niantic removed controllingTeam from the portal details - we have to use the team from the summary data
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@ -8,7 +8,7 @@
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// given the entity detail data, returns the team the entity belongs
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// to. Uses TEAM_* enum values.
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window.getTeam = function(details) {
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return teamStringToId(details.controllingTeam.team);
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return teamStringToId(details.controllingTeam && details.controllingTeam.team);
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}
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window.teamStringToId = function(teamStr) {
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@ -28,7 +28,9 @@ window.renderPortalDetails = function(guid) {
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// details and data can get out of sync. if we have details, construct a matching 'data'
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if (details) {
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data = getPortalSummaryData(details);
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// the details had the team removed(!) - so we have to use the team in the summary data
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// however - this can easily be out of date in areas of heavy activity - so could be just plain wrong!
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data = getPortalSummaryData(details, data && data.team);
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}
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@ -231,7 +231,7 @@ window.getAttackApGainText = function(d,fieldCount) {
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function tt(text) {
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var t = '';
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if (PLAYER.team == d.controllingTeam.team) {
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if (d.controllingTeam && PLAYER.team == d.controllingTeam.team) {
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totalGain = breakdown.friendlyAp;
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t += 'Friendly AP:\t' + breakdown.friendlyAp + '\n';
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t += ' Deploy ' + breakdown.deployCount + ', ';
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@ -162,7 +162,7 @@ window.potentialPortalLevel = function(d) {
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var current_level = getPortalLevel(d);
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var potential_level = current_level;
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if(PLAYER.team === d.controllingTeam.team) {
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if(d.controllingTeam && PLAYER.team === d.controllingTeam.team) {
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var resonators_on_portal = d.resonatorArray.resonators;
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var resonator_levels = new Array();
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// figure out how many of each of these resonators can be placed by the player
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@ -311,10 +311,12 @@ window.getPortalHackDetails = function(d) {
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}
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// given a detailed portal structure, return summary portal data, as seen in the map tile data
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window.getPortalSummaryData = function(d) {
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window.getPortalSummaryData = function(d,probableTeamStr) {
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// NOTE: the summary data reports unclaimed portals as level 1 - not zero as elsewhere in IITC
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var level = d.controllingTeam.team == "NEUTRAL" ? 1 : parseInt(getPortalLevel(d));
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var level = parseInt(getPortalLevel(d));
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if (level == 0) level = 1; //niantic returns neutral portals as level 1, not 0 as used throughout IITC elsewhere
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var resCount = 0;
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if (d.resonatorArray && d.resonatorArray.resonators) {
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for (var x in d.resonatorArray.resonators) {
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@ -332,7 +334,7 @@ window.getPortalSummaryData = function(d) {
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resCount: resCount,
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latE6: d.locationE6.latE6,
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health: health,
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team: d.controllingTeam.team,
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team: d.controllingTeam ? d.controllingTeam.team : probableTeamStr,
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lngE6: d.locationE6.lngE6,
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type: 'portal'
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};
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@ -2,7 +2,7 @@
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// @id iitc-plugin-show-linked-portals@fstopienski
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// @name IITC plugin: Show linked portals
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// @category Portal Info
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// @version 0.1.1.@@DATETIMEVERSION@@
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// @version 0.1.2.@@DATETIMEVERSION@@
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// @namespace https://github.com/jonatkins/ingress-intel-total-conversion
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// @updateURL @@UPDATEURL@@
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// @downloadURL @@DOWNLOADURL@@
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@ -38,8 +38,8 @@ window.plugin.showLinkedPortal.portalDetail = function (data) {
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// don't render linked portal data if portal is neutral.
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// (the data can remain sometimes - when a portal decays?)
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if (data.portalDetails.controllingTeam.team == 'NEUTRAL')
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return;
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// if (data.portalDetails.controllingTeam.team == 'NEUTRAL')
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// return;
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var d = data.portalDetails.portalV2,
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c = 1;
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