artifacts:
- like the selected portal, are not removed when off screen/below min level - shard/target details shown on portal details for jarvis shards
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@ -33,7 +33,8 @@ window.Render.prototype.clearPortalsBelowLevel = function(level) {
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var count = 0;
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for (var guid in window.portals) {
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var p = portals[guid];
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if (parseInt(p.options.level) < level && guid !== selectedPortal) {
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// clear portals below specified level - unless it's the selected portal, or it's relevant to artifacts
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if (parseInt(p.options.level) < level && guid !== selectedPortal && !artifact.isInterestingPortal(guid)) {
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this.deletePortalEntity(guid);
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count++;
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}
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@ -46,7 +47,7 @@ window.Render.prototype.clearEntitiesOutsideBounds = function(bounds) {
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for (var guid in window.portals) {
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var p = portals[guid];
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if (!bounds.contains (p.getLatLng()) && guid !== selectedPortal) {
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if (!bounds.contains (p.getLatLng()) && guid !== selectedPortal && !artifact.isInterestingPortal(guid)) {
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this.deletePortalEntity(guid);
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pcount++;
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}
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@ -128,6 +129,7 @@ window.Render.prototype.endRenderPass = function() {
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// check to see if there's eny entities we haven't seen. if so, delete them
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for (var guid in window.portals) {
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// special case for selected portal - it's kept even if not seen
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if (!(guid in this.seenPortalsGuid) && guid !== selectedPortal) {
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this.deletePortalEntity(guid);
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}
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@ -544,7 +546,7 @@ window.Render.prototype.resetPortalClusters = function() {
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var guid = c[i];
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var p = window.portals[guid];
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var layerGroup = portalsFactionLayers[parseInt(p.options.level)][p.options.team];
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if (i<this.CLUSTER_PORTAL_LIMIT || p.options.guid == selectedPortal) {
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if (i<this.CLUSTER_PORTAL_LIMIT || p.options.guid == selectedPortal || artifact.isInterestingPortal(p.options.guid)) {
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if (!layerGroup.hasLayer(p)) {
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layerGroup.addLayer(p);
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}
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@ -570,7 +572,7 @@ window.Render.prototype.addPortalToMapLayer = function(portal) {
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// now, at this point, we could match the above re-clustr code - sorting, and adding/removing as necessary
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// however, it won't make a lot of visible difference compared to just pushing to the end of the list, then
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// adding to the visible layer if the list is below the limit
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if (this.portalClusters[cid].length < this.CLUSTER_PORTAL_LIMIT || portal.options.guid == selectedPortal) {
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if (this.portalClusters[cid].length < this.CLUSTER_PORTAL_LIMIT || portal.options.guid == selectedPortal || artifact.isInterestingPortal(portal.options.guid)) {
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portalsFactionLayers[parseInt(portal.options.level)][portal.options.team].addLayer(portal);
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}
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}
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