add a few comments to the code for explanation
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@ -66,20 +66,30 @@ namespace NonaBGS.BGS {
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*/
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*/
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current_station = (e as DockedEntry).StationName;
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current_station = (e as DockedEntry).StationName;
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} else if (e.Is(Events.FSDJump)) {
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} else if (e.Is(Events.FSDJump)) {
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/* Gleem current system and controlling faction from this message.
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*/
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current_system = (e as FSDJumpEntry).StarSystem;
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current_system = (e as FSDJumpEntry).StarSystem;
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controlling_faction = (e as FSDJumpEntry).SystemFaction;
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controlling_faction = (e as FSDJumpEntry).SystemFaction;
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} else if (e.Is(Events.MissionCompleted)) {
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} else if (e.Is(Events.MissionCompleted)) {
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var completed = e as MissionCompletedEntry;
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var completed = e as MissionCompletedEntry;
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entry = new MissionCompleted(completed, current_system, current_station);
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entry = new MissionCompleted(completed, current_system, current_station);
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if (completed.HumanReadableNameWasGenerated) {
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if (completed.HumanReadableNameWasGenerated) {
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/* If the human readable name was generated, we send a log message. Because the
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* generated names all sort of suck, we should have more human readable names in
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* in the lookup dictionary.
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*/
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OnLog?.Invoke("Human readable name for mission \"" +
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OnLog?.Invoke("Human readable name for mission \"" +
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completed.Name +
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completed.Name +
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"\" was generated, please report this.");
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"\" was generated, please report this.");
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}
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}
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} else if (e.Is(Events.MultiSellExplorationData)) {
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} else if (e.Is(Events.MultiSellExplorationData)) {
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/* For multi-sell-exploraton-data only the controlling faction of the station sold to matters.
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*/
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entry = new Cartographics(e as MultiSellExplorationDataEntry, current_system, current_station);
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entry = new Cartographics(e as MultiSellExplorationDataEntry, current_system, current_station);
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entry.Faction = controlling_faction;
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entry.Faction = controlling_faction;
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} else if (e.Is(Events.RedeemVoucher)) {
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} else if (e.Is(Events.RedeemVoucher)) {
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/* Same for selling combat vouchers. Only the current controlling faction matters here.
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*/
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entry = new Vouchers();
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entry = new Vouchers();
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entry.Entries.Add(e);
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entry.Entries.Add(e);
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entry.System = current_system;
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entry.System = current_system;
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@ -94,6 +104,8 @@ namespace NonaBGS.BGS {
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continue;
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continue;
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}
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}
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/* Find all objectives that generally match.
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*/
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var matches = objectives
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var matches = objectives
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.Where(x => x.Matches(entry) > 0)
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.Where(x => x.Matches(entry) > 0)
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.OrderBy(x => x.Matches(entry))
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.OrderBy(x => x.Matches(entry))
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@ -102,6 +114,8 @@ namespace NonaBGS.BGS {
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continue;
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continue;
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}
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}
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/* Then select the one that matches the most.
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*/
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var objective = matches
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var objective = matches
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.OrderBy(x => x.Matches(entry))
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.OrderBy(x => x.Matches(entry))
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.Reverse()
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.Reverse()
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@ -16,7 +16,9 @@ namespace NonaBGS.Journal {
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private int count = 0;
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private int count = 0;
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private int donated = 0;
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private int donated = 0;
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private readonly Dictionary<string, string> humanreadable = new Dictionary<string, string> {
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/* TODO: make this a file at some point for easier editing.
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*/
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private static readonly Dictionary<string, string> humanreadable = new Dictionary<string, string> {
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{ "Mission_AltruismCredits_name", "Donate Credits" },
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{ "Mission_AltruismCredits_name", "Donate Credits" },
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{ "Mission_Collect_name", "Collect" },
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{ "Mission_Collect_name", "Collect" },
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{ "Mission_Courier_Elections_name", "Courier (Elections)" },
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{ "Mission_Courier_Elections_name", "Courier (Elections)" },
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