Friendly/Enemy AP gain
Should merge now.
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@ -139,18 +139,22 @@ window.renderResonatorDetails = function(slot, level, nrg, dist, nick) {
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// calculate AP gain from destroying portal and then capturing it by deploying resonators
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// calculate AP gain from destroying portal and then capturing it by deploying resonators
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window.getAttackApGainText = function(d) {
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window.getAttackApGainText = function(d) {
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var breakdown = getAttackApGain(d);
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var breakdown = getAttackApGain(d);
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var totalGain = breakdown.enemyAp;
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function tt(text) {
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function tt(text) {
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var t = 'Destroy & Capture:\n';
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var t = '';
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t += breakdown.resoCount + '×\tResonators\t= ' + digits(breakdown.resoAp) + '\n';
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if (PLAYER.team == d.controllingTeam.team) {
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t += breakdown.linkCount + '×\tLinks\t= ' + digits(breakdown.linkAp) + '\n';
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totalGain = breakdown.friendlyAp;
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t += breakdown.fieldCount + '×\tFields\t= ' + digits(breakdown.fieldAp) + '\n';
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t += 'Friendly AP:\t' + breakdown.friendlyAp + '\n';
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t += '1×\tCapture\t= ' + CAPTURE_PORTAL + '\n';
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t += ' Deploy ' + breakdown.deployCount + ', ';
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t += '8×\tDeploy\t= ' + (8 * DEPLOY_RESONATOR) + '\n';
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t += 'Upgrade ' + breakdown.upgradeCount + '\n';
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t += '1×\tBonus\t= ' + COMPLETION_BONUS + '\n';
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t += '\n';
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t += 'Sum: ' + digits(breakdown.totalAp) + ' AP';
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}
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t += 'Enemy AP:\t' + breakdown.enemyAp + '\n';
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t += ' Destroy AP:\t' + breakdown.destroyAp + '\n';
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t += ' Capture AP:\t' + breakdown.captureAp + '\n';
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return '<tt title="' + t + '">' + digits(text) + '</tt>';
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return '<tt title="' + t + '">' + digits(text) + '</tt>';
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}
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}
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return [tt('AP Gain'), tt(breakdown.totalAp)];
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return [tt('AP Gain'), tt(totalGain)];
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}
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}
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@ -69,11 +69,21 @@ window.getAvgResoDist = function(d) {
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window.getAttackApGain = function(d) {
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window.getAttackApGain = function(d) {
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var resoCount = 0;
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var resoCount = 0;
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var maxResonators = MAX_RESO_PER_PLAYER.slice(0);
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var curResonators = [ 0, 0, 0, 0, 0, 0, 0, 0, 0];
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for(var n = PLAYER.level + 1; n < 9; n++) {
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maxResonators[n] = 0;
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}
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$.each(d.resonatorArray.resonators, function(ind, reso) {
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$.each(d.resonatorArray.resonators, function(ind, reso) {
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if (!reso)
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if(!reso)
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return true;
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return true;
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resoCount += 1;
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resoCount += 1;
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if(reso.ownerGuid === PLAYER.guid) {
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maxResonators[parseInt(reso.level)] -= 1;
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} else {
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curResonators[parseInt(reso.level)] += 1;
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}
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});
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});
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var linkCount = d.portalV2.linkedEdges ? d.portalV2.linkedEdges.length : 0;
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var linkCount = d.portalV2.linkedEdges ? d.portalV2.linkedEdges.length : 0;
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@ -84,17 +94,25 @@ window.getAttackApGain = function(d) {
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var fieldAp = fieldCount * DESTROY_FIELD;
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var fieldAp = fieldCount * DESTROY_FIELD;
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var destroyAp = resoAp + linkAp + fieldAp;
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var destroyAp = resoAp + linkAp + fieldAp;
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var captureAp = CAPTURE_PORTAL + 8 * DEPLOY_RESONATOR + COMPLETION_BONUS;
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var captureAp = CAPTURE_PORTAL + 8 * DEPLOY_RESONATOR + COMPLETION_BONUS;
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var totalAp = destroyAp + captureAp;
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var enemyAp = destroyAp + captureAp;
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var deployCount = 8 - resoCount;
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var completionAp = (deployCount > 0) ? COMPLETION_BONUS : 0;
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var upgradeCount = 0;
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var upgradeAvailable = maxResonators[8];
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for(var n = 7; n >= 0; n--) {
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upgradeCount += curResonators[n];
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if(upgradeAvailable < upgradeCount) {
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upgradeCount -= (upgradeCount - upgradeAvailable);
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}
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upgradeAvailable += maxResonators[n];
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}
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var friendlyAp = deployCount * DEPLOY_RESONATOR + upgradeCount * UPGRADE_ANOTHERS_RESONATOR + completionAp;
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return {
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return {
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totalAp: totalAp,
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friendlyAp: friendlyAp,
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deployCount: deployCount,
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upgradeCount: upgradeCount,
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enemyAp: enemyAp,
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destroyAp: destroyAp,
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destroyAp: destroyAp,
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captureAp: captureAp,
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captureAp: captureAp
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resoCount: resoCount,
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resoAp: resoAp,
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linkCount: linkCount,
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linkAp: linkAp,
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fieldCount: fieldCount,
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fieldAp: fieldAp
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};
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};
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}
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}
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