private static string FormatEvent(FiniteEvent <Event> @event) { return($"> {Math.Round(@event.Event.PercentageRemaining, 2),5}% | {@event.Event.Description}" + (!string.IsNullOrWhiteSpace(@event.Event.Tooltip) ? ": " + @event.Event.Tooltip : string.Empty) + (!string.IsNullOrWhiteSpace(@event.Event.Faction) ? " (" + @event.Event.Faction + ")" : string.Empty) + (!string.IsNullOrWhiteSpace(@event.Event.VictimNode) ? " @ " + @event.Event.VictimNode : string.Empty)); }
private static void WriteVoidTrader(FiniteEvent <VoidTrader> baro) { var primedItems = baro.Event.Inventory.Where(i => i.Item.StartsWith("Primed", StringComparison.CurrentCultureIgnoreCase)); if (!primedItems.Any()) { return; } WriteHeading($"VOID TRADER @ {baro.Event.Location} - {FormatDuration(baro.TimeToExpiry)}"); Console.WriteLine("> " + string.Join(", ", primedItems.Select(i => $"{i.Item} @ {i.Ducats} / {i.Credits}"))); }
private static string FormatAlert(FiniteEvent <Alert> alertEvent) { var alert = alertEvent.Event; string GetNightmareSuffix() { return /*alert.Mission.IsNightmare ? " [_!N!_]" : */ (string.Empty); } int NormalizeEnemyLevel(int level) { return(level + (alert.Mission.IsNightmare ? 10 : 0)); } return($"> {FormatDuration(alertEvent.TimeToExpiry)} | {FormatReward(alert.Mission.Reward, false)}{GetNightmareSuffix()} | {alert.Mission.Type} " + $"lvl {NormalizeEnemyLevel(alert.Mission.EnemyMinLevel)} - {NormalizeEnemyLevel(alert.Mission.EnemyMaxLevel)} ({alert.Mission.Faction}) | {alert.Mission.Node}"); }
private static string FormatFissure(FiniteEvent <Fissure> fissureEvent) { var fissure = fissureEvent.Event; return($"> {FormatDuration(fissureEvent.TimeToExpiry)} | {fissure.Tier} {fissure.MissionType} ({fissure.Enemy}) | {fissure.Node}"); }
private static void WriteNightwave(FiniteEvent <Nightwave> nightwave) { WriteHeading($"NIGHTWAVE - {FormatDuration(nightwave.TimeToExpiry)}"); }