update code to support extra level-related parameters supplied in the PLAYER object, negating the need for lists of XM and AP values per level

This commit is contained in:
Jon Atkins
2014-04-29 01:09:30 +01:00
parent f0134d45f1
commit 395502dcef
2 changed files with 12 additions and 14 deletions

View File

@ -373,20 +373,20 @@ window.setMapBaseLayer = function() {
// included as inline script in the original site, the data is static
// and cannot be updated.
window.setupPlayerStat = function() {
var level;
// stock site updated to supply the actual player level, AP requirements and XM capacity values
var level = PLAYER.verified_level;
PLAYER.level = level; //for historical reasons IITC expects PLAYER.level to contain the current player level
var ap = parseInt(PLAYER.ap);
for(level = 0; level < MIN_AP_FOR_LEVEL.length; level++) {
if(ap < MIN_AP_FOR_LEVEL[level]) break;
}
PLAYER.level = level;
var thisLvlAp = parseInt(PLAYER.min_ap_for_current_level);
var nextLvlAp = parseInt(PLAYER.min_ap_for_next_level);
var thisLvlAp = MIN_AP_FOR_LEVEL[level-1];
var nextLvlAp = MIN_AP_FOR_LEVEL[level] || ap;
var lvlUpAp = digits(nextLvlAp-ap);
var lvlApProg = Math.round((ap-thisLvlAp)/(nextLvlAp-thisLvlAp)*100);
if (nextLvlAp) {
var lvlUpAp = digits(nextLvlAp-ap);
var lvlApProg = Math.round((ap-thisLvlAp)/(nextLvlAp-thisLvlAp)*100);
} // else zero nextLvlAp - so at maximum level(?)
var xmMax = MAX_XM_PER_LEVEL[level];
var xmMax = parseInt(PLAYER.xm_capacity);
var xmRatio = Math.round(PLAYER.energy/xmMax*100);
var cls = PLAYER.team === 'RESISTANCE' ? 'res' : 'enl';
@ -395,7 +395,7 @@ window.setupPlayerStat = function() {
var t = 'Level:\t' + level + '\n'
+ 'XM:\t' + PLAYER.energy + ' / ' + xmMax + '\n'
+ 'AP:\t' + digits(ap) + '\n'
+ (level < 8 ? 'level up in:\t' + lvlUpAp + ' AP' : 'Congrats! (neeeeerd)')
+ (nextLvlAp > 0 ? 'level up in:\t' + lvlUpAp + ' AP' : 'Maximul level reached(!)')
+ '\n\Invites:\t'+PLAYER.available_invites
+ '\n\nNote: your player stats can only be updated by a full reload (F5)';