include force amplifier, attack frequency and hit bonus in portal details

This commit is contained in:
fkloft 2015-01-19 21:13:57 +01:00
parent 2d674e904a
commit 0bdaa2f5c3
4 changed files with 81 additions and 26 deletions

View File

@ -187,22 +187,32 @@ window.getPortalMiscDetails = function(guid,d) {
var apGainText = getAttackApGainText(d,fieldCount,linkCount);
var attackValues = getPortalAttackValues(d);
// collect and html-ify random data
var randDetailsData = [];
if (true) { // or "if (d.owner) {" ...? but this makes the info panel look rather empty for unclaimed portals
// these pieces of data are only relevant when the portal is captured
randDetailsData.push (
playerText, getRangeText(d),
linksText, fieldsText,
getMitigationText(d,linkCount), getEnergyText(d)
);
}
// and these have some use, even for uncaptured portals
randDetailsData.push (
apGainText, getHackDetailsText(d)
);
var randDetailsData = [
// these pieces of data are only relevant when the portal is captured
// maybe check if portal is captured and remove?
// But this makes the info panel look rather empty for unclaimed portals
playerText, getRangeText(d),
linksText, fieldsText,
getMitigationText(d,linkCount), getEnergyText(d),
// and these have some use, even for uncaptured portals
apGainText, getHackDetailsText(d),
];
if(attackValues.attack_frequency != 0)
randDetailsData.push([
'<span title="attack frequency" class="text-overflow-ellipsis">attack frequency</span>',
'×'+attackValues.attack_frequency]);
if(attackValues.hit_bonus != 0)
randDetailsData.push(['hit bonus', attackValues.hit_bonus+'%']);
if(attackValues.force_amplifier != 0)
randDetailsData.push([
'<span title="force amplifier" class="text-overflow-ellipsis">force amplifier</span>',
'×'+attackValues.force_amplifier]);
// artifact details

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@ -107,14 +107,14 @@ window.getModDetails = function(d) {
if (!mod.stats.hasOwnProperty(key)) continue;
var val = mod.stats[key];
// if (key === 'REMOVAL_STICKINESS' && val == 0) continue; // stat on all mods recently - unknown meaning, not displayed in stock client
// if (key === 'REMOVAL_STICKINESS' && val == 0) continue; // stat on all mods recently - unknown meaning, not displayed in stock client
// special formatting for known mod stats, where the display of the raw value is less useful
if (key === 'HACK_SPEED') val = (val/10000)+'%'; // 500000 = 50%
else if (key === 'FORCE_AMPLIFIER') val = (val/1000)+'x'; // 2000 = 2x
else if (key === 'LINK_RANGE_MULTIPLIER') val = (val/1000)+'x' // 2000 = 2x
else if (key === 'HIT_BONUS') val = (val/10000)+'%'; // 2000 = 0.2% (although this seems pretty small to be useful?)
else if (key === 'ATTACK_FREQUENCY') val = (val/1000)+'x' // 2000 = 2x
if (key === 'HACK_SPEED') val = (val/10000)+'%'; // 500000 = 50%
else if (key === 'HIT_BONUS') val = (val/10000)+'%'; // 300000 = 30%
else if (key === 'ATTACK_FREQUENCY') val = (val/1000) +'x'; // 2000 = 2x
else if (key === 'FORCE_AMPLIFIER') val = (val/1000) +'x'; // 2000 = 2x
else if (key === 'LINK_RANGE_MULTIPLIER') val = (val/1000) +'x'; // 2000 = 2x
// else display unmodified. correct for shield mitigation and multihack - unknown for future/other mods
modTooltip += '\n+' + val + ' ' + key.capitalize().replace(/_/g,' ');

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@ -69,26 +69,22 @@ window.getPortalRange = function(d) {
window.getLinkAmpRangeBoost = function(d) {
// additional range boost calculation
// (at the time of writing, only rare link amps have been seen in the wild, so there's a little guesswork at how
// the stats work and combine - jon 2013-06-26)
// link amps scale: first is full, second a quarter, the last two an eighth
var scale = [1.0, 0.25, 0.125, 0.125];
var boost = 0.0; // initial boost is 0.0 (i.e. no boost over standard range)
var count = 0;
var linkAmps = getPortalModsByType(d, 'LINK_AMPLIFIER');
$.each(linkAmps, function(ind, mod) {
linkAmps.forEach(function(mod, i) {
// link amp stat LINK_RANGE_MULTIPLIER is 2000 for rare, and gives 2x boost to the range
// and very-rare is 7000 and gives 7x the range
var baseMultiplier = mod.stats.LINK_RANGE_MULTIPLIER/1000;
boost += baseMultiplier*scale[count];
count++;
boost += baseMultiplier*scale[i];
});
return (count > 0) ? boost : 1.0;
return (linkAmps.length > 0) ? boost : 1.0;
}
@ -316,3 +312,42 @@ window.getPortalSummaryData = function(d) {
type: 'portal'
};
}
window.getPortalAttackValues = function(d) {
var forceamps = getPortalModsByType(d, 'FORCE_AMP');
var turrets = getPortalModsByType(d, 'TURRET');
// at the time of writing, only rare force amps and turrets have been seen in the wild, so there's a little guesswork
// at how the stats work and combine
// algorithm has been compied from getLinkAmpRangeBoost
// FIXME: only extract stats and put the calculation in a method to be used for link range, force amplifier and attack
// frequency
// note: scanner shows rounded values (adding a second FA shows: 2.5x+0.2x=2.8x, which should be 2.5x+0.25x=2.75x)
// amplifier scale: first is full, second a quarter, the last two an eighth
var scale = [1.0, 0.25, 0.125, 0.125];
var attackValues = {
hit_bonus: 0,
force_amplifier: 0,
attack_frequency: 0,
};
forceamps.forEach(function(mod, i) {
// force amp stat FORCE_AMPLIFIER is 2000 for rare, and gives 2x boost to the range
var baseMultiplier = mod.stats.FORCE_AMPLIFIER / 1000;
attackValues.force_amplifier += baseMultiplier * scale[i];
});
turrets.forEach(function(mod, i) {
// turret stat ATTACK_FREQUENCY is 2000 for rare, and gives 2x boost to the range
var baseMultiplier = mod.stats.ATTACK_FREQUENCY / 1000;
attackValues.attack_frequency += baseMultiplier * scale[i];
attackValues.hit_bonus += mod.stats.HIT_BONUS / 10000;
});
return attackValues;
}

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@ -1128,3 +1128,13 @@ g.checkpoint:hover circle {
padding-left: 10px;
}
.text-overflow-ellipsis {
display: inline-block;
overflow: hidden;
white-space: nowrap;
text-overflow: ellipsis;
vertical-align: top;
width: 100%;
line-height: 1em;
}