Improvements to passcode redeeming

- use text color instead of background, with font-weight:bold and a small shadow
- short format for passcodes
This commit is contained in:
fkloft 2014-08-09 16:59:33 +02:00
parent 4827c9ac1b
commit 1f13ec3001
2 changed files with 108 additions and 201 deletions

View File

@ -1,178 +1,22 @@
// REDEEMING ///////////////////////////////////////////////////////
// Heuristic passcode redemption that tries to guess unknown items /
////////////////////////////////////////////////////////////////////
// TODO remove lots of unused code from the old redeeming method
/* Abbreviates redemption items.
* Example: VERY_RARE => VR
*/
window.REDEEM_ABBREVIATE = function(tag) {return tag.split('_').map(function (i) {return i[0];}).join('');};
/* Resource type names mapped to actual names and abbreviations.
* Add more here if necessary.
* Sometimes, items will have more information than just a level. Allow for specialization.
*/
window.REDEEM_RESOURCES = {
RES_SHIELD: {
/* modResource */
format: function(acquired) {
return {long: 'Portal Shield', short: 'S'};
window.REDEEM_SHORT_NAMES = {
'portal shield':'S',
'force amp':'FA',
'link amp':'LA',
'heatsink':'H',
'multihack':'M',
'turret':'T',
'unusual object':'U',
'resonator':'R',
'xmp burster':'X',
'power cube':'C',
'media':'M',
'ultra strike':'US',
}
},
FORCE_AMP: {
format: function(acquired) {
return {long: 'Force Amp', short: 'FA'};
}
},
LINK_AMP: {
format: function(acquired) {
return {long: 'Link Amp', short: 'LA'};
}
},
HEATSINK: {
format: function(acquired) {
return {long: 'Heatsink', short: 'H'};
}
},
MULTIHACK: {
format: function(acquired) {
return {long: 'Multihack', short: 'M'};
}
},
TURRET: {
format: function(acquired) {
return {long: 'Turret', short: 'T'};
}
},
UNUSUAL: {
format: function(acquired) {
return {long: 'Unusual Object', short: 'U'};
}
},
EMITTER_A: {
/* resourceWithLevels */
format: function(acquired) {
return {long: 'Resonator', short: 'R'};
}
},
EMP_BURSTER: {
/* resourceWithLevels */
format: function(acquired) {
return {long: 'XMP Burster', short: 'X'};
}
},
POWER_CUBE: {
/* resourceWithLevels */
format: function(acquired) {
return {long: 'Power Cube', short: 'C'};
}
},
MEDIA: {
/* resourceWithLevels */
format: function(acquired) {
return {
long: 'Media: <a href="' + (acquired.storyItem.primaryUrl || '#') + '" target="_blank">' + (acquired.storyItem.shortDescription || 'UNKNOWN') + '</a>',
short: 'M'
};
}
},
FLIP_CARD: {
decode: function(type, acquired, key) {
/* ADA or JARVIS */
return acquired.flipCard.flipCardType;
},
format: function(acquired) {
var type = acquired.flipCard.flipCardType;
return {
long: type,
short: ({ADA: 'AR', JARVIS: 'JV'}[type] || 'FC'),
prefix: '<span title="' + (acquired.displayName ? (acquired.displayName.displayDescription || '') : '') + '" class="' + ({ADA: 'res', JARVIS: 'enl'}[type] || '') + '">',
suffix: '</span>'
};
}
},
PORTAL_LINK_KEY: {
decode: function(type, acquired, key) {
/* A unique identifier for this portal. */
return acquired.portalCoupler.portalGuid;
},
format: function(acquired) {
return {
long: 'Portal Key: ' + acquired.portalCoupler.portalTitle || 'Unknown Portal',
short: 'K'
};
}
}
};
/* Redemption "handlers" handle decoding and formatting for rewards.
*
* Redemption "decoders" are used for returning the primary attribute (key) from
* different types of items. Pretty self-explanatory.
*
* Redemption "formatters" are used for formatting specific types of password rewards.
* Right now, Ingress has resourceWithLevels (leveled resources) and modResource (mods).
* Resources with levels have levels, and mods have rarity. Format them appropriately.
*/
window.REDEEM_HANDLERS = {
resource: {
decode: function(type, acquired, key) {return 'RESOURCE';},
format: function(acquired, group) {
var prefix = acquired.str.prefix || '';
var suffix = acquired.str.suffix || '';
return {
table: '<td>+</td><td>' + prefix + acquired.str.long + suffix + ' [' + acquired.count + ']</td>',
html: acquired.count + '&#215;' + prefix + acquired.str.short + suffix,
plain: acquired.count + '@' + acquired.str.short
};
}
},
// A leveled resource, such as XMPs, resonators, or power cubes.
resourceWithLevels: {
decode: function(type, acquired, key) {return acquired[key].level;},
format: function(acquired, level) {
var prefix = '<span style="color: ' + (window.COLORS_LVL[level] || 'white') + ';">';
var suffix = '</span>';
return {
table: '<td>' + prefix + 'L' + level + suffix + '</td><td>' + acquired.str.long + ' [' + acquired.count + ']</td>',
html: acquired.count + '&#215;' + acquired.str.short + prefix + level + suffix,
plain: acquired.count + '@' + acquired.str.short + level
};
}
},
// A mod, such as portal shields or link amplifiers.
modResource: {
decode: function(type, acquired, key) {return acquired[key].rarity;},
format: function(acquired, rarity) {
var prefix = '<span style="color: ' + (window.COLORS_MOD[rarity] || 'white') + ';">';
var suffix = '</span>';
var abbreviation = window.REDEEM_ABBREVIATE(rarity);
return {
table: '<td>' + prefix + abbreviation + suffix + '</td><td>' + acquired.str.long + ' [' + acquired.count + ']</td>',
html: acquired.count + '&#215;' + acquired.str.short + ':' + prefix + abbreviation + suffix,
plain: acquired.count + '@' + acquired.str.short + ':' + abbreviation
};
}
}
};
/* Redemption "hints" hint at what an unknown resource might be from its object properties.
*/
window.REDEEM_HINTS = {
level: 'resourceWithLevels',
rarity: 'modResource'
};
/* Redemption errors. Very self-explanatory.
*/
window.REDEEM_ERRORS = {
ALREADY_REDEEMED: 'The passcode has already been redeemed.',
ALREADY_REDEEMED_BY_PLAYER : 'You have already redeemed this passcode.',
INVALID_PASSCODE: 'This passcode is invalid.'
};
/* These are HTTP status codes returned by the redemption API.
* TODO: Move to another file? Use more generally across IITC?
@ -182,21 +26,8 @@ window.REDEEM_STATUSES = {
500: 'Internal server error'
};
/* Encouragement for people who got it in.
* Just for fun.
*/
window.REDEEM_ENCOURAGEMENT = [
"Passcode accepted!",
"Access granted.",
"Resources acquired.",
"Power up!",
"Asset transfer in progress.",
"Well done, Agent.",
"Make the " + {'RESISTANCE' : 'Resistance', 'ENLIGHTENED' : 'Enlightened'}[PLAYER.team] + " proud!"
];
window.handleRedeemResponse = function(data, textStatus, jqXHR) {
var passcode = this.passcode, to_dialog, dialog_title;
var passcode = this.passcode;
if(data.error) {
dialog({
@ -206,14 +37,42 @@ window.handleRedeemResponse = function(data, textStatus, jqXHR) {
return;
}
var encouragement = window.REDEEM_ENCOURAGEMENT[Math.floor(Math.random() * window.REDEEM_ENCOURAGEMENT.length)];
var format = "long";
try {
format = localStorage["iitc-passcode-format"];
} catch(e) {}
var html = '<p><strong>' + encouragement + '</strong></p><ul class="redeemReward">';
var formatHandlers = {
"short": formatPasscodeShort,
"long": formatPasscodeLong
}
if(!formatHandlers[format])
format = "long";
if(0 < data.xm)
html += '<li>' + window.escapeHtmlSpecialChars(data.xm) + ' XM</li>';
if(0 < data.ap)
html += '<li>' + window.escapeHtmlSpecialChars(data.ap) + ' AP</li>';
var html = formatHandlers[format](data);
var that = this;
var buttons = {};
Object.keys(formatHandlers).forEach(function(label) {
if(label == format) return;
buttons[label.toUpperCase()] = function() {
$(this).dialog("close");
localStorage["iitc-passcode-format"] = label;
handleRedeemResponse.call(that, data, textStatus, jqXHR);
}
});
// Display it
dialog({
title: 'Passcode: ' + passcode,
html: html,
buttons: buttons
});
};
window.formatPasscodeLong = function(data) {
var html = '<p><strong>Passcode confirmed. Acquired items:</strong></p><ul class="redeemReward">';
if(data.other) {
data.other.forEach(function(item) {
@ -221,15 +80,20 @@ window.handleRedeemResponse = function(data, textStatus, jqXHR) {
});
}
if(0 < data.xm)
html += '<li>' + window.escapeHtmlSpecialChars(data.xm) + ' XM</li>';
if(0 < data.ap)
html += '<li>' + window.escapeHtmlSpecialChars(data.ap) + ' AP</li>';
if(data.inventory) {
data.inventory.forEach(function(type) {
type.awards.forEach(function(item) {
html += '<li>' + item.count + ' ';
html += '<li>' + item.count + 'x ';
var l = item.level;
if(0 < l) {
l = parseInt(l);
html += '<span class="itemlevel" style="background:' + COLORS_LVL[l] + '">L' + l + '</span> ';
html += '<span class="itemlevel" style="color:' + COLORS_LVL[l] + '">L' + l + '</span> ';
}
html += window.escapeHtmlSpecialChars(type.name) + '</li>';
@ -237,14 +101,56 @@ window.handleRedeemResponse = function(data, textStatus, jqXHR) {
});
}
html += '</ul>';
html += '</ul>'
return html;
}
// Display it
dialog({
title: 'Passcode: ' + passcode,
html: html
window.formatPasscodeShort = function(data) {
if(data.other) {
var awards = data.other.map(window.escapeHtmlSpecialChars);
} else {
var awards = [];
}
if(0 < data.xm)
awards.push(window.escapeHtmlSpecialChars(data.xm) + ' XM');
if(0 < data.ap)
awards.push(window.escapeHtmlSpecialChars(data.ap) + ' AP');
if(data.inventory) {
data.inventory.forEach(function(type) {
type.awards.forEach(function(item) {
var str = "";
if(item.count > 1)
str += item.count + "&nbsp;";
if(window.REDEEM_SHORT_NAMES[type.name.toLowerCase()]) {
var shortName = window.REDEEM_SHORT_NAMES[type.name.toLowerCase()];
var l = item.level;
if(0 < l) {
l = parseInt(l);
str += '<span class="itemlevel" style="color:' + COLORS_LVL[l] + '">' + shortName + l + '</span>';
} else {
str += shortName;
}
} else { // no short name known
var l = item.level;
if(0 < l) {
l = parseInt(l);
str += '<span class="itemlevel" style="color:' + COLORS_LVL[l] + '">L' + l + '</span> ';
}
str += type.name;
}
awards.push(str);
});
};
});
}
return '<p class="redeemReward">' + awards.join(', ') + '</p>'
}
window.setupRedeem = function() {
$("#redeem").keypress(function(e) {

View File

@ -943,7 +943,8 @@ td + td {
font-size: 14px;
}
.redeemReward .itemlevel {
padding: 0 0.2em;
font-weight: bold;
text-shadow: 0 0 1px #000; /* L8 is hard to read on blue background */
}
/*
.redeem-result-table {