// <summary>
/// How many on foot kills were done.
/// </summary>
public ulong OnFootKills { get; set; } = 0;
/// <summary>
/// How many ship kills were done.
/// </summary>
public ulong ShipKills { get; set; } = 0;
/// <summary>
/// Thargoid scouts killed
/// </summary>
public ulong ThargoidScoutKills { get; set; } = 0;
/// <summary>
/// Thargoid interceptor kills
/// </summary>
public ulong ThargoidInterceptorKills { get; set; } = 0;
/// <summary>
/// Whether we have seen an AX warzone NPC talk to us with ReceiveText
/// </summary>
public bool HaveSeenAXWarzoneNPC { get; set; } = false;
/// <summary>
/// A list of accepted missions index by their mission ID
/// </summary>
public Dictionary<ulong, Mission> AcceptedMissions { get; } = new();
public Dictionary<ulong, Location> AcceptedMissionLocation { get; } = new();
/// <summary>
/// A way to lookup a system by its system id
/// </summary>
public Dictionary<ulong, string> SystemsByID { get; } = new();
/// <summary>
/// A list of factions present in the given star system
/// </summary>
public Dictionary<string, List<Faction>> SystemFactions { get; } = new();
/// <summary>
/// To which faction a given named NPC belonged to.
/// </summary>
public Dictionary<string, string> NPCFaction { get; } = new();
/// <summary>
/// Buy costs for a given commodity
/// </summary>
public Dictionary<string, long> BuyCost = new();
/// <summary>
/// Called when the player leaves an instance, either through logout, FSD jump or
/// supercruise instance.
/// </summary>
public void LeftInstance() {
CurrentInstanceType = null;
Settlement = null;
}
private bool HadCombatZone() {
if (CurrentInstanceType != null &&
Instances.IsInstance(CurrentInstanceType, Instances.PowerWarzoneMedium)) {
return true;
}
if (HighestCombatBond == null &&
LastRecordedAwardingFaction == null &&
HaveSeenAXWarzoneNPC == false &&
CurrentInstanceType == null) {
return false;
}
return true;
}
public void DiscernCombatZone(TransactionList transactions, Entry e) {
string? grade = CombatZones.DifficultyLow;
string cztype;
ulong highest = HighestCombatBond ?? 0;
string? faction = LastRecordedAwardingFaction;
if (!HadCombatZone()) {
return;
}
if (OnFootKills > 0 || IsOnFoot == true) {
cztype = CombatZones.GroundCombatZone;
// High on foot combat zones have enforcers that bring 80k a pop
if (highest >= 60000) {
grade = CombatZones.DifficultyHigh;
} else if (highest >= 30000) {
// In medium conflict zones, the enforcers are worth 30k
grade = CombatZones.DifficultyMedium;
} else {
grade = CombatZones.DifficultyLow;
}
} else if (CurrentInstanceType != null) {
if (!Instances.IsWarzone(CurrentInstanceType)) {
return;
}
if (LastRecordedAwardingFaction == null &&
(Instances.IsHumanWarzone(CurrentInstanceType) ||
Instances.IsPowerWarzone(CurrentInstanceType))) {
transactions.AddIncomplete(new CombatZone(),
"Could not discern for whom you fought for, " +
"as it seems you haven't killed anyone in the ship combat zone.",
e);
return;
}
// If we have information about the current instance being a warship use that
// information to determine the warzone.
if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneLow)) {
cztype = CombatZones.ShipCombatZone;
grade = CombatZones.DifficultyLow;
} else if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneMedium)) {
cztype = CombatZones.ShipCombatZone;
grade = CombatZones.DifficultyMedium;
} else if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneHigh)) {
cztype = CombatZones.ShipCombatZone;
grade = CombatZones.DifficultyHigh;
} else if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneThargoidLow)) {
cztype = CombatZones.AXCombatZone;
grade = CombatZones.DifficultyLow;
} else if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneThargoidMedium)) {
cztype = CombatZones.AXCombatZone;
grade = CombatZones.DifficultyMedium;
} else if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneThargoidHigh)) {
cztype = CombatZones.AXCombatZone;
grade = CombatZones.DifficultyHigh;
} else if (Instances.IsInstance(CurrentInstanceType, Instances.WarzoneThargoidVeryHigh)) {
cztype = CombatZones.AXCombatZone;
grade = CombatZones.DifficultyVeryHigh;
} else if (Instances.IsInstance(CurrentInstanceType, Instances.PowerWarzoneMedium)) {
cztype = CombatZones.PowerCombatZone;
grade = CombatZones.DifficultyMedium;
} else {
transactions.AddIncomplete(new CombatZone(),
"Unknown conflict zone difficulty",
e);
return;
}
} else if (ShipKills > 0 && !IsOnFoot) {
// Ship combat zones can be identified by the amount of kills
if (ShipKills > 20) {
grade = CombatZones.DifficultyHigh;
} else if (ShipKills > 10) {
grade = CombatZones.DifficultyMedium;
}
// Cap ship, means a high conflict zone
if (HaveSeenCapShip) {
grade = CombatZones.DifficultyHigh;
} else {
int warzoneNpcs = new List<bool>() {
HaveSeenEnemyCaptain,
HaveSeenEnemyCorrespondent,
HaveSeenSpecOps
}
.Where(x => x == true)
.Count()
;
if (warzoneNpcs >= 1 && grade == CombatZones.DifficultyLow) {
grade = CombatZones.DifficultyMedium;
}
}
cztype = CombatZones.ShipCombatZone;
} else if ((ThargoidScoutKills > 0 && ThargoidInterceptorKills > 0) ||
HaveSeenAXWarzoneNPC == true) {
// Could be a thargoid combat zones if interceptors and scouts are there
cztype = CombatZones.AXCombatZone;
// Still unknown
grade = null;
} else {
transactions.AddIncomplete(new CombatZone(), "Failed to discern combat zone type", e);
return;
}
CombatZone zone = new CombatZone() {
System = CurrentSystem,
Faction = faction,
IsLegacy = IsLegacy,
Settlement = Settlement,
Grade = grade,
Type = cztype,
// Sad truth is, if HaveSeenXXX is false, we just don't know for certain
CapitalShip = HaveSeenCapShip ? true : null,
SpecOps = HaveSeenSpecOps ? true : null,
EnemyCorrespondent = HaveSeenEnemyCorrespondent ? true : null,
AlliedCorrespondent = HaveSeenAlliedCorrespondent ? true : null,
EnemyCaptain = HaveSeenEnemyCaptain ? true : null,
AlliedCaptain = HaveSeenAlliedCaptain ? true : null,
};
zone.Entries.Add(e);
transactions.Add(zone);
}
public void RecordCombatBond(FactionKillBondEntry e) {
if (HighestCombatBond == null || e.Reward > HighestCombatBond) {
HighestCombatBond = e.Reward;
}
LastRecordedAwardingFaction = e.AwardingFaction;
if (IsOnFoot) {
++OnFootKills;
} else {
++ShipKills;
}
}
public void ResetCombatZone() {
HighestCombatBond = null;
HaveSeenCapShip = false;
HaveSeenAlliedCaptain = false;
HaveSeenEnemyCaptain = false;
HaveSeenAlliedCorrespondent = false;
HaveSeenEnemyCorrespondent = false;
HaveSeenSpecOps = false;
LastRecordedAwardingFaction = null;
OnFootKills = 0;
ShipKills = 0;
ThargoidInterceptorKills = 0;
ThargoidScoutKills = 0;
HaveSeenAXWarzoneNPC = false;
}
public void BoughtCargo(string? cargo, long? cost) {
if (cargo == null || cost == null) {
return;
}
BuyCost[cargo] = cost.Value;
}
public List<Faction>? GetFactions(string? system) {
if (system == null || !SystemFactions.ContainsKey(system)) {
return null;
}
return SystemFactions[system];
}
public void MissionAccepted(MissionAcceptedEntry? entry) {
if (entry == null) {
return;
}
MissionAccepted(entry.Mission);
}
public void MissionAccepted(Mission? mission) {
if (CurrentSystem == null || CurrentSystemAddress == null) {
throw new Exception("Mission accepted without knowing where.");
}
if (mission == null) {
throw new Exception("Mission is null");
}
AcceptedMissions.TryAdd(mission.MissionID, mission);
Location location = new() {
StarSystem = CurrentSystem,
SystemAddress = CurrentSystemAddress.Value,
Station = (CurrentStation ?? ""),
};
AcceptedMissionLocation.TryAdd(mission.MissionID, location);
}
}

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using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
internal interface ITransactionParserPart {
/// <summary>
/// Parse a given entry of the entry type specified when declaring to implement this
/// interface. You must add your transaction to the passed list in case you did have
/// enough information to parse one or more. You may update the parser context
/// with new information in case the entry yielded new information.
/// Throw an exception if there was an error or a malformed entry. If you have an
/// incomplete entry, i.e. not enough information to complete one, add an
/// IncompleteTransaction to the list
/// </summary>
/// <param name="entry">The entry to parse</param>
/// <param name="context">Parsing context that may contain useful information</param>
/// <param name="transactions">List of parsed transactions</param>
public void Parse(Entry entry, TransactionParserContext context, TransactionParserOptions options, TransactionList transactions);
}

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using System.Globalization;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal.BGS;
public class Vouchers : Transaction {
private string? type = null;
public Vouchers() {
}
public Vouchers(RedeemVoucherEntry e) {
Entries.Add(e);
}
public long TotalSum {
get {
if (Faction == null) {
return 0;
}
return Entries
.OfType<RedeemVoucherEntry>()
.ToList()
.Sum(x => (long)x.GetBountyForFaction(Faction))
;
}
}
public string? Type {
get {
if (Entries == null) {
return null;
}
if (type == null) {
string? v = Entries
.OfType<RedeemVoucherEntry>()
.GroupBy(x => x.Type)
.Select(x => x.Key)
.First();
if (v == null) {
return null;
} else if (v == Bonds.CombatBond) {
type = "Combat Bond";
} else if (v == Bonds.Bounty) {
type = "Bounty";
} else {
type = CultureInfo.CurrentCulture.TextInfo.ToTitleCase(v);
}
}
return type;
}
}
public override int CompareTo(Transaction? other) {
if (other == null || other.GetType() != typeof(Vouchers)) {
return -1;
}
Vouchers? b = other as Vouchers;
if (b?.Type == Type &&
b?.Faction == Faction &&
b?.System == System &&
b?.Station == Station) {
return 0;
}
return -1;
}
public override string ToString() {
return string.Format("{0} Vouchers: {1}", Type, Credits.FormatCredits(TotalSum));
}
}

13
EDPlayerJournal/Bonds.cs Normal file
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namespace EDPlayerJournal;
public class Bonds {
/// <summary>
/// Internal string name for combat bonds.
/// </summary>
public static readonly string CombatBond = "CombatBond";
/// <summary>
/// Internal string name for bounties.
/// </summary>
public static readonly string Bounty = "bounty";
}

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namespace EDPlayerJournal;
public class Channels {
/// <summary>
/// Channel NPCs use to talk to the commander.
/// </summary>
public static readonly string NPC = "npc";
}

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namespace EDPlayerJournal;
/// <summary>
/// Static strings related to combat zones
/// </summary>
public class CombatZones {
/// <summary>
/// Type string for ground combat zone
/// </summary>
public static readonly string GroundCombatZone = "Ground";
/// <summary>
/// Type string for ship combat zones
/// </summary>
public static readonly string ShipCombatZone = "Ship";
/// <summary>
/// Power combat zones, new in Ascendancy update.
/// </summary>
public static readonly string PowerCombatZone = "Power";
/// <summary>
/// AX combat zone
/// </summary>
public static readonly string AXCombatZone = "AX";
/// <summary>
/// Difficulty low
/// </summary>
public static readonly string DifficultyLow = "Low";
/// <summary>
/// Difficulty medium
/// </summary>
public static readonly string DifficultyMedium = "Medium";
/// <summary>
/// Difficulty high
/// </summary>
public static readonly string DifficultyHigh = "High";
/// <summary>
/// Very high difficulty, so far AX combat zone only
/// </summary>
public static readonly string DifficultyVeryHigh = "Very High";
/// <summary>
/// Returns the given combat zone difficulty as an integer, so it can be sorted.
/// 0 = lowest difficulty, 1 = medium and so forth.
/// </summary>
public static int? DifficultyRank(string? difficulty) {
Dictionary<string, int> ranks = new() {
{ DifficultyLow, 0 },
{ DifficultyMedium, 1 },
{ DifficultyHigh, 2 },
{ DifficultyVeryHigh, 3 }
};
if (difficulty == null ) {
return null;
}
if (ranks.TryGetValue(difficulty, out int rank)) {
return rank;
}
return null;
}
}

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using System.Globalization;
namespace EDPlayerJournal;
public class Credits {
public static string FormatCredits(uint amount) {
return FormatCredits((long)amount);
}
public static string FormatCredits(ulong amount) {
return FormatCredits((long)amount);
}
public static string FormatCredits(long amount) {
var format = new CultureInfo(CultureInfo.CurrentCulture.Name, true).NumberFormat;
format.NumberGroupSeparator = ",";
format.NumberDecimalSeparator = ".";
format.NumberGroupSizes = new int[1] { 3 };
format.NumberDecimalDigits = 0;
if (amount > 0 && (amount % 1000000000) == 0) {
amount /= 1000000000;
return string.Format("{0}M CR", amount.ToString("N", format));
} else if (amount > 0 && (amount % 1000000) == 0) {
amount /= 1000000;
return string.Format("{0}M CR", amount.ToString("N", format));
} else if (amount > 0 && (amount % 100000) == 0) {
double am = ((double)amount) / 1000000;
format.NumberDecimalDigits = 1;
return string.Format("{0}M CR", am.ToString("N", format));
} else if (amount > 0 && (amount % 1000) == 0) {
amount /= 1000;
return string.Format("{0}K CR", amount.ToString("N", format));
}
return string.Format("{0} CR", amount.ToString("N", format));
}
public static string FormatMillions(long amount) {
double millions = (amount / 1000000.0);
if (amount >= 100000) {
return string.Format("{0:0.0}M", millions);
} else if (amount >= 10000) {
return string.Format("{0:0.00}M", millions);
}
return string.Format("{0}", amount);
}
}

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namespace EDPlayerJournal;
public class CrimeTypes {
public static readonly string Assault = "assault";
public static readonly string Murder = "murder";
public static readonly string OnFootArcCutterUse = "onFoot_arcCutterUse";
public static readonly string OnFootDataTransfer = "onFoot_dataTransfer";
public static readonly string OnFootIdentityTheft = "onFoot_identityTheft";
public static readonly string OnFootMurder = "onFoot_murder";
public static readonly string Piracy = "piracy";
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net7.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Newtonsoft.Json" Version="13.0.1" />
</ItemGroup>
</Project>

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namespace EDPlayerJournal;
public class EliteDangerous {
/// <summary>
/// The ingame universe is 1286 years in the future. This is needed to convert dates
/// and times to ingame dates and times
/// </summary>
public static readonly int YearOffset = 1286;
}

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namespace EDPlayerJournal;
public class EnglishMissionNames {
public static Dictionary<string, string> MissionNames { get; } = new Dictionary<string, string>() {
{"Chain_FindThePirateLord_name", "Assassination (Pirate Lord) (Chain)"},
{"Chain_RegainFooting_name", "Regain Footing (Chain)"},
{"Chain_SalvageJustice_name", "Assassination (Legal) (Chain)"},
{"Mission_Altruism_Bust_name", "Donate (Bust)" },
{"Mission_Altruism_CivilUnrest_name", "Donate (Civil Unrest)" },
{"Mission_Altruism_name", "Donate"},
{"Mission_Altruism_Outbreak_name", "Donate (Outbreak)" },
{"Mission_AltruismCredits_Bust_name", "Donate Credits (Bust)"},
{"Mission_AltruismCredits_CivilUnrest_name", "Donate Credits (Civil Unrest)" },
{"Mission_AltruismCredits_Famine_name", "Donate Credits (Famine)"},
{"Mission_AltruismCredits_name", "Donate Credits"},
{"Mission_AltruismCredits_Outbreak_name", "Donate Credits (Outbreak)" },
{"Mission_Assassinate_Illegal_BLOPS_name", "Assassination (Illegal)"},
{"MISSION_assassinate_Illegal_Planetary_name", "Assassination (Illegal, Planetary)" },
{"Mission_Assassinate_Legal_Bust_name", "Assassination (Bust, Legal)" },
{"MISSION_assassinate_legal_CivilUnrest_name", "Assassination (Civil Unrest, Legal)" },
{"Mission_Assassinate_Legal_Communism_name", "Assassination (Communism, Legal)" },
{"Mission_Assassinate_Legal_Corporate_name", "Assassination (Corporate, Legal)"},
{"Mission_Assassinate_Legal_War_name", "Assassination (War, Legal)" },
{"Mission_Assassinate_name", "Assassination"},
{"Mission_Assassinate_Planetary_Expansion_name", "Assassination (Planetary Scan, Expansion)" },
{"Mission_Assassinate_Planetary_name", "Assassination (Planetary Scan)"},
{"Mission_Collect_Bust_name", "Provide (Bust)"},
{"Mission_Collect_CivilLiberty_name", "Provide (Civil Liberty)"},
{"Mission_Collect_CivilUnrest_name", "Provide (Civil Unrest)"},
{"Mission_Collect_Famine_name", "Provide (Famine)"},
{"Mission_Collect_Industrial_name", "Provide (Industrial)"},
{"Mission_Collect_name", "Provide"},
{"Mission_Collect_Outbreak_name", "Provide (Outbreak)" },
{"Mission_Collect_RankEmp_name", "Provide (Imperial Navy)"},
{"Mission_Collect_Retreat_name", "Provide (Retreat)"},
{"Mission_Courier_CivilUnrest_name", "Courier (Divil Unrest)" },
{"Mission_Courier_Democracy_name", "Courier (Democracy)"},
{"Mission_Courier_Elections_name", "Courier (Elections)"},
{"Mission_Courier_Expansion_name", "Courier (Expansion)"},
{"Mission_Courier_Famine_name", "Courier (Famine)"},
{"Mission_Courier_Lockdown_name", "Courier (Lockdown)"},
{"Mission_Courier_name", "Courier"},
{"Mission_Courier_RankEmp_name", "Courier (Imperial Navy)"},
{"Mission_Courier_War_name", "Courier (War)" },
{"Mission_Delivery_Agriculture_name", "Delivery (Agriculture)"},
{"Mission_Delivery_Boom_name", "Delivery (Boom)"},
{"Mission_Delivery_CivilUnrest_name", "Delivery (Civil Unrest)"},
{"Mission_Delivery_Democracy_name", "Delivery (Democracy)"},
{"Mission_Delivery_Investment_name", "Delivery (Investment)"},
{"Mission_Delivery_name", "Delivery"},
{"Mission_Delivery_RankEmp_name", "Delivery (Imperial Navy)"},
{"Mission_Delivery_Retreat_name", "Delivery (Retreat)"},
{"Mission_DeliveryWing_name", "Delivery (Wing)"},
{"Mission_DeliveryWing_War_name", "Delivery (Wing) (War)"},
{"Mission_Disable_BLOPS_Expansion_name", "Disable Surface Installation (Expansion) (Black Ops)" },
{"MISSION_Disable_BLOPS_name", "Disable Surface Installation (Black Ops)" },
{"MISSION_Disable_name", "Disable Surface Installation" },
{"MISSION_Hack_name", "Hack Surface Installation" },
{"Mission_Hack_BLOPS_Boom_name", "Hack Surface Installation (Boom)"},
{"Mission_Hack_BLOPS_Elections_name", "Hack Surface Installation (Elections)"},
{"Mission_Hack_BLOPS_Expansion_name", "Hack Surface Installation (Expansion)"},
{"MISSION_Hack_BLOPS_name", "Hack Surface Installation"},
{"Mission_HackMegaship_name", "Hack Megaship"},
{"Mission_LongDistanceExpedition_Explorer_Boom_name", "Long Distance Expedition (Boom)"},
{"Mission_LongDistanceExpedition_name", "Long Distance Expedition"},
{"Mission_Massacre_Conflict_CivilWar_name", "Massacre (Civil War)"},
{"Mission_Massacre_name", "Massacre"},
{"Mission_Massacre_RankEmp_name", "Massacre (Imperial Navy)"},
{"Mission_MassacreWing_Legal_Bust_name", "Massacre (Wing) (Bust)"},
{"Mission_MassacreWing_name", "Massacre (Wing)"},
{"Mission_Mining_name", "Mining" },
{"Mission_OnFoot_Assassination_MB_name", "On Foot Assassination"},
{"Mission_OnFoot_Assassination_Hard_MB_name", "On Foot Assassination (Flight-Risk)" },
{"Mission_OnFoot_Assassination_Covert_MB_name", "On Foot Assassination (Covert)" },
{"Mission_OnFoot_AssassinationIllegal_MB_name", "On Foot Assassination (Illegal)"},
{"Mission_OnFoot_AssassinationIllegal_NCD_MB_name", "On Foot Assassination (Illegal)" },
{"Mission_OnFoot_Collect_Contact_MB_name", "On Foot Collect"},
{"Mission_OnFoot_Collect_MB_name", "On Foot Collection"},
{"Mission_OnFoot_Defence_MacGuffin_MB_StandardCanister_name", "On Foot Cargo Defence" },
{"Mission_OnFoot_Delivery_Contact_MB_name", "On Foot Delivery (Contact)"},
{"Mission_OnFoot_Hack_Upload_Covert_MB_name", "On Foot Hack (Covert Upload)"},
{"Mission_OnFoot_Hack_Upload_MB_name", "On Foot Hack (Upload)"},
{"Mission_OnFoot_Heist_MB_name", "On Foot Heist" },
{"Mission_OnFoot_Heist_POI_MB_name", "On Foot Heist (POI)"},
{"Mission_OnFoot_Massacre_MB_name", "On Foot Massacre" },
{"Mission_OnFoot_MassacreIllegal_MB_name", "On Foot Massacre (Illegal)"},
{"Mission_OnFoot_Onslaught_MB_name", "On Foot Onslaught"},
{"Mission_OnFoot_Onslaught_Offline_MB_name", "On Foot Onslaught (Offline)"},
{"Mission_OnFoot_ProductionHeist_Covert_MB_name", "On Foot Production Heist (Covert)"},
{"Mission_OnFoot_ProductionHeist_MB_name", "On Foot Production Heist"},
{"Mission_OnFoot_Reboot_MB_name", "On Foot Reboot"},
{"Mission_OnFoot_RebootRestore_MB_name", "On Foot Reboot/Restore"},
{"Mission_OnFoot_Sabotage_Power_MB_name", "On Foot Power Sabotage"},
{"Mission_OnFoot_Sabotage_Power_Covert_MB_name", "On Foot Power Sabotage (Covert)"},
{"Mission_OnFoot_Sabotage_Production_MB_name", "On Foot Production Sabotage"},
{"Mission_OnFoot_Sabotage_Production_Covert_MB_name", "On Foot Production Sabotage (Covert)"},
{"Mission_OnFoot_Salvage_MB_name", "On Foot Salvage"},
{"Mission_OnFoot_SalvageIllegal_MB_name", "On Foot Salvage (Illegal)"},
{"Mission_OnFoot_Smuggle_Contact_MB_name", "On Foot Smuggling" },
{"Mission_PassengerBulk_AIDWORKER_ARRIVING", "Seeking Transport (Aid Workers)"},
{"Mission_PassengerBulk_name", "Seeking Transport" },
{"Mission_PassengerVIP", "Passenger (VIP)"},
{"Mission_PassengerVIP_Criminal_BOOM_name", "Passenger Criminal (VIP) (Boom)"},
{"Mission_PassengerVIP_name", "Passenger (VIP)"},
{"Mission_PassengerVIP_Scientist_FAMINE_name", "Passenger Scientist (VIP) (Famine)"},
{"Mission_PassengerVIP_Tourist_BOOM_name", "Passenger Tourist (VIP) (Boom)"},
{"Mission_Rescue_Elections_name", "Liberate Hostages (Election)" },
{"Mission_Rescue_name", "Liberate Hostages" },
{"Mission_Rescue_Planet_Expansion_name", "Planet Rescue (Expansion)" },
{"Mission_Rescue_Planet_Retreat_name", "Planet Rescue (Retreat)" },
{"Mission_Rescue_Planet_name", "Planet Rescue"},
{"MISSION_Salvage_CivilUnrest_name", "Salvage (Civil Unrest)"},
{"MISSION_Salvage_Expansion_name", "Salvage (Expansion)"},
{"MISSION_Salvage_Illegal_name", "Salvage (Illegal)"},
{"Mission_Salvage_name", "Salvage"},
{"Mission_Salvage_RankEmp_name", "Salvage (Imperial Navy)"},
{"MISSION_Salvage_Refinery_name", "Salvage (Refinery)"},
{"MISSION_Salvage_Retreat_name", "Salvage (Retreat)"},
{"MISSION_Scan_name", "Scan"},
{"Mission_Sightseeing_Criminal_FAMINE_name", "Sightseeing (Criminal) (Famine)"},
{"Mission_Sightseeing_name", "Sightseeing"},
{"Mission_Smuggle_Anarchy_name", "Smuggling (Anarchy)" },
{"Mission_TW_Massacre_Basilisk_Plural_name", "Kill Basilisks" },
{"Mission_TW_Massacre_Basilisk_Singular_name", "Kill Basilisk" },
{"Mission_TW_Massacre_Cyclops_Plural_name", "Kill Cyclops" },
{"Mission_TW_Massacre_Cyclops_Singular_name", "Kill Cyclop" },
{"Mission_TW_Massacre_Hydra_Plural_name", "Kill Hydras" },
{"Mission_TW_Massacre_Hydra_Singular_name", "Kill Hydra" },
{"Mission_TW_Massacre_Medusa_Plural_name", "Kill Medusas" },
{"Mission_TW_Massacre_Medusa_Singular_name", "Kill Medusa" },
{"Mission_TW_Massacre_Scout_Plural_name", "Kill Scouts" },
{"Mission_TW_OnFoot_Reboot_Occupied_MB_name", "Reboot Settlement (Thargoid)" },
{"Mission_TW_OnFoot_Reboot_NR_name", "Reboot Settlement (Thargoid)" },
{"Mission_TW_OnFoot_Reboot_MB_name", "Reboot Settlement (Thargoid)" },
{"Mission_TW_PassengerEvacuation_Burning_name", "Passenger Evacuation (Significant Damage)" },
{"Mission_TW_PassengerEvacuation_UnderAttack_name", "Passenger Evacuation (Thargoid Invasion)" },
{"Mission_TW_Rescue_UnderAttack_name", "Rescue (Thargoid Attack)" },
};
public static string? Translate(string name) {
if (MissionNames.ContainsKey(name)) {
return MissionNames[name];
}
return null;
}
}

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namespace EDPlayerJournal.Entries;
public class ApproachSettlementEntry : Entry {
/// <summary>
/// Settlement name
/// </summary>
public string? Name { get; set; } = null;
/// <summary>
/// Market ID of the settlement
/// </summary>
public long? MarketID { get; set; } = null;
/// <summary>
/// System ID
/// </summary>
public long? SystemAddress { get; set; } = null;
/// <summary>
/// Body ID
/// </summary>
public long? BodyID { get; set; } = null;
/// <summary>
/// Name of the planet
/// </summary>
public string? BodyName { get; set; } = null;
/// <summary>
/// Planet latitude
/// </summary>
public double Latitude { get; set; } = 0.0;
/// <summary>
/// Planet longitude
/// </summary>
public double Longitude { get; set; } = 0.0;
protected override void Initialise() {
Name = JSON.Value<string?>("Name");
MarketID = JSON.Value<long?>("MarketID");
SystemAddress = JSON.Value<long?>("SystemID");
BodyID = JSON.Value<long?>("BodyID");
BodyName = JSON.Value<string?>("BodyName");
Longitude = JSON.Value<double?>("Longitude") ?? 0.0;
Latitude = JSON.Value<double?>("Latitude") ?? 0.0;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EDPlayerJournal.Entries;
/**
* This entry appears whenever a bounty is awarded.
*/
public class BountyEntry : Entry {
private string? victimfaction = null;
private string? target = null;
private int rewards = 0;
protected override void Initialise() {
rewards = JSON.Value<int?>("TotalReward") ?? 0;
victimfaction = JSON.Value<string>("VictimFaction") ?? "";
target = JSON.Value<string>("Target_Localised") ?? "";
}
public string? VictimFaction => victimfaction;
public string? Target => target;
public int Rewards => rewards;
}

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namespace EDPlayerJournal.Entries;
public class CapShipBondEntry : Entry {
/// <summary>
/// Reward gained
/// </summary>
public ulong Reward { get; set; } = 0;
/// <summary>
/// Victim faction, i.e. to whom the cap ship belongs
/// </summary>
public string? VictimFaction { get; set; }
/// <summary>
/// Awarding faction.
/// </summary>
public string? AwardingFaction { get; set; }
protected override void Initialise() {
Reward = JSON.Value<ulong?>("Reward") ?? 0;
VictimFaction = JSON.Value<string?>("VictimFaction");
AwardingFaction = JSON.Value<string?>("AwardingFaction");
}
}

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using Newtonsoft.Json.Linq;
namespace EDPlayerJournal.Entries;
public class CarrierJump : Entry {
public bool Docked { get; set; } = false;
public string? StationName { get; set; } = null;
public string? StationType { get; set; } = null;
public string? StarSystem { get; set; } = null;
public ulong SystemAddress { get; set; } = 0;
public string? SystemFaction { get; set; } = null;
public List<Faction> SystemFactions { get; set; } = new List<Faction>();
protected override void Initialise() {
Docked = JSON.Value<bool?>("Docked") ?? false;
StarSystem = JSON.Value<string>("StarSystem");
SystemAddress = JSON.Value<ulong?>("SystemAddress") ?? 0;
StationName = JSON.Value<string?>("StationName");
StationType = JSON.Value<string?>("StationType");
var faction = JSON.Value<JObject>("SystemFaction");
if (faction != null) {
SystemFaction = faction.Value<string>("Name");
}
var factions = JSON.Value<JArray>("Factions");
if (factions != null) {
foreach (JObject system_faction in factions) {
Faction? f = Faction.FromJSON(system_faction);
if (f != null) {
SystemFactions.Add(f);
}
}
}
}
}

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namespace EDPlayerJournal.Entries;
public class CommanderEntry : Entry {
public string? Name { get; set; }
public string? FID { get; set; }
protected override void Initialise() {
Name = JSON.Value<string>("Name") ?? "";
FID = JSON.Value<string>("FID") ?? "";
}
public string FullName {
get {
if (string.IsNullOrEmpty(Name)) {
return string.Empty;
}
return "CMDR " + Name;
}
}
}

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namespace EDPlayerJournal.Entries;
public class CommitCrimeEntry : Entry {
public string? CrimeType { get; set; }
public string? Faction { get; set; }
public string? Victim { get; set; }
public string? VictimLocalised { get; set; }
public long Bounty { get; set; }
public long Fine { get; set; }
protected override void Initialise() {
CrimeType = JSON.Value<string>("CrimeType") ?? "assault";
Faction = JSON.Value<string>("Faction") ?? "";
Victim = JSON.Value<string>("Victim") ?? "";
VictimLocalised = JSON.Value<string>("Victim_Localised") ?? "";
Bounty = JSON.Value<long?>("Bounty") ?? 0;
Fine = JSON.Value<long?>("Fine") ?? 0;
}
public bool IsMurder {
get { return CrimeType?.CompareTo(CrimeTypes.Murder) == 0 || CrimeType?.CompareTo(CrimeTypes.OnFootMurder) == 0; }
}
public bool IsCrime(string crimetype) {
if (CrimeType == null) {
return false;
}
return string.Compare(CrimeType, crimetype) == 0;
}
}

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using Newtonsoft.Json.Linq;
namespace EDPlayerJournal.Entries;
public class Killer {
public string? Name { get; set; }
public string? Rank { get; set; }
public string? Ship { get; set; }
}
public class DiedEntry : Entry {
private readonly List<Killer> killers = new List<Killer>();
public List<Killer> Killers => killers;
public Killer? Killer => killers.Count > 0 ? killers[0] : null;
public bool WasWing => killers.Count > 1;
protected override void Initialise() {
var wing = JSON.Value<JArray>("Killers");
if (wing != null) {
/* a wing killed us */
foreach (JObject child in wing.Children<JObject>()) {
Killer killer = new Killer {
Name = child.Value<string>("Name"),
Rank = child.Value<string>("Rank"),
Ship = child.Value<string>("Ship")
};
killers.Add(killer);
}
} else {
/* a single ship killed us */
Killer killer = new Killer {
Name = JSON.Value<string>("KillerName"),
Rank = JSON.Value<string>("KillerRank"),
Ship = JSON.Value<string>("KillerShip")
};
killers.Add(killer);
}
}
}

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namespace EDPlayerJournal.Entries;
public class DisembarkEntry : Entry {
/// <summary>
/// Disembarked into an SRV?
/// </summary>
public bool SRV { get; set; } = false;
/// <summary>
/// Taxi?
/// </summary>
public bool Taxi { get; set; } = false;
/// <summary>
/// Multicrew or not.
/// </summary>
public bool Multicrew { get; set; } = false;
/// <summary>
/// Player's ship ID
/// </summary>
public ulong? ID { get; set; }
/// <summary>
/// Star system
/// </summary>
public string? StarSystem { get; set; }
/// <summary>
/// System address
/// </summary>
public ulong? SystemAddress { get; set; }
/// <summary>
/// Body, name e.g. HIP 6182 B 2 a
/// </summary>
public string? Body { get; set; }
/// <summary>
/// Body ID
/// </summary>
public ulong? BodyID { get; set; }
/// <summary>
/// Disembarked on a station?
/// </summary>
public bool OnStation { get; set; } = false;
/// <summary>
/// Disembarked on a planet?
/// </summary>
public bool OnPlanet { get; set; } = false;
protected override void Initialise() {
SRV = JSON.Value<bool?>("SRV") ?? false;
Taxi = JSON.Value<bool?>("Taxi") ?? false;
Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
ID = JSON.Value<ulong?>("ID");
StarSystem = JSON.Value<string?>("StarSystem");
SystemAddress = JSON.Value<ulong?>("SystemAddress");
Body = JSON.Value<string?>("Body");
BodyID = JSON.Value<ulong?>("BodyID");
OnStation = JSON.Value<bool?>("OnStation") ?? false;
OnPlanet = JSON.Value<bool?>("OnPlanet") ?? false;
}
}

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using Newtonsoft.Json.Linq;
namespace EDPlayerJournal.Entries;
public class DockedEntry : Entry {
/// <summary>
/// Name of the station
/// </summary>
public string? StationName { get; set; }
/// <summary>
/// Star system of the station
/// </summary>
public string? StarSystem { get; set; }
/// <summary>
/// System address
/// </summary>
public ulong? SystemAddress { get; set; }
/// <summary>
/// Faction owning the station.
/// </summary>
public string? StationFaction { get; set; }
/// <summary>
/// State of the station, new in Update 14
/// </summary>
public string? StationState { get; set; }
protected override void Initialise() {
StationName = JSON.Value<string>("StationName");
StarSystem = JSON.Value<string>("StarSystem");
SystemAddress = JSON.Value<ulong?>("SystemAddress");
StationState = JSON.Value<string>("StationState");
JObject? faction = JSON.Value<JObject>("StationFaction");
if (faction != null) {
StationFaction = faction.Value<string>("Name") ?? "";
}
}
}

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namespace EDPlayerJournal.Entries;
public class DropshipDeployEntry : Entry {
/// <summary>
/// Star system this drop happened in.
/// </summary>
public string? StarSystem { get; set; }
/// <summary>
/// System address
/// </summary>
public ulong? SystemAddress { get; set; }
/// <summary>
/// Planetary body
/// </summary>
public string? Body { get; set; }
/// <summary>
/// Body ID
/// </summary>
public ulong? BodyID { get; set; }
/// <summary>
/// Whether it happened on station.
/// </summary>
public bool? OnStation { get; set; }
/// <summary>
/// Whether it happened on a planet.
/// </summary>
public bool? OnPlanet { get; set; }
protected override void Initialise() {
StarSystem = JSON.Value<string?>("StarSystem");
SystemAddress = JSON.Value<ulong?>("SystemAddress");
Body = JSON.Value<string?>("Body");
BodyID = JSON.Value<ulong?>("BodyID");
OnStation = JSON.Value<bool?>("OnStation");
OnPlanet = JSON.Value<bool?>("OnPlanet");
}
}

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namespace EDPlayerJournal.Entries;
public class EmbarkEntry : Entry {
/// <summary>
/// Disembarked into an SRV?
/// </summary>
public bool SRV { get; set; } = false;
/// <summary>
/// Taxi?
/// </summary>
public bool Taxi { get; set; } = false;
/// <summary>
/// Multicrew or not.
/// </summary>
public bool Multicrew { get; set; } = false;
/// <summary>
/// Player's ship ID
/// </summary>
public ulong? ID { get; set; }
/// <summary>
/// Star system
/// </summary>
public string? StarSystem { get; set; }
/// <summary>
/// System address
/// </summary>
public ulong? SystemAddress { get; set; }
/// <summary>
/// Body, name e.g. HIP 6182 B 2 a
/// </summary>
public string? Body { get; set; }
/// <summary>
/// Body ID
/// </summary>
public ulong? BodyID { get; set; }
/// <summary>
/// Disembarked on a station?
/// </summary>
public bool OnStation { get; set; } = false;
/// <summary>
/// Disembarked on a planet?
/// </summary>
public bool OnPlanet { get; set; } = false;
protected override void Initialise() {
SRV = JSON.Value<bool?>("SRV") ?? false;
Taxi = JSON.Value<bool?>("Taxi") ?? false;
Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
ID = JSON.Value<ulong?>("ID");
StarSystem = JSON.Value<string?>("StarSystem");
SystemAddress = JSON.Value<ulong?>("SystemAddress");
Body = JSON.Value<string?>("Body");
BodyID = JSON.Value<ulong?>("BodyID");
OnStation = JSON.Value<bool?>("OnStation") ?? false;
OnPlanet = JSON.Value<bool?>("OnPlanet") ?? false;
}
}

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using Newtonsoft.Json;
using Newtonsoft.Json.Linq;
using System.Runtime.InteropServices;
namespace EDPlayerJournal.Entries;
/// <summary>
/// Base class for a single entry within the player journal. If no specific sub class is available
/// this class gives basic information, such as EventType or date when it happened. It also allows
/// base classes access to the underlying JSON object. Base classes should be named after the event
/// type that they map + Entry. So "FSDJump" event is handled by FSDJumpEntry.
/// </summary>
public class Entry {
private static readonly Dictionary<string, Type> classes = new Dictionary<string, Type> {
{ Events.ApproachSettlement, typeof(ApproachSettlementEntry) },
{ Events.Bounty, typeof(BountyEntry) },
{ Events.CapShipBond, typeof(CapShipBondEntry) },
{ Events.CarrierJump, typeof(CarrierJump) },
{ Events.Commander, typeof(CommanderEntry) },
{ Events.CommitCrime, typeof(CommitCrimeEntry) },
{ Events.Died, typeof(DiedEntry) },
{ Events.Disembark, typeof(DisembarkEntry) },
{ Events.Docked, typeof(DockedEntry) },
{ Events.DropshipDeploy, typeof(DropshipDeployEntry) },
{ Events.Embark, typeof(EmbarkEntry) },
{ Events.FactionKillBond, typeof(FactionKillBondEntry) },
{ Events.FileHeader, typeof(FileHeaderEntry) },
{ Events.FSDJump, typeof(FSDJumpEntry) },
{ Events.HullDamage, typeof(HullDamageEntry) },
{ Events.LoadGame, typeof(LoadGameEntry) },
{ Events.Location, typeof(LocationEntry) },
{ Events.MarketBuy, typeof(MarketBuyEntry) },
{ Events.MarketSell, typeof(MarketSellEntry) },
{ Events.MissionAbandoned, typeof(MissionAbandonedEntry) },
{ Events.MissionAccepted, typeof(MissionAcceptedEntry) },
{ Events.MissionCompleted, typeof(MissionCompletedEntry) },
{ Events.MissionFailed, typeof(MissionFailedEntry) },
{ Events.MissionRedirected, typeof(MissionRedirectedEntry) },
{ 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) },
{ Events.ShieldState, typeof(ShieldStateEntry) },
{ Events.ShipTargeted, typeof(ShipTargetedEntry) },
{ Events.SupercruiseDestinationDrop, typeof(SupercruiseDestinationDropEntry) },
{ Events.SupercruiseEntry, typeof(SupercruiseEntryEntry) },
{ Events.SupercruiseExit, typeof(SupercruiseExitEntry) },
{ Events.UnderAttack, typeof(UnderAttackEntry) },
};
private string? eventtype = null;
private string? datetime = null;
private DateTime timestamp;
private string? jsonstr = null;
protected JObject? json = null;
public Entry() {
}
public static Entry? Parse(string journalline) {
using (JsonReader reader = new JsonTextReader(new StringReader(journalline))) {
reader.DateParseHandling = DateParseHandling.None;
JObject? json = null;
try {
json = JObject.Load(reader);
} catch (Exception e) {
throw new InvalidJournalEntryException(
"invalid JSON journal entry: " + journalline,
e
);
}
if (json == null) {
return null;
}
return Parse(json);
}
}
public static Entry? Parse(JObject json) {
string? event_name = json.Value<string?>("event");
if (event_name == null) {
return null;
}
classes.TryGetValue(event_name, out Type? classhandler);
if (classhandler == null) {
// No specific handler available so use base class
classhandler = typeof(Entry);
}
Entry? obj = (Entry?)Activator.CreateInstance(classhandler);
if (obj == null) {
return null;
}
obj.InternalInitialise(json);
obj.Initialise();
return obj;
}
private void InternalInitialise(JObject jobject) {
this.json = jobject;
this.jsonstr = json.ToString(formatting: Formatting.None);
this.eventtype = json.Value<string>("event");
// Do not change this or JSON parser will conver the string to
// datetime object and call .ToString() on it which changes the
// date and time format
this.datetime = json.GetValue("timestamp")?.ToString();
if (!string.IsNullOrEmpty(this.datetime)) {
this.timestamp = DateTime.Parse(this.datetime, null, System.Globalization.DateTimeStyles.RoundtripKind);
}
}
protected virtual void Initialise() {
}
public bool Is(string eventtype) {
if (eventtype == null || this.eventtype == null) {
return false;
}
return String.Equals(this.eventtype, eventtype, StringComparison.OrdinalIgnoreCase);
}
public string? Event {
get { return eventtype; }
}
public DateTime Timestamp {
get { return timestamp; }
}
public JObject JSON {
get { return this.json ?? new JObject(); }
}
public override string ToString() {
return jsonstr ?? "";
}
}

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namespace EDPlayerJournal.Entries;
public class Events {
public static readonly string ApproachSettlement = "ApproachSettlement";
public static readonly string Bounty = "Bounty";
public static readonly string CapShipBond = "CapShipBond";
public static readonly string CarrierJump = "CarrierJump";
public static readonly string Commander = "Commander";
public static readonly string CommitCrime = "CommitCrime";
public static readonly string Died = "Died";
public static readonly string Disembark = "Disembark";
public static readonly string Docked = "Docked";
public static readonly string DropshipDeploy = "DropshipDeploy";
public static readonly string Embark = "Embark";
public static readonly string FactionKillBond = "FactionKillBond";
public static readonly string FighterDestroyed = "FighterDestroyed";
public static readonly string FileHeader = "Fileheader";
public static readonly string FSDJump = "FSDJump";
public static readonly string HullDamage = "HullDamage";
public static readonly string LoadGame = "LoadGame";
public static readonly string Location = "Location";
public static readonly string MarketBuy = "MarketBuy";
public static readonly string MarketSell = "MarketSell";
public static readonly string MissionAbandoned = "MissionAbandoned";
public static readonly string MissionAccepted = "MissionAccepted";
public static readonly string MissionCompleted = "MissionCompleted";
public static readonly string MissionFailed = "MissionFailed";
public static readonly string MissionRedirected = "MissionRedirected";
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";
public static readonly string ShieldState = "ShieldState";
public static readonly string ShipTargeted = "ShipTargeted";
public static readonly string Shutdown = "Shutdown";
public static readonly string SupercruiseDestinationDrop = "SupercruiseDestinationDrop";
public static readonly string SupercruiseEntry = "SupercruiseEntry";
public static readonly string SupercruiseExit = "SupercruiseExit";
public static readonly string UnderAttack = "UnderAttack";
}

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using System.Collections.Generic;
using Newtonsoft.Json.Linq;
namespace EDPlayerJournal.Entries;
public class FSDJumpEntry : Entry {
protected override void Initialise() {
SystemAddress = JSON.Value<ulong?>("SystemAddress") ?? 0;
StarSystem = JSON.Value<string>("StarSystem");
var pos = JSON.Value<JArray>("SarPos");
if (pos != null) {
StarPos = pos.ToObject<long[]>();
}
var faction = JSON.Value<JObject>("SystemFaction");
if (faction != null) {
SystemFaction = faction.Value<string>("Name");
}
var factions = JSON.Value<JArray>("Factions");
if (factions != null) {
foreach (JObject system_faction in factions) {
Faction? f = Faction.FromJSON(system_faction);
if (f != null) {
SystemFactions.Add(f);
}
}
}
}
public long[]? StarPos { get; set; }
public string? StarSystem { get; set; }
public string? SystemFaction { get; set; }
public ulong SystemAddress { get; set; }
public List<Faction> SystemFactions { get; set; } = new List<Faction>();
}

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namespace EDPlayerJournal.Entries;
public class FactionKillBondEntry : Entry {
/// <summary>
/// Reward given
/// </summary>
public ulong Reward { get; set; } = 0;
/// <summary>
/// Faction that awarded the kill bond
/// </summary>
public string? AwardingFaction { get; set; }
/// <summary>
/// Localised string of the awarding faction if available
/// </summary>
public string? AwardingFactionLocalised { get; set; }
/// <summary>
/// Victim faction, internal name
/// </summary>
public string? VictimFaction { get; set; }
/// <summary>
/// Localised name of the victim faction
/// </summary>
public string? VictimFactionLocalised { get; set; }
protected override void Initialise() {
Reward = JSON.Value<ulong?>("Reward") ?? 0;
AwardingFaction = JSON.Value<string>("AwardingFaction");
AwardingFactionLocalised = JSON.Value<string>("AwardingFaction_Localised");
VictimFaction = JSON.Value<string>("VictimFaction");
VictimFactionLocalised = JSON.Value<string>("VictimFaction_Localised");
}
}

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namespace EDPlayerJournal.Entries;
public class FileHeaderEntry : Entry {
/// <summary>
/// File part.
/// </summary>
public ulong Part { get; set; } = 1;
/// <summary>
/// Local language of the file.
/// </summary>
public string? Language { get; set; }
/// <summary>
/// Whether the file is for an Odyssey version
/// </summary>
public bool Odyssey { get; set; } = false;
/// <summary>
/// Game version in question (3.8 or 4.0)
/// </summary>
public string GameVersion { get; set; } = "3.8";
/// <summary>
/// Build version (SVN revision number).
/// </summary>
public string? Build { get; set; }
/// <summary>
/// Returns true if the version is legacy (3.X)
/// <summary>
public bool IsLegacy {
get {
return GameVersion.StartsWith("3.");
}
}
/// <summary>
/// Returns true if the version is live (4.x)
/// </summary>
public bool IsLive {
get { return !IsLegacy; }
}
protected override void Initialise() {
Part = JSON.Value<ulong?>("part") ?? 1;
Language = JSON.Value<string?>("language") ?? string.Empty;
// If this entry is not there then its a legacy entry
Odyssey = JSON.Value<bool?>("Odyssey") ?? false;
GameVersion = JSON.Value<string?>("gameversion") ?? "3.8";
Build = JSON.Value<string?>("build");
}
}

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namespace EDPlayerJournal.Entries;
public class HullDamageEntry : Entry {
private double health = 0;
private bool playerpilot = false;
private bool fighter = false;
public double Health => health;
public bool PlayerPilot => playerpilot;
public bool Fighter => fighter;
protected override void Initialise() {
health = JSON.Value<double?>("Health") ?? 100.0;
playerpilot = JSON.Value<bool?>("PlayerPilot") ?? true;
fighter = JSON.Value<bool?>("Fighter") ?? false;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EDPlayerJournal.Entries;
public class LoadGameEntry : Entry {
public string? Commander { get; set; }
public string? FID { get; set; }
public bool Horizons { get; set; }
public bool Odyssey { get; set; }
public string? Ship { get; set; }
public long ShipID { get; set; }
public bool StartLanded { get; set; }
public bool StartDead { get; set; }
public string? GameMode { get; set; }
public string? Group { get; set; }
public long Credits { get; set; }
public long Loan { get; set; }
public string? ShipName { get; set; }
public string? ShipIdent { get; set; }
public double FuelLevel { get; set; }
public double FuelCapacity { get; set; }
protected override void Initialise() {
Commander = JSON.Value<string>("Commander");
FID = JSON.Value<string>("FID");
// Game
Horizons = JSON.Value<bool?>("Horizons") ?? false;
Odyssey = JSON.Value<bool?>("Odyssey") ?? false;
// Ships
Ship = JSON.Value<string>("Ship");
ShipID = JSON.Value<long?>("ShipID") ?? 0;
ShipName = JSON.Value<string>("ShipName");
ShipIdent = JSON.Value<string>("ShipIdent");
// Fuel
FuelLevel = JSON.Value<double?>("FuelLevel") ?? 0.0;
FuelCapacity = JSON.Value<double?>("FuelCapacity") ?? 0.0;
// Landed/Dead
StartLanded = JSON.Value<bool?>("StartLanded") ?? false;
StartDead = JSON.Value<bool?>("StartDead") ?? false;
// GameMode
GameMode = JSON.Value<string>("GameMode");
// Group
Group = JSON.Value<string>("Group");
// Wealth
Credits = JSON.Value<long?>("Credits") ?? 0;
Loan = JSON.Value<long?>("Loan") ?? 0;
}
}

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using Newtonsoft.Json.Linq;
namespace EDPlayerJournal.Entries;
public class LocationEntry : Entry {
/// <summary>
/// Current star system.
/// </summary>
public string? StarSystem { get; set; }
/// <summary>
/// Faction in control of the current star system. Empty for unpopulated
/// systems.
/// </summary>
public string? SystemFaction { get; set; }
/// <summary>
/// 64bit system address.
/// </summary>
public ulong SystemAddress { get; set; }
/// <summary>
/// Station name if docked at a station.
/// </summary>
public string? StationName { get; set; }
/// <summary>
/// Faction in control of the current station, if docked.
/// </summary>
public string? StationFaction { get; set; }
/// <summary>
/// Body within the system, might be null.
/// </summary>
public string? Body { get; set; }
/// <summary>
/// Returns true if the player is docked somewhere.
/// </summary>
public bool Docked { get; set; }
/// <summary>
/// Position of the star system.
/// </summary>
public long[]? StarPos { get; set; }
public List<Faction> SystemFactions { get; set; } = new List<Faction>();
protected override void Initialise() {
StarSystem = JSON.Value<string>("StarSystem") ?? "";
SystemAddress = JSON.Value<ulong?>("SystemAddress") ?? 0;
Docked = JSON.Value<bool?>("Docked") ?? false;
StationName = JSON.Value<string>("StationName") ?? "";
var pos = JSON.Value<JArray>("StarPos");
if (pos != null) {
StarPos = pos.ToObject<long[]>();
}
JObject? systemfaction = JSON.Value<JObject>("SystemFaction");
if (systemfaction != null) {
SystemFaction = systemfaction.Value<string>("Name");
}
JObject? stationfaction = JSON.Value<JObject>("StationFaction");
if (stationfaction != null) {
StationFaction = stationfaction.Value<string>("Name");
}
JArray? factions = JSON.Value<JArray>("Factions");
if (factions != null) {
foreach (JObject system_faction in factions) {
Faction? f = Faction.FromJSON(system_faction);
if (f != null) {
SystemFactions.Add(f);
}
}
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace EDPlayerJournal.Entries;
public class MarketBuyEntry : Entry {
public string? Type { get; set; }
public string? TypeLocalised { get; set; }
public long Count { get; set; }
public long BuyPrice { get; set; }
public long TotalCost { get; set; }
protected override void Initialise() {
Type = JSON.Value<string>("Type");
TypeLocalised = JSON.Value<string>("Type_Localised");
Count = JSON.Value<long?>("Count") ?? 0;
BuyPrice = JSON.Value<long?>("BuyPrice") ?? 0;
TotalCost = JSON.Value<long?>("TotalCost") ?? 0;
}
}

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namespace EDPlayerJournal.Entries;
public class MarketSellEntry : Entry {
/// <summary>
/// Total value
/// </summary>
public int TotalSale { get; set; }
/// <summary>
/// How many.
/// </summary>
public int Count { get; set; }
/// <summary>
/// Average price paid
/// </summary>
public int AvgPricePaid { get; set; }
/// <summary>
/// Cargo type
/// </summary>
public string? Type { get; set; }
/// <summary>
/// Localised name of the cargo sold, may be null.
/// </summary>
public string? TypeLocalised { get; set; }
/// <summary>
/// Price per unit
/// </summary>
public int SellPrice { get; set; }
/// <summary>
/// Whether the goods were illegal in the target system.
/// </summary>
public bool IllegalGoods { get; set; }
/// <summary>
/// Whether the goods were stolen
/// </summary>
public bool StolenGoods { get; set; }
/// <summary>
/// Whether the goods were sold to the black market
/// </summary>
public bool BlackMarket { get; set; }
protected override void Initialise() {
Type = JSON.Value<string>("Type");
TypeLocalised = JSON.Value<string>("Type_Localised");
TotalSale = JSON.Value<int?>("TotalSale") ?? 0;
Count = JSON.Value<int?>("Count") ?? 0;
AvgPricePaid = JSON.Value<int?>("AvgPricePaid") ?? 0;
IllegalGoods = JSON.Value<bool?>("IllegalGoods") ?? false;
StolenGoods = JSON.Value<bool?>("StolenGoods") ?? false;
BlackMarket = JSON.Value<bool?>("BlackMarket") ?? false;
}
}

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namespace EDPlayerJournal.Entries;
public class MissionAbandonedEntry : Entry {
public Mission? Mission { get; set; }
protected override void Initialise() {
Mission = Mission.FromMissionAbandoned(JSON);
}
}

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namespace EDPlayerJournal.Entries;
public class MissionAcceptedEntry : Entry {
public Mission? Mission { get; set; }
protected override void Initialise() {
Mission = Mission.FromMissionAccepted(JSON);
}
}

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namespace EDPlayerJournal.Entries;
public class MissionCompletedEntry : Entry {
public Mission? Mission { get; set; }
protected override void Initialise() {
Mission = Mission.FromMissionCompleted(JSON);
}
}

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namespace EDPlayerJournal.Entries;
public class MissionFailedEntry : Entry {
/// <summary>
/// Fine imposed for mission failure.
/// </summary>
public int Fine { get; set; }
public Mission? Mission { get; set; }
protected override void Initialise() {
Mission = Mission.FromMissionFailed(JSON);
Fine = JSON.Value<int?>("Fine") ?? 0;
}
}

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namespace EDPlayerJournal.Entries;
public class MissionRedirectedEntry : Entry {
public int MissionID { get; set; } = 0;
public string? Name { get; set; }
public string? NewDestinationStation { get; set; }
public string? NewDestinationSystem { get; set; }
public string? OldDestinationSystem { get; set; }
protected override void Initialise() {
MissionID = (JSON.Value<int?>("MissionID") ?? 0);
Name = JSON.Value<string>("Name");
NewDestinationStation = JSON.Value<string>("NewDestinationStation");
NewDestinationSystem = JSON.Value<string>("NewDestinationSystem");
OldDestinationSystem = JSON.Value<string>("OldDestinationSystem");
}
}

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using Newtonsoft.Json.Linq;
namespace EDPlayerJournal.Entries;
public class MissionsEntry : Entry {
/// <summary>
/// List of currently active mission.
/// </summary>
public List<Mission> Active { get; set; } = new List<Mission>();
/// <summary>
/// List of failed missions, not yet discarded.
/// </summary>
public List<Mission> Failed { get; set; } = new List<Mission>();
/// <summary>
/// List of completed missions, not yet turned in.
/// </summary>
public List<Mission> Complete { get; set; } = new List<Mission>();
protected override void Initialise() {
JArray? arr;
arr = JSON.Value<JArray?>("Active");
if (arr != null) {
foreach (JObject item in arr.Children().OfType<JObject>()) {
Mission m = Mission.FromMissionAccepted(item);
Active.Add(m);
}
}
arr = JSON.Value<JArray?>("Failed");
if (arr != null) {
foreach (JObject item in arr.Children().OfType<JObject>()) {
Mission m = Mission.FromMissionAccepted(item);
Failed.Add(m);
}
}
arr = JSON.Value<JArray?>("Complete");
if (arr != null) {
foreach (JObject item in arr.Children().OfType<JObject>()) {
Mission m = Mission.FromMissionAccepted(item);
Complete.Add(m);
}
}
}
}

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namespace EDPlayerJournal.Entries;
public class MultiSellExplorationDataEntry : Entry {
protected override void Initialise() {
TotalEarnings = JSON.Value<long?>("TotalEarnings") ?? 0;
BaseValue = JSON.Value<long?>("BaseValue") ?? 0;
Bonus = JSON.Value<long?>("Bonus") ?? 0;
}
public long Total {
get { return BaseValue + Bonus; }
}
public long BaseValue { get; set; } = 0;
public long Bonus { get; set; } = 0;
/// <summary>
/// Total Earnings are the actual earnings without bonus. So this
/// value is BaseValue minus any percent a crew pilot takes.
/// </summary>
public long TotalEarnings { get; set; } = 0;
}

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namespace EDPlayerJournal.Entries;
public class MusicEntry : Entry {
public string? MusicTrack { get; set; } = null;
protected override void Initialise() {
MusicTrack = JSON.Value<string?>("MusicTrack");
}
}

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namespace EDPlayerJournal.Entries;
public class PowerplayCollectEntry : Entry {
protected override void Initialise() {
// TODO
}
}

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namespace EDPlayerJournal.Entries;
public class PowerplayDeliverEntry : Entry {
protected override void Initialise() {
// TODO
}
}

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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;
}
}
}

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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;
}

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namespace EDPlayerJournal.Entries;
public class PowerplayRankEntry : Entry {
protected override void Initialise() {
// TODO
}
}

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namespace EDPlayerJournal.Entries;
public class ReceiveTextEntry : Entry {
/// <summary>
/// From whom this message is
/// </summary>
public string? From { get; set; }
/// <summary>
/// The message, if it is just an NPC text, it will be a message ID
/// </summary>
public string? Message { get; set; }
/// <summary>
/// Message localised
/// </summary>
public string? MessageLocalised { get; set; }
/// <summary>
/// On what channel this was received.
/// </summary>
public string? Channel { get; set; }
public bool HasNPCCategory {
get {
if (From == null) {
return false;
}
if (From.Contains(';') && From.StartsWith("$")) {
return true;
}
return false;
}
}
/// <summary>
/// Returns the NPC's category, if it has one.
/// </summary>
public string? NPCCategory {
get {
if (!HasNPCCategory || From == null) {
return null;
}
string[] parts = From.Split(";", StringSplitOptions.TrimEntries);
if (parts.Length < 2) {
return null;
}
return string.Format("{0};", parts[0]);
}
}
/// <summary>
/// Returns the NPC's category, if it has one.
/// </summary>
public string? NPCName {
get {
if (!HasNPCCategory || From == null) {
return null;
}
string[] parts = From.Split(";", StringSplitOptions.TrimEntries);
if (parts.Length < 2) {
return null;
}
return parts[1];
}
}
protected override void Initialise() {
From = JSON.Value<string>("From");
Message = JSON.Value<string>("Message");
MessageLocalised = JSON.Value<string>("Message_localised");
Channel = JSON.Value<string>("Channel");
}
}

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using Newtonsoft.Json.Linq;
using System.Collections.Generic;
namespace EDPlayerJournal.Entries;
public class RedeemVoucherEntry : Entry {
protected override void Initialise() {
Amount = (JSON.Value<ulong?>("Amount") ?? 0);
Type = JSON.Value<string>("Type");
/* according to API, there should be a Factions structure */
JToken? factions = JSON.GetValue("Factions");
if (factions != null) {
foreach (JObject faction in factions.Children<JObject>()) {
string? faction_name = faction.Value<string>("Faction");
ulong? faction_bounty = faction.Value<ulong?>("Amount");
if (faction_name == null || faction_name.Length <= 0 || faction_bounty == null) {
continue;
}
Factions.Add(faction_name);
if (!FactionBounties.ContainsKey(faction_name)) {
FactionBounties[faction_name] = 0;
}
FactionBounties[faction_name] += (faction_bounty ?? 0);
}
}
/* but there also might be just a Faction entry */
string? single_faction = JSON.Value<string>("Faction");
if (single_faction != null) {
Factions.Add(single_faction);
if (!FactionBounties.ContainsKey(single_faction)) {
FactionBounties[single_faction] = 0;
}
FactionBounties[single_faction] += Amount;
}
}
public ulong GetBountyForFaction(string? a) {
if (a == null) {
return 0;
}
var relevant = FactionBounties.Where(x => EDPlayerJournal.Factions.CompareFactions(x.Key, a) == 0).ToList();
if (relevant == null || relevant.Count() == 0) {
return 0;
}
return (ulong)relevant.Sum(x => (decimal)x.Value);
}
public ulong Amount { get; set; } = 0;
public string? Type { get; set; } = "Bounty";
/// <summary>
/// List of factions
/// </summary>
public List<string> Factions { get; set; } = new();
/// <summary>
/// Bounties awarded by faction
/// </summary>
public Dictionary<string, ulong> FactionBounties { get; set; } = new();
}

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namespace EDPlayerJournal.Entries;
public class SearchAndRescueEntry : Entry {
public long MarketID { get; set; }
public string? Name { get; set; }
public string? NameLocalised { get; set; }
public long Count { get; set; }
public long Reward { get; set; }
protected override void Initialise() {
MarketID = JSON.Value<long?>("MarketID") ?? 0;
Name = JSON.Value<string>("Name") ?? "";
NameLocalised = JSON.Value<string>("Name_Localised");
Count = JSON.Value<long?>("Count") ?? 0;
Reward = JSON.Value<long?>("Reward") ?? 0;
}
}

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namespace EDPlayerJournal.Entries {
public class SelfDestructEntry : Entry {
// Has no data
}
}

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using System.Collections.Generic;
using Newtonsoft.Json.Linq;
using System.Linq;
namespace EDPlayerJournal.Entries;
public class SellExplorationDataEntry : Entry {
public long BaseValue { get; set; }
public long Bonus { get; set; }
/// <summary>
/// Total Earnings are the actual earnings without bonus. So this
/// value is BaseValue minus any percent a crew pilot takes.
/// </summary>
public long TotalEarnings { get; set; }
public long Total {
get { return BaseValue + Bonus; }
}
public List<string> Systems { get; set; } = new List<string>();
public List<string> Discovered { get; set; } = new List<string>();
protected override void Initialise() {
BaseValue = JSON.Value<long?>("BaseValue") ?? 0;
Bonus = JSON.Value<long?>("Bonus") ?? 0;
TotalEarnings = JSON.Value<long?>("TotalEarnings") ?? 0;
var sys = JSON.Value<JArray>("Systems");
if (sys != null) {
Systems = sys.Select(x => x.ToString()).ToList<string>();
}
var dis = JSON.Value<JArray>("Discovered");
if (dis != null) {
Discovered = dis.Select(x => x.ToString()).ToList<string>();
}
}
}

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namespace EDPlayerJournal.Entries;
public class SellMicroResourcesEntry : Entry {
protected override void Initialise() {
Price = JSON.Value<int>("Price");
}
public int Price { get; set; }
}

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using Newtonsoft.Json.Linq;
namespace EDPlayerJournal.Entries;
public class BioData {
public string? Genus { get; set; }
public string? GenusLocalised { get; set; }
public string? Species { get; set; }
public string? SpeciesLocalised { get; set; }
public long Value { get; set; } = 0;
public long Bonus { get; set; } = 0;
public long TotalValue {
get {
return Value + Bonus;
}
}
}
public class SellOrganicDataEntry : Entry {
public long MarketID { get; set; }
public List<BioData> BioData { get; } = new();
protected override void Initialise() {
MarketID = JSON.Value<long?>("MarketID") ?? 0;
var biodata = JSON.Value<JArray>("BioData");
if (biodata == null) {
return;
}
foreach (JObject item in biodata) {
BioData data = new BioData {
Bonus = item.Value<long?>("Bonus") ?? 0,
Value = item.Value<long?>("Value") ?? 0,
Species = item.Value<string>("Species"),
Genus = item.Value<string>("Genus"),
GenusLocalised = item.Value<string>("Genus_Localised"),
SpeciesLocalised = item.Value<string>("Species_Localised")
};
BioData.Add(data);
}
}
public long TotalValue {
get { return BioData.Sum(x => x.TotalValue); }
}
}

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namespace EDPlayerJournal.Entries;
public class ShieldStateEntry : Entry {
public bool ShieldsUp { get; set; } = false;
protected override void Initialise() {
ShieldsUp = JSON.Value<bool?>("ShieldsUp") ?? true;
}
}

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using System;
using System.Collections.Generic;
namespace EDPlayerJournal.Entries;
public class ShipTargetedEntry : Entry {
public string? Ship { get; set; }
public long ScanStage { get; set; }
public string? PilotName { get; set; }
public string? PilotNameLocalised { get; set; }
public string? PilotRank { get; set; }
public double ShieldHealth { get; set; }
public double HullHealth { get; set; }
public long Bounty { get; set; }
public string? LegalStatus { get; set; }
public string? Faction { get; set; }
public string? Power { get; set; }
protected override void Initialise() {
ScanStage = JSON.Value<long?>("ScanStage") ?? 0;
Ship = JSON.Value<string>("Ship_Localised");
PilotName = JSON.Value<string>("PilotName");
PilotNameLocalised = JSON.Value<string>("PilotName_Localised");
PilotRank = JSON.Value<string>("PilotRank");
ShieldHealth = JSON.Value<double?>("ShieldHealth") ?? 0.0;
HullHealth = JSON.Value<double?>("HullHealth") ?? 0.0;
Bounty = JSON.Value<long?>("Bounty") ?? 0;
LegalStatus = JSON.Value<string>("LegalStatus") ?? "Clean";
Faction = JSON.Value<string>("Faction");
Power = JSON.Value<string>("Power");
}
}

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namespace EDPlayerJournal.Entries;
public class SupercruiseDestinationDropEntry : Entry {
/// <summary>
/// Destination type, internal string.
/// </summary>
public string? Type { get; set; } = null;
/// <summary>
/// Destination type, localised string.
/// </summary>
public string? TypeLocalised { get; set; } = null;
/// <summary>
/// Threat of the destination, if known.
/// </summary>
public long? Threat { get; set; } = null;
/// <summary>
/// Market ID if it has one.
/// </summary>
public ulong? MarketID { get; set; } = null;
protected override void Initialise() {
Type = JSON.Value<string>("Type");
TypeLocalised = JSON.Value<string>("Type_Localised");
Threat = JSON.Value<long?>("Threat");
MarketID = JSON.Value<ulong?>("MarketID");
}
}

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namespace EDPlayerJournal.Entries;
public class SupercruiseEntryEntry : Entry {
/// <summary>
/// Taxi?
/// </summary>
public bool Taxi { get; set; } = false;
/// <summary>
/// Multicrew or not.
/// </summary>
public bool Multicrew { get; set; } = false;
/// <summary>
/// Star system
/// </summary>
public string? StarSystem { get; set; }
/// <summary>
/// System address
/// </summary>
public ulong? SystemAddress { get; set; }
protected override void Initialise() {
Taxi = JSON.Value<bool?>("Taxi") ?? false;
Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
StarSystem = JSON.Value<string?>("StarSystem");
SystemAddress = JSON.Value<ulong?>("SystemAddress");
}
}

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namespace EDPlayerJournal.Entries;
public class SupercruiseExitEntry : Entry {
/// <summary>
/// Taxi?
/// </summary>
public bool Taxi { get; set; } = false;
/// <summary>
/// Multicrew or not.
/// </summary>
public bool Multicrew { get; set; } = false;
/// <summary>
/// Star system
/// </summary>
public string? StarSystem { get; set; }
/// <summary>
/// System address
/// </summary>
public ulong? SystemAddress { get; set; }
/// <summary>
/// Body, name e.g. HIP 6182 B 2 a
/// </summary>
public string? Body { get; set; }
/// <summary>
/// Body ID
/// </summary>
public ulong? BodyID { get; set; }
/// <summary>
/// Body type (star, planet etc.)
/// </summary>
public string? BodyType { get; set; }
protected override void Initialise() {
Taxi = JSON.Value<bool?>("Taxi") ?? false;
Multicrew = JSON.Value<bool?>("Multicrew") ?? false;
StarSystem = JSON.Value<string?>("StarSystem");
SystemAddress = JSON.Value<ulong?>("SystemAddress");
Body = JSON.Value<string?>("Body");
BodyType = JSON.Value<string?>("BodyType");
BodyID = JSON.Value<ulong?>("BodyID");
}
}

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namespace EDPlayerJournal.Entries;
public class UnderAttackEntry : Entry {
public string? Target { get; set; }
protected override void Initialise() {
Target = JSON.Value<string>("Target");
}
}

185
EDPlayerJournal/Faction.cs Normal file
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Newtonsoft.Json.Linq;
namespace EDPlayerJournal;
public class FactionState {
public string? State { get; set; }
public long? Trend { get; set; }
public static FactionState? FromJSON(JObject j) {
if (j == null) {
return null;
}
FactionState s = new FactionState() {
State = j.Value<string>("State"),
Trend = j.Value<long?>("Trend"),
};
if (string.IsNullOrEmpty(s.State)) {
return null;
}
return s;
}
}
public class Factions {
/// <summary>
/// Internal name for the Pilots Federation faction
/// </summary>
public static string PilotsFederationInternal = "$faction_PilotsFederation;";
/// <summary>
/// Name used for Pilots Federation in vouchers
/// </summary>
public static string PilotsFederationVouchers = "PilotsFederation";
/// <summary>
/// Friendly name of the Pilots Federation
/// </summary>
public static string PilotsFederation = "Pilots' Federation";
/// <summary>
/// Internal name for the Thargoid faction
/// </summary>
public static string ThargoidInternal = "$faction_Thargoid;";
/// <summary>
/// Localised name of the Thargoids
/// </summary>
public static string Thargoid = "Thargoids";
/// <summary>
/// The faction the fleet carriers use.
/// </summary>
public static string FleetCarrier = "FleetCarrier";
public static bool IsPilotsFederation(string? name) {
if (name == null) {
return false;
}
if (string.Compare(name, PilotsFederationInternal) == 0 ||
string.Compare(name, PilotsFederationVouchers) == 0 ||
string.Compare(name, PilotsFederation) == 0) {
return true;
}
return false;
}
public static bool IsThargoid(string? name) {
if (name == null) {
return false;
}
if (string.Compare(name, ThargoidInternal) == 0 ||
string.Compare(name, Thargoid) == 0) {
return true;
}
return false;
}
/// <summary>
/// Compares two factions names and sees if they are the same faction. Since
/// factions can have an internal name, and a public name, this function takes
/// these into account.
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <returns></returns>
public static int CompareFactions(string? a, string? b) {
if (a == null || b == null) {
return -1;
}
if (IsPilotsFederation(a) && IsPilotsFederation(b)) {
return 0;
}
if (IsThargoid(a) && IsThargoid(b)) {
return 0;
}
return string.Compare(a, b);
}
}
public class Faction {
public string? Name { get; set; }
public string? FactionState { get; set; }
public string? Government { get; set; }
public double Influence { get; set; }
public string? Allegiance { get; set; }
public string? Happiness { get; set; }
public string? HappinessLocalised { get; set; }
public double MyReputation { get; set; }
public bool SquadronFaction { get; set; } = false;
public bool HomeSystem { get; set; } = false;
public List<FactionState> RecoveringStates { get; set; } = new List<FactionState>();
public List<FactionState> ActiveStates { get; set; } = new List<FactionState>();
public List<FactionState> PendingStates { get; set; } = new List<FactionState>();
public static Faction? FromJSON(JObject j) {
if (j == null) {
return null;
}
Faction f = new Faction() {
Name = j.Value<string>("Name") ?? "",
FactionState = j.Value<string>("FactionState") ?? "",
Government = j.Value<string>("Government") ?? "",
Influence = j.Value<double?>("Influence") ?? 1.0,
Allegiance = j.Value<string>("Allegiance") ?? "",
Happiness = j.Value<string>("Happiness") ?? "",
HappinessLocalised = j.Value<string>("Happiness_Localised") ?? "",
MyReputation = j.Value<double?>("MyReputation") ?? 1.0,
SquadronFaction = (j.Value<bool?>("SquadronFaction") ?? false),
HomeSystem = (j.Value<bool?>("HomeSystem") ?? false),
};
if (string.IsNullOrEmpty(f.Name)) {
return null;
}
JArray? recovering_states = j.Value<JArray>("RecoveringStates");
if (recovering_states != null) {
foreach (JObject s in recovering_states) {
FactionState? state = EDPlayerJournal.FactionState.FromJSON(s);
if (state != null) {
f.RecoveringStates.Add(state);
}
}
}
JArray? active_states = j.Value<JArray>("ActiveStates");
if (active_states != null) {
foreach (JObject s in active_states) {
FactionState? state = EDPlayerJournal.FactionState.FromJSON(s);
if (state != null) {
f.ActiveStates.Add(state);
}
}
}
JArray? pending_states = j.Value<JArray>("PendingStates");
if (pending_states != null) {
foreach (JObject s in pending_states) {
FactionState? state = EDPlayerJournal.FactionState.FromJSON(s);
if (state != null) {
f.PendingStates.Add(state);
}
}
}
return f;
}
}

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@ -0,0 +1,87 @@
namespace EDPlayerJournal;
/// <summary>
/// Contains information regarding instances you can supercruise into,
/// such as combat zones, installations and megaship scenarios.
/// </summary>
public class Instances {
/// <summary>
/// Low ship combat zone
/// </summary>
public static readonly string WarzoneLow = "$Warzone_PointRace_Low";
/// <summary>
/// Medium ship combat zone
/// </summary>
public static readonly string WarzoneMedium = "$Warzone_PointRace_Med";
/// <summary>
/// High ship combat zone.
/// </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>
public static readonly string WarzoneThargoidLow = "$Warzone_TG_Low";
/// <summary>
/// Medium Thargoid combat zone
/// </summary>
public static readonly string WarzoneThargoidMedium = "$Warzone_TG_Med";
/// <summary>
/// High Thargoid combat zone
/// </summary>
public static readonly string WarzoneThargoidHigh = "$Warzone_TG_High";
/// <summary>
/// Very High Thargoid combat zone
/// </summary>
public static readonly string WarzoneThargoidVeryHigh = "$Warzone_TG_VeryHigh";
public static bool IsThargoidWarzone(string type) {
return
IsInstance(type, WarzoneThargoidLow) ||
IsInstance(type, WarzoneThargoidMedium) ||
IsInstance(type, WarzoneThargoidHigh) ||
IsInstance(type, WarzoneThargoidVeryHigh)
;
}
public static bool IsHumanWarzone(string type) {
return
IsInstance(type, WarzoneLow) ||
IsInstance(type, WarzoneMedium) ||
IsInstance(type, WarzoneHigh)
;
}
public static bool IsPowerWarzone(string type) {
return
IsInstance(type, PowerWarzoneMedium)
;
}
public static bool IsWarzone(string type) {
return IsHumanWarzone(type) ||
IsThargoidWarzone(type) ||
IsPowerWarzone(type)
;
}
public static bool IsInstance(string type, string instance) {
if (string.IsNullOrEmpty(type) || string.IsNullOrEmpty(instance)) {
return false;
}
// Instance names are split by a semi colon, with the remainder being
// additional info to such as index.
string[] parts = type.Split(":");
if (!parts[0].StartsWith("$")) {
return false;
}
return string.Compare(parts[0], instance, true) == 0;
}
}

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@ -0,0 +1,17 @@
namespace EDPlayerJournal;
/// <summary>
/// Thrown when the parser encounters an invalid journal entry
/// </summary>
public class InvalidJournalEntryException : Exception {
public InvalidJournalEntryException() { }
public InvalidJournalEntryException(string message) : base(message) { }
public InvalidJournalEntryException(string message, Exception inner) : base(message, inner) { }
}
/// <summary>
/// Thrown when the parser finds an invalid journal file
/// </summary>
public class JournalException : Exception {
public JournalException(string message) : base(message) {}
}

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@ -0,0 +1,149 @@
using System.Text;
using System.Text.RegularExpressions;
using System.Globalization;
using EDPlayerJournal.Entries;
namespace EDPlayerJournal;
public class JournalFile : IComparable<JournalFile>
{
public string FullPath { get; set; }
public int Part { get; set; }
public DateTime? DateTime { get; set; }
public DateTime? NormalisedDateTime { get; set; }
public List<Entry> entries = new List<Entry>();
private static Regex fileregex = new Regex("Journal\\.(\\d+)\\.(\\d+)\\.log");
private static Regex update11regex = new Regex("Journal\\.([^\\.]+)\\.(\\d+).log");
private static string iso8601 = "yyyyMMddTHHmmss";
/// <summary>
/// A public list of errors encountered while parsing the journal files
/// </summary>
public List<Exception> Errors { get; private set; } = new List<Exception>();
public static bool VerifyFile(string path) {
string filename = Path.GetFileName(path);
var matches = fileregex.Matches(filename);
if (matches.Count != 0) {
return true;
}
matches = update11regex.Matches(filename);
if (matches.Count != 0) {
return true;
}
return false;
}
private void SetFilename(string path) {
string filename = Path.GetFileName(path);
if (!File.Exists(path) || filename == null) {
throw new JournalException(string.Format("Invalid journal file: {0}", filename));
}
var matches = fileregex.Matches(filename);
if (matches.Count == 0) {
matches = update11regex.Matches(filename);
if (matches.Count == 0) {
throw new JournalException(string.Format("invalid file format: {0}", filename));
}
}
FullPath = path;
var groups = matches[0].Groups;
string part = groups[2].ToString();
string timestamp = groups[1].ToString();
if (!timestamp.Contains("T")) {
/* pre update 11 file
*/
// The ISO is not quite correct on journal filenames, so build
// a proper ISO 8601 date time stamp out of it.
var date = new StringBuilder();
date.Append("20"); // Add the missing century in front.
date.Append(timestamp);
date.Insert(8, "T"); // Add the "T" separating date and time
timestamp = date.ToString();
} else {
/* post update 11 file, remove dashes
*/
timestamp = timestamp.Replace("-", "");
}
this.DateTime = System.DateTime.ParseExact(timestamp, iso8601, CultureInfo.InvariantCulture);
this.Part = int.Parse(part);
this.NormalisedDateTime = System.DateTime.Parse(DateTime.Value.ToShortDateString());
}
public int CompareTo(JournalFile? other) {
if (other == null || DateTime == null || other.DateTime == null) {
return 0;
}
var comp = System.DateTime.Compare(DateTime.Value, other.DateTime.Value);
if (comp == 0) {
/* If we have the exact same datetime we compare by parts.
*/
return Part - other.Part;
} else {
return comp;
}
}
public JournalFile(string path) {
FullPath = "";
SetFilename(path);
}
public IEnumerable<Entry> Entries {
get {
if (entries == null || entries.Count == 0) {
try {
LoadEntries();
} catch (IOException) {
}
if (entries == null) {
entries = new List<Entry>();
}
}
return entries;
}
}
public void LoadEntries() {
List<string> lines = new List<string>();
/* This needs to be done this way, otherwise, if the game is still running the journal files cannot
* be accessed. And it is very much convenient to generate logs while the game is still running.
*/
using (var fs = new FileStream(FullPath, FileMode.Open, FileAccess.Read, FileShare.ReadWrite)) {
using (var sr = new StreamReader(fs, Encoding.UTF8)) {
string? line;
while ((line = sr.ReadLine()) != null) {
lines.Add(line);
}
}
}
entries.Clear();
Errors.Clear();
foreach (var line in lines) {
// Skip empty lines
if (line.Trim().Length == 0) {
continue;
}
try {
Entry? entry = Entry.Parse(line);
if (entry != null) {
entries.Add(entry);
}
} catch (Exception ex) {
Errors.Add(ex);
}
}
}
}

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@ -0,0 +1,94 @@
using EDPlayerJournal.Entries;
namespace EDPlayerJournal;
public class JournalStream {
private FileSystemWatcher? watcher = null;
private Dictionary<string, StreamReader> streams = new Dictionary<string, StreamReader>();
public delegate void NewJournalEntryDelegate(Entry entry);
public event NewJournalEntryDelegate? NewJournalEntry;
public PlayerJournal? Journal;
public JournalStream() {
}
public JournalStream(PlayerJournal journal) {
Journal = journal;
Open();
}
private void AddFileToStreams(string path, bool seekend = false) {
if (!streams.ContainsKey(path) && JournalFile.VerifyFile(path)) {
var filestream = new FileStream(path, FileMode.Open, FileAccess.Read, FileShare.ReadWrite);
streams[path] = new StreamReader(filestream);
if (seekend) {
streams[path].BaseStream.Seek(0, SeekOrigin.End);
}
}
}
public void Open() {
if (watcher != null) {
return;
}
if (Journal == null || Journal.Location == null) {
return;
}
if (Journal.Files.Count > 0) {
JournalFile lastfile = Journal.GetLastFile();
/* add last file to stream */
AddFileToStreams(lastfile.FullPath, true);
}
watcher = new FileSystemWatcher(Journal.Location);
watcher.NotifyFilter = NotifyFilters.FileName |
NotifyFilters.LastWrite |
NotifyFilters.Size;
watcher.Changed += Watcher_Changed;
watcher.Created += Watcher_Created;
watcher.Filter = "*.log";
watcher.EnableRaisingEvents = true;
}
public void Close() {
if (watcher != null) {
watcher.EnableRaisingEvents = false;
}
watcher = null;
streams.Clear();
}
private void Watcher_Created(object sender, FileSystemEventArgs e) {
AddFileToStreams(e.FullPath);
}
private void Watcher_Changed(object sender, FileSystemEventArgs e) {
AddFileToStreams(e.FullPath);
var stream = streams[e.FullPath];
if (stream == null) {
return;
}
string? line;
while ((line = stream.ReadLine()) != null) {
try {
Entry? entry = Entry.Parse(line);
if (entry != null) {
NewJournalEntry?.Invoke(entry);
}
} catch (Exception) {
}
}
}
}

674
EDPlayerJournal/LICENCE.txt Normal file
View File

@ -0,0 +1,674 @@
 GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
Everyone is permitted to copy and distribute verbatim copies
of this license document, but changing it is not allowed.
Preamble
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The licenses for most software and other practical works are designed
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<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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it under the terms of the GNU General Public License as published by
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but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
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might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -0,0 +1,7 @@
namespace EDPlayerJournal;
public class Location {
public string StarSystem { get; set; } = "";
public ulong SystemAddress { get; set; } = 0;
public string Station { get; set; } = "";
public ulong[]? StarPos { get; set; }
}

475
EDPlayerJournal/Mission.cs Normal file
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using Newtonsoft.Json.Linq;
using EDPlayerJournal.Entries;
using System.Runtime.CompilerServices;
namespace EDPlayerJournal;
public class FactionEffect {
public string? Effect { get; set; }
public string? EffectLocalised { get; set; }
public string? Trend { get; set; }
public static FactionEffect FromJSON(JObject obj) {
FactionEffect effect = new FactionEffect();
effect.Effect = obj.Value<string?>("Effect");
effect.EffectLocalised = obj.Value<string?>("Effect_Localised");
effect.Trend = obj.Value<string?>("Trend");
return effect;
}
}
public class MissionInfluence {
/// <summary>
/// System Address this influence happened in.
/// </summary>
public ulong? SystemAddress { get; set; }
/// <summary>
/// Generic description of the trend (up or down)
/// </summary>
public string? Trend { get; set; }
/// <summary>
/// Influence gained in plusses
/// </summary>
public string Influence { get; set; } = string.Empty;
public long InfluenceAmount {
get {
string trend = TrendAdjustedInfluence;
return (long)
(trend.Count(x => x == '-') * -1) +
trend.Count(x => x == '+')
;
}
}
/// <summary>
/// Returns how much influence was made, represented in pluses for positive influence,
/// and minuses with negative influence. This takes Trend (up, bad etc.) into account.
/// </summary>
public string TrendAdjustedInfluence {
get {
if (!string.IsNullOrEmpty(Trend) &&
Trend.Contains("bad", StringComparison.OrdinalIgnoreCase)) {
return new string('-', Influence.Length);
} else {
return new string('+', Influence.Length);
}
}
}
public static MissionInfluence FromJSON(JObject obj) {
MissionInfluence missionInfluence = new MissionInfluence();
missionInfluence.SystemAddress = obj.Value<ulong?>("SystemAddress");
missionInfluence.Trend = obj.Value<string?>("Trend");
missionInfluence.Influence = obj.Value<string?>("Influence") ?? "";
return missionInfluence;
}
}
public class MissionFactionEffects {
/// <summary>
/// Faction in question
/// </summary>
public string? Faction { get; set; }
/// <summary>
/// Reputation trend
/// </summary>
public string? ReputationTrend { get; set; }
/// <summary>
/// Reputation in pluses.
/// </summary>
public string Reputation { get; set; } = string.Empty;
/// <summary>
/// List of economic and security affects.
/// </summary>
public List<FactionEffect> Effects { get; set; } = new List<FactionEffect>();
/// <summary>
/// Influence gained.
/// </summary>
public List<MissionInfluence> Influences { get; set; } = new List<MissionInfluence>();
/// <summary>
/// Whether this affect is for an empty, or non-existant faction.
/// </summary>
public bool IsEmptyFaction {
get { return string.IsNullOrEmpty(Faction); }
}
public static MissionFactionEffects FromJSON(JObject j) {
MissionFactionEffects o = new MissionFactionEffects();
o.Faction = j.Value<string>("Faction");
o.ReputationTrend = j.Value<string?>("ReputationTrend");
o.Reputation = j.Value<string?>("Reputation") ?? string.Empty;
JArray? effects = j.Value<JArray?>("Effects");
if (effects != null) {
foreach (JObject effect in effects.Children().OfType<JObject>()) {
FactionEffect e = FactionEffect.FromJSON(effect);
o.Effects.Add(e);
}
}
JArray? influences = j.Value<JArray?>("Influence");
if (influences != null) {
foreach (JObject influence in influences.Children().OfType<JObject>()) {
MissionInfluence missionInfluence = MissionInfluence.FromJSON(influence);
o.Influences.Add(missionInfluence);
}
}
return o;
}
}
public class Mission : IComparable<Mission> {
/// <summary>
/// Passenger type for refugees
/// </summary>
public static readonly string PassengerTypeRefugee = "Refugee";
public ulong MissionID { get; set; } = 0;
/// <summary>
/// Name of the mission, in machine readable format.
/// </summary>
public string? Name { get; set; }
/// <summary>
/// Localised, human readable mission name.
/// </summary>
public string? LocalisedName { get; set; }
/// <summary>
/// Target of the mission. Optional.
/// </summary>
public string? Target { get; set; }
/// <summary>
/// Target of the mission as a localised human readable string.
/// </summary>
public string? TargetLocalised { get; set; }
/// <summary>
/// Target system of the mission
/// </summary>
public string? DestinationSystem { get; set; }
/// <summary>
/// Destination station.
/// </summary>
public string? DestinationStation { get; set; }
/// <summary>
/// Destination settlement
/// </summary>
public string? DestinationSettlement { get; set; }
/// <summary>
/// In case of redirection, these values denote the new system.
/// </summary>
public string? NewDestinationSystem { get; set; }
/// <summary>
/// In case of redirection, these values denote the new station.
/// </summary>
public string? NewDestinationStation { get; set; }
/// <summary>
/// Faction offering the mission.
/// </summary>
public string? Faction { get; set; }
/// <summary>
/// Target faction (for example for courier missions).
/// </summary>
public string? TargetFaction { get; set; }
/// <summary>
/// Whether the mission is a wing message.
/// </summary>
public bool Wing { get; set; } = false;
/// <summary>
/// Expiry date for the mission.
/// </summary>
public string? Expiry { get; set; }
/// <summary>
/// Certain missions have an expires number. No one knows what that is.
/// </summary>
public ulong? Expires { get; set; }
/// <summary>
/// Influence reward offered. This is for accepting missions only, see the
/// mission effects for actual effects once the mission is complete.
/// </summary>
public string? Influence { get; set; }
/// <summary>
/// Reputation reward offered.
/// </summary>
public string? Reputation { get; set; }
/// <summary>
/// Number of kills required for massacre missions.
/// </summary>
public ulong? KillCount { get; set; }
/// <summary>
/// Monatery reward offered for the mission. Optional, as donate missions don't give
/// a monatery reward.
/// </summary>
public ulong? Reward { get; set; }
/// <summary>
/// Amount donated for donation missions, optional. If this is null, then
/// the mission was not a donation mission.
/// </summary>
public ulong? Donation { get; set; }
/// <summary>
/// Actual amount donated.
/// </summary>
public ulong? Donated { get; set; }
/// <summary>
/// Commodity delivered, or donated. Optional, if this is null, then no
/// commodity was donated or delivered.
/// </summary>
public string? Commodity { get; set; }
/// <summary>
/// Amount of the commodity donated or delivered. Optional.
/// </summary>
public ulong? Count { get; set; }
/// <summary>
/// How many passengers are being transported.
/// </summary>
public ulong? PassengerCount { get; set; }
/// <summary>
/// If the passengers are VIPs.
/// </summary>
public bool? PassengerVIPs { get; set; }
/// <summary>
/// If the passengers are wanted.
/// </summary>
public bool? PassengerWanted { get; set; }
/// <summary>
/// What sort of passengers are being transported.
/// </summary>
public string? PassengerType { get; set; }
/// <summary>
/// Affect this mission had on factions.
/// </summary>
public List<MissionFactionEffects> FactionEffects { get; set; } = new List<MissionFactionEffects>();
/// <summary>
/// Returns true if the name is an on foot mission.
/// </summary>
public bool IsOnFoot {
get {
if (string.IsNullOrEmpty(Name)) {
return false;
}
return Name.Contains("OnFoot");
}
}
public bool IsPassengerMission {
get {
if (PassengerCount == null || PassengerCount == 0) {
return false;
}
return true;
}
}
public bool IsRescueMission {
get {
if (!IsPassengerMission) {
return false;
}
if (string.Compare(PassengerType, PassengerTypeRefugee) == 0) {
return true;
}
return false;
}
}
/// <summary>
/// Returns a friendly human-readable name for the mission. If a localised name is available
/// it will use that, baring that it will check EnglishMissionNames for a translation, and
/// if that ain't available either, it will just use the internal Name.
/// </summary>
public string FriendlyName {
get {
if (!string.IsNullOrEmpty(LocalisedName)) {
return LocalisedName;
}
if (string.IsNullOrEmpty(Name)) {
return "Unknown Mission";
}
string? translate = EnglishMissionNames.Translate(Name);
if (!string.IsNullOrEmpty(translate)) {
return translate;
}
return Name;
}
}
public int CompareTo(Mission? other) {
if (other == null) {
return 1;
}
return MissionID.CompareTo(other.MissionID);
}
private static Mission FromJSON(JObject o) {
Mission mission = new Mission();
mission.MissionID = o.Value<ulong?>("MissionID") ?? 0;
mission.Reputation = o.Value<string>("Reputation");
mission.Influence = o.Value<string>("Influence");
mission.DestinationSystem = o.Value<string>("DestinationSystem");
mission.DestinationSettlement = o.Value<string>("DestinationSettlement");
mission.DestinationStation = o.Value<string>("DestinationStation");
mission.NewDestinationSystem = o.Value<string>("NewDestinationSystem");
mission.NewDestinationStation = o.Value<string>("NewDestinationSystem");
mission.Reward = o.Value<ulong?>("Reward");
mission.Target = o.Value<string>("Target");
mission.TargetLocalised = o.Value<string>("Target_Localised");
mission.Expiry = o.Value<string?>("Expiry");
mission.Expires = o.Value<ulong?>("Expires");
mission.Wing = o.Value<bool?>("Wing") ?? false;
mission.Name = o.Value<string>("Name");
mission.LocalisedName = o.Value<string>("LocalisedName");
mission.Faction = o.Value<string?>("Faction");
mission.TargetFaction = o.Value<string?>("TargetFaction");
mission.Donation = o.Value<ulong?>("Donation");
mission.Donated = o.Value<ulong?>("Donated");
mission.PassengerCount = o.Value<ulong?>("PassengerCount");
mission.PassengerVIPs = o.Value<bool?>("PassengerVIPs");
mission.PassengerWanted = o.Value<bool?>("PassengerWanted");
mission.PassengerType = o.Value<string>("PassengerType");
mission.KillCount = o.Value<ulong?>("KillCount");
JArray? factionEffects = o.Value<JArray?>("FactionEffects");
if (factionEffects != null) {
foreach (JObject effect in factionEffects.Children().OfType<JObject>()) {
MissionFactionEffects factionEffect = MissionFactionEffects.FromJSON(effect);
mission.FactionEffects.Add(factionEffect);
}
}
return mission;
}
/// <summary>
/// Returns a list of all affected factions.
/// </summary>
public string[] AffectedFactions {
get {
return FactionEffects
.Where(x => !string.IsNullOrEmpty(x.Faction))
.Select(x => (x.Faction ?? string.Empty))
.ToArray()
;
}
}
/// <summary>
/// Returns the influence for a given faction in a given star system.
/// </summary>
/// <param name="faction">Faction name in question.</param>
/// <param name="systemaddr">Star System address</param>
/// <returns>null if no entry was found, or a string denoting pluses for the amount influence gained.</returns>
public MissionInfluence[]? GetInfluenceForFaction(string faction, ulong systemaddr) {
var results = FactionEffects
.Where(x => string.Compare(x.Faction, faction) == 0)
.SelectMany(x => x.Influences)
.Where(x => (x.SystemAddress != null && x.SystemAddress == systemaddr))
.Select(x => x)
.ToArray()
;
if (results == null || results.Length == 0) {
return new MissionInfluence[0];
}
return results;
}
/// <summary>
/// A convenient Dictionary containing all influences given out by faction,
/// then by system address and then by influence handed out. Influence can
/// be either a series of "+" for positive influence, or "-" for negative
/// influence.
/// </summary>
public Dictionary<string, Dictionary<ulong, MissionInfluence>> Influences {
get {
return FactionEffects
.Where(x => x.Faction != null)
.ToDictionary(
x => (x.Faction ?? string.Empty),
x => x.Influences
.Where(x => x.SystemAddress != null)
.ToDictionary(
x => (x.SystemAddress ?? 0),
x => x
)
);
}
}
public static Mission FromMissionAccepted(JObject o) {
return FromJSON(o);
}
public static Mission FromMissionAbandoned(JObject o) {
return FromJSON(o);
}
public static Mission FromMissionFailed(JObject o) {
return FromJSON(o);
}
public static Mission FromMissionCompleted(JObject o) {
return FromJSON(o);
}
}

122
EDPlayerJournal/NPC.cs Normal file
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@ -0,0 +1,122 @@
namespace EDPlayerJournal;
public class NPCs {
/// <summary>
/// Internal name of Spec Ops Wing Alpha
/// </summary>
public static string SpecOpsAInternal = "$LUASC_Scenario_Warzone_NPC_SpecOps_A;";
/// <summary>
/// Internal name of Spec Ops Wing Beta
/// </summary>
public static string SpecOpsBInternal = "$LUASC_Scenario_Warzone_NPC_SpecOps_B;";
/// <summary>
/// Internal name of Spec Ops Wing Gamma
/// </summary>
public static string SpecOpsGInternal = "$LUASC_Scenario_Warzone_NPC_SpecOps_G;";
/// <summary>
/// Internal name of Spec Ops Wing Delta
/// </summary>
public static string SpecOpsDInternal = "$LUASC_Scenario_Warzone_NPC_SpecOps_D;";
/// <summary>
/// Empire captain
/// </summary>
public static string EmpireCaptain = "$LUASC_Scenario_Warzone_NPC_WarzoneGeneral_Emp;";
/// <summary>
/// Federation captain
/// </summary>
public static string FederationCaptain = "$LUASC_Scenario_Warzone_NPC_WarzoneGeneral_Fed;";
/// <summary>
/// Federation captain
/// </summary>
public static string IndependentCaptain = "$LUASC_Scenario_Warzone_NPC_WarzoneGeneral_Ind;";
/// <summary>
/// Warzone correspondant
/// </summary>
public static string WarzoneCorrespondent = "$LUASC_Scenario_Warzone_NPC_WarzoneCorrespondent;";
/// <summary>
/// AX Military NPC
/// </summary>
public static string AXMilitary = "$Name_AX_Military;";
/// <summary>
/// Returns true if the pilotname is either a captain, specops, or correspondent
/// </summary>
/// <param name="pilotname"></param>
/// <returns></returns>
public static bool IsWarzoneNPC(string? pilotname) {
if (IsWarzoneCaptain(pilotname) ||
IsWarzoneCorrespondent(pilotname) ||
IsSpecOps(pilotname)) {
return true;
}
return false;
}
/// <summary>
/// Returns true if the given pilot name is a warzone correspondent
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public static bool IsWarzoneCorrespondent(string? pilotname) {
if (pilotname == null) {
return false;
}
if (string.Compare(pilotname, WarzoneCorrespondent) == 0) {
return true;
}
return false;
}
/// <summary>
/// Returns true if the given pilot name is a spec ops wing.
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public static bool IsSpecOps(string? pilotname) {
if (pilotname == null) {
return false;
}
if (string.Compare(pilotname, SpecOpsAInternal) == 0 ||
string.Compare(pilotname, SpecOpsBInternal) == 0 ||
string.Compare(pilotname, SpecOpsGInternal) == 0 ||
string.Compare(pilotname, SpecOpsDInternal) == 0) {
return true;
}
return false;
}
/// <summary>
/// Returns true if the given pilot name is a warzone captain
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public static bool IsWarzoneCaptain(string? pilotname) {
if (pilotname == null) {
return false;
}
if (string.Compare(pilotname, EmpireCaptain) == 0 ||
string.Compare(pilotname, FederationCaptain) == 0 ||
string.Compare(pilotname, IndependentCaptain) == 0) {
return true;
}
return false;
}
}
public class NPC {
}

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