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
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24
code/boot.js
24
code/boot.js
@ -373,20 +373,20 @@ window.setMapBaseLayer = function() {
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// included as inline script in the original site, the data is static
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// and cannot be updated.
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window.setupPlayerStat = function() {
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var level;
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// stock site updated to supply the actual player level, AP requirements and XM capacity values
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var level = PLAYER.verified_level;
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PLAYER.level = level; //for historical reasons IITC expects PLAYER.level to contain the current player level
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var ap = parseInt(PLAYER.ap);
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for(level = 0; level < MIN_AP_FOR_LEVEL.length; level++) {
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if(ap < MIN_AP_FOR_LEVEL[level]) break;
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}
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PLAYER.level = level;
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var thisLvlAp = parseInt(PLAYER.min_ap_for_current_level);
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var nextLvlAp = parseInt(PLAYER.min_ap_for_next_level);
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var thisLvlAp = MIN_AP_FOR_LEVEL[level-1];
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var nextLvlAp = MIN_AP_FOR_LEVEL[level] || ap;
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var lvlUpAp = digits(nextLvlAp-ap);
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var lvlApProg = Math.round((ap-thisLvlAp)/(nextLvlAp-thisLvlAp)*100);
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if (nextLvlAp) {
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var lvlUpAp = digits(nextLvlAp-ap);
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var lvlApProg = Math.round((ap-thisLvlAp)/(nextLvlAp-thisLvlAp)*100);
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} // else zero nextLvlAp - so at maximum level(?)
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var xmMax = MAX_XM_PER_LEVEL[level];
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var xmMax = parseInt(PLAYER.xm_capacity);
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var xmRatio = Math.round(PLAYER.energy/xmMax*100);
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var cls = PLAYER.team === 'RESISTANCE' ? 'res' : 'enl';
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@ -395,7 +395,7 @@ window.setupPlayerStat = function() {
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var t = 'Level:\t' + level + '\n'
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+ 'XM:\t' + PLAYER.energy + ' / ' + xmMax + '\n'
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+ 'AP:\t' + digits(ap) + '\n'
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+ (level < 8 ? 'level up in:\t' + lvlUpAp + ' AP' : 'Congrats! (neeeeerd)')
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+ (nextLvlAp > 0 ? 'level up in:\t' + lvlUpAp + ' AP' : 'Maximul level reached(!)')
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+ '\n\Invites:\t'+PLAYER.available_invites
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+ '\n\nNote: your player stats can only be updated by a full reload (F5)';
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