EliteBGS/BGS/Report.cs

576 lines
28 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using EDJournal;
namespace EliteBGS.BGS {
public class Report {
private List<Objective> objectives = new List<Objective>();
public delegate void OnLogDelegate(string log);
public event OnLogDelegate OnLog;
public List<Objective> Objectives {
get { return objectives; }
set { objectives = value; }
}
public bool AddObjective(Objective objective) {
var found = objectives.Find(x => x.CompareTo(objective) == 0);
bool added = false;
if (found == null) {
objectives.Add(objective);
added = true;
}
return added;
}
public static bool IsRelevant(Entry e) {
return e.Is(Events.CommitCrime) ||
e.Is(Events.Docked) ||
e.Is(Events.FactionKillBond) ||
e.Is(Events.FSDJump) ||
e.Is(Events.Location) ||
e.Is(Events.MarketBuy) ||
e.Is(Events.MarketSell) ||
e.Is(Events.MissionAccepted) ||
e.Is(Events.MissionFailed) ||
e.Is(Events.MultiSellExplorationData) ||
e.Is(Events.RedeemVoucher) ||
e.Is(Events.SearchAndRescue) ||
e.Is(Events.SellExplorationData) ||
e.Is(Events.SellMicroResources) ||
e.Is(Events.SellOrganicData) ||
e.Is(Events.ShipTargeted) ||
e.Is(Events.MissionCompleted)
;
}
public void Scan(PlayerJournal journal, DateTime start, DateTime end, bool CollateEntries = true) {
/* Log files only get rotated if you restart the game client. This means that there might
* be - say - entries from the 4th of May in the file with a timestamp of 3rd of May. This
* happens if you happen to play a session late into the night.
* At first I tried extracting the first and last line of a file to see the date range, but
* if you have a lot of files this becomes quite slow, and quite the memory hog (as journal
* files have to be read in their entirety to check this). So we assume that you can't play
* three days straight, and keep the code fast.
*/
DateTime actualstart = start.AddDays(-3);
List<Entry> entries = journal.Files
.Where(f => f.NormalisedDateTime >= actualstart && f.NormalisedDateTime <= end)
.SelectMany(e => e.Entries)
.ToList()
;
// Now further sort the list down to entries that are actually within the given datetime
// Note that entry datetimes are not normalised, so we have to sort until end + 1 day
DateTime actualend = end.AddDays(1);
entries = entries
.Where(e => e.Timestamp >= start && e.Timestamp < actualend)
.ToList()
;
Scan(entries, CollateEntries);
}
public void Scan(List<Entry> entries, bool CollateEntries = true) {
if (entries.Count <= 0) {
return;
}
List<Entry> relevant = entries
.Where(x => IsRelevant(x))
.ToList()
;
Dictionary<ulong, MissionAcceptedEntry> acceptedMissions = new Dictionary<ulong, MissionAcceptedEntry>();
Dictionary<string, long> buyCost = new Dictionary<string, long>();
Dictionary<ulong, string> systems = new Dictionary<ulong, string>();
Dictionary<string, string> npcfactions = new Dictionary<string, string>();
Dictionary<string, List<Faction>> system_factions = new Dictionary<string, List<Faction>>();
// A dictionary resolving to a station at which each mission was accepted
Dictionary<ulong, string> acceptedStations = new Dictionary<ulong, string>();
// A dictionary resolving to a system at which each mission was accepted
Dictionary<ulong, ulong> acceptedSystems = new Dictionary<ulong, ulong>();
string current_system = null;
ulong current_system_address = 0;
string current_station = null;
string controlling_faction = null;
objectives.ForEach(x => x.Clear());
foreach (Entry e in relevant) {
List<LogEntry> results = new List<LogEntry>();
bool collate = false;
if (e.Is(Events.Docked)) {
DockedEntry docked = e as DockedEntry;
/* gleem the current station from this message
*/
current_station = docked.StationName;
current_system = docked.StarSystem;
controlling_faction = docked.StationFaction;
current_system_address = docked.SystemAddress;
if (!systems.ContainsKey(docked.SystemAddress)) {
systems.Add(docked.SystemAddress, docked.StarSystem);
}
} else if (e.Is(Events.FSDJump)) {
/* Gleem current system and controlling faction from this message.
*/
FSDJumpEntry fsd = e as FSDJumpEntry;
current_system_address = fsd.SystemAddress;
current_system = fsd.StarSystem;
controlling_faction = fsd.SystemFaction;
if (!systems.ContainsKey(fsd.SystemAddress)) {
systems.Add(fsd.SystemAddress, fsd.StarSystem);
}
if (!system_factions.ContainsKey(fsd.StarSystem) &&
fsd.SystemFactions.Count > 0) {
system_factions[fsd.StarSystem] = fsd.SystemFactions;
}
} else if (e.Is(Events.Location)) {
/* Get current system, faction name and station from Location message
*/
LocationEntry location = e as LocationEntry;
current_system = location.StarSystem;
current_system_address = location.SystemAddress;
if (!systems.ContainsKey(location.SystemAddress)) {
systems.Add(location.SystemAddress, location.StarSystem);
}
if (!string.IsNullOrEmpty(location.SystemFaction)) {
controlling_faction = location.SystemFaction;
}
if (!string.IsNullOrEmpty(location.StationName)) {
current_station = location.StationName;
}
if (!system_factions.ContainsKey(location.StarSystem) &&
location.SystemFactions.Count > 0) {
system_factions[location.StarSystem] = location.SystemFactions;
}
} else if (e.Is(Events.ShipTargeted)) {
ShipTargetedEntry targeted = e as ShipTargetedEntry;
if (string.IsNullOrEmpty(targeted.PilotNameLocalised) ||
string.IsNullOrEmpty(targeted.Faction)) {
continue;
}
npcfactions[targeted.PilotNameLocalised] = targeted.Faction;
} else if (e.Is(Events.CommitCrime)) {
CommitCrimeEntry crime = e as CommitCrimeEntry;
string faction = crime.Faction;
if (!crime.IsMurder) {
/* we don't care about anything but murder for now */
continue;
}
/* use localised victim name if we have it, otherwise use normal name */
string victim = crime.VictimLocalised;
if (string.IsNullOrEmpty(victim)) {
victim = crime.Victim;
}
if (!npcfactions.ContainsKey(victim)) {
/* The faction in the crime report is the faction that issues the bounty,
* and not the faction of the victim.
*/
OnLog?.Invoke(string.Format(
"No faction found for victim \"{0}\", using faction that issued the bounty instead.",
victim, crime.Faction
));
} else {
faction = npcfactions[victim];
}
results.Add(new FoulMurder(crime) {
System = current_system,
Faction = faction,
});
collate = CollateEntries;
} else if (e.Is(Events.MissionCompleted)) {
MissionCompletedEntry completed = e as MissionCompletedEntry;
MissionAcceptedEntry accepted = null;
MissionCompleted main_mission = null;
ulong accepted_address;
string accepted_system;
string target_faction_name = completed.TargetFaction;
string source_faction_name = completed.Faction;
if (!acceptedMissions.TryGetValue(completed.MissionID, out accepted)) {
OnLog?.Invoke(string.Format(
"Unable to find mission acceptance for mission \"{0}\". " +
"Please extend range to include the mission acceptance.", completed.HumanReadableName
));
continue;
}
if (!acceptedSystems.TryGetValue(completed.MissionID, out accepted_address)) {
OnLog?.Invoke(string.Format(
"Unable to figure out in which system mission \"{0}\" was accepted.", completed.HumanReadableName
));
continue;
}
if (!systems.TryGetValue(accepted_address, out accepted_system)) {
OnLog?.Invoke(string.Format(
"Unable to figure out in which system mission \"{0}\" was accepted.", completed.HumanReadableName
));
continue;
}
if (completed.HumanReadableNameWasGenerated) {
/* If the human readable name was generated, we send a log message. Because the
* generated names all sort of suck, we should have more human readable names in
* in the lookup dictionary.
*/
OnLog?.Invoke("Human readable name for mission \"" +
completed.Name +
"\" was generated, please report this.");
}
foreach (var other in completed.Influences) {
string faction = other.Key;
if (string.IsNullOrEmpty(faction)) {
OnLog?.Invoke(string.Format(
"Mission \"{0}\" has empty faction name in influence block, "+
"so this influence support was ignored. " +
"Please check the README on why this happens.", completed.HumanReadableName)
);
continue;
}
/* Now comes the fun part. Sometimes the influence list is empty for a faction.
* This happens if the faction in question
*/
if (other.Value.Count() == 0) {
OnLog?.Invoke(string.Format(
"Mission \"{0}\" gave no influence to \"{1}\", so we assume this is because the " +
"faction is in a conflict and cannot gain influence right now. " +
"If this assessment is wrong, just remove the entry from the objective list.",
completed.HumanReadableName, faction
));
if (string.Compare(target_faction_name, faction, true) == 0) {
/* here we assume that if the faction in question is the target faction,
* that we gave said target faction no influence in the target system, aka
* current system
*/
other.Value.Add(current_system_address, "");
OnLog?.Invoke(string.Format(
"Mission \"{0}\" gave no influence to \"{1}\". Since \"{1}\" is the target faction " +
"of the mission, we assume the influence was gained in \"{2}\". " +
"Please remove the entry if this assumption is wrong.",
completed.HumanReadableName, faction, current_system
));
} else if (string.Compare(source_faction_name, faction, true) == 0) {
/* source faction of the mission is not getting any influence. This could be because
* the source faction is in an election state in its home system and cannot gain any
* influence. It may also very well be that the source and target faction are the same
* since the faction is present in both target and source system. In which case we add
* both and hope for the best.
*/
other.Value.Add(accepted_address, "");
OnLog?.Invoke(string.Format(
"Mission \"{0}\" gave no influence to \"{1}\". Since \"{1}\" is the source faction " +
"of the mission, we assume the influence was gained in \"{2}\". " +
"Please remove the entry if this assumption is wrong.",
completed.HumanReadableName, faction, accepted_system
));
/* check if source/target faction are equal, in which case we also need an entry
* for the target system. As said factions can be present in two systems, and can
* give missions that target each other.
*/
if (string.Compare(source_faction_name, target_faction_name, true) == 0) {
other.Value.Add(current_system_address, "");
OnLog?.Invoke(string.Format(
"Mission \"{0}\" gave no influence to \"{1}\". Since \"{1}\" is the source and target faction " +
"of the mission, we assume the influence was also gained in target system \"{2}\". " +
"Please remove the entry if this assumption is wrong.",
completed.HumanReadableName, faction, current_system
));
}
}
}
foreach (var influences in other.Value) {
ulong system_address = influences.Key;
string system, accepted_station;
if (!systems.TryGetValue(system_address, out system)) {
OnLog?.Invoke(string.Format(
"Unknown system \"{0}\" unable to assign that mission a target.", system_address
));
continue;
}
if (!acceptedStations.TryGetValue(completed.MissionID, out accepted_station)) {
OnLog?.Invoke(string.Format(
"Unable to figure out in which station mission \"{0}\" was accepted.", completed.HumanReadableName
));
continue;
}
if (faction.Equals(source_faction_name) && system_address == accepted_address) {
/* This is the influence block for the origin of the mission.
*/
main_mission = new MissionCompleted(completed) {
System = accepted_system,
Faction = source_faction_name,
SystemAddress = accepted_address,
Station = accepted_station,
};
results.Add(main_mission);
} else if (!faction.Equals(source_faction_name) ||
(faction.Equals(source_faction_name) && system_address != accepted_address)) {
/* This block is for secondary factions (first if), or if the secondary faction
* is the same as the mission giver, but in another system (second if).
*/
results.Add(new InfluenceSupport() {
Faction = faction,
Influence = influences.Value,
System = system,
SystemAddress = system_address,
RelevantMission = completed
});
}
}
}
} else if (e.Is(Events.MissionAccepted)) {
MissionAcceptedEntry accepted = e as MissionAcceptedEntry;
ulong id = accepted.MissionID;
if (!acceptedMissions.ContainsKey(id)) {
acceptedMissions[id] = accepted;
}
if (!acceptedStations.ContainsKey(id)) {
acceptedStations[id] = current_station;
}
if (!acceptedSystems.ContainsKey(id)) {
acceptedSystems[id] = current_system_address;
}
} else if (e.Is(Events.MissionFailed)) {
MissionFailedEntry failed = e as MissionFailedEntry;
MissionAcceptedEntry accepted = null;
ulong accepted_address = 0;
string accepted_system;
string accepted_station;
if (!acceptedMissions.TryGetValue(failed.MissionID, out accepted)) {
OnLog?.Invoke("A mission failed which wasn't accepted in the given time frame. " +
"Please adjust start date to when the mission was accepted to include it in the list.");
continue;
}
if (!acceptedSystems.TryGetValue(failed.MissionID, out accepted_address)) {
OnLog?.Invoke(string.Format(
"Unable to figure out in which system mission \"{0}\" was accepted.", accepted.Name
));
continue;
}
if (!systems.TryGetValue(accepted_address, out accepted_system)) {
OnLog?.Invoke(string.Format(
"Unable to figure out in which system mission \"{0}\" was accepted.", accepted.Name
));
continue;
}
if (!acceptedStations.TryGetValue(failed.MissionID, out accepted_station)) {
OnLog?.Invoke(string.Format(
"Unable to figure out in which station mission \"{0}\" was accepted.", accepted.Name
));
continue;
}
results.Add(new MissionFailed(accepted) {
Failed = failed,
System = accepted_system,
Station = accepted_station,
Faction = accepted.Faction,
SystemAddress = accepted_address,
});
if (failed.HumanReadableName == null) {
OnLog?.Invoke("Human readable name for mission \"" +
failed.Name +
"\" was not recognised");
}
/* Mission failed should be collated if they are in the same system/station
*/
collate = CollateEntries;
} else if (e.Is(Events.SellExplorationData)) {
results.Add(new Cartographics(e as SellExplorationDataEntry) {
System = current_system,
Station = current_station,
Faction = controlling_faction,
});
/* colate single cartographic selling into one */
collate = CollateEntries;
} else if (e.Is(Events.SellOrganicData)) {
/* organic data sold to Vista Genomics */
results.Add(new OrganicData(e as SellOrganicDataEntry) {
System = current_system,
Station = current_station,
Faction = controlling_faction,
});
collate = CollateEntries;
} else if (e.Is(Events.MultiSellExplorationData)) {
/* For multi-sell-exploraton-data only the controlling faction of the station sold to matters.
*/
results.Add(new Cartographics(e as MultiSellExplorationDataEntry) {
System = current_system,
Station = current_station,
Faction = controlling_faction
});
collate = CollateEntries;
} else if (e.Is(Events.RedeemVoucher)) {
RedeemVoucherEntry voucher = e as RedeemVoucherEntry;
List<Faction> current_factions = new List<Faction>();
if (system_factions.ContainsKey(current_system)) {
current_factions = system_factions[current_system];
} else {
OnLog?.Invoke("There are no current system factions, so turned in vouchers were ignored.");
continue;
}
foreach (string faction in voucher.Factions) {
if (current_factions.Find(x => x.Name == faction) == null) {
OnLog?.Invoke(
string.Format("Vouchers for \"{0}\" were ignored in \"{1}\" since said " +
"faction is not present there.", faction, current_system)
);
continue; /* faction is not present, so it is ignored */
}
/* Same for selling combat vouchers. Only the current controlling faction matters here.
*/
results.Add(new Vouchers(voucher) {
System = current_system,
Station = current_station,
Faction = faction,
ControllingFaction = controlling_faction,
});
}
collate = CollateEntries;
} else if (e.Is(Events.SellMicroResources)) {
results.Add(new SellMicroResources(e as SellMicroResourcesEntry) {
Faction = controlling_faction,
Station = current_station,
System = current_system
});
} else if (e.Is(Events.MarketBuy)) {
MarketBuyEntry buy = e as MarketBuyEntry;
if (string.IsNullOrEmpty(buy.Type) || buy.BuyPrice == 0) {
continue;
}
buyCost[buy.Type] = buy.BuyPrice;
results.Add(new BuyCargo(buy) {
Faction = controlling_faction,
Station = current_station,
System = current_system,
});
collate = CollateEntries;
} else if (e.Is(Events.SearchAndRescue)) {
results.Add(new SearchAndRescue(e as SearchAndRescueEntry) {
Faction = controlling_faction,
Station = current_station,
System = current_system,
});
collate = CollateEntries;
} else if (e.Is(Events.MarketSell)) {
MarketSellEntry sell = e as MarketSellEntry;
long profit = 0;
if (!buyCost.ContainsKey(sell.Type)) {
OnLog?.Invoke("Could not find buy order for the given commodity. Please adjust profit manually.");
} else {
long avg = buyCost[sell.Type];
profit = (long)sell.TotalSale - (avg * sell.Count);
}
results.Add(new SellCargo(e as MarketSellEntry) {
Faction = controlling_faction,
Station = current_station,
System = current_system,
Profit = profit
});
}
if (results == null || results.Count <= 0) {
continue;
}
foreach (LogEntry entry in results) {
/* Find all objectives that generally match.
*/
var matches = objectives
.Where(x => x.Matches(entry) >= 2)
.OrderBy(x => x.Matches(entry))
;
Objective objective = null;
if (matches != null && matches.Count() > 0) {
/* Then select the one that matches the most.
*/
objective = matches
.OrderBy(x => x.Matches(entry))
.Reverse()
.First()
;
} else {
/* create a new objective if we don't have one */
objective = new Objective() {
Station = entry.Station,
Faction = entry.Faction,
System = entry.System,
};
objectives.Add(objective);
}
LogEntry existing = null;
existing = objective.LogEntries.Find(x => {
try {
return x.CompareTo(entry) == 0;
} catch (NotImplementedException) {
return false;
}
});
if (collate && existing != null) {
existing.Entries.Add(e);
} else if (!collate || existing == null) {
objective.LogEntries.Add(entry);
}
}
}
}
public void Scan(PlayerJournal journal) {
Scan(journal, DateTime.Now, DateTime.Now);
}
}
}