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