Merge branch 'gh-pages' of github.com:breunigs/ingress-intel-total-conversion into gh-pages
This commit is contained in:
commit
cac8d017f8
@ -63,7 +63,7 @@ Contributing
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Please do!
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Please do!
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(Obviously, Resistance folks must send in complete patches while Enlightenment gals and guys may just open feature request ☺). If you want to hack the source, please [read HACKING.md for details](https://github.com/breunigs/ingress-intel-total-conversion/blob/gh-pages/HACKING.md) .
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(Obviously, Resistance folks must send in complete patches while Enlightened gals and guys may just open feature request ☺). If you want to hack the source, please [read HACKING.md for details](https://github.com/breunigs/ingress-intel-total-conversion/blob/gh-pages/HACKING.md) .
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**So far, these people have contributed:**
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**So far, these people have contributed:**
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@ -33,7 +33,7 @@ The chat is split up into several categories. It usually only shows messages for
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**The chat categories are:**
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**The chat categories are:**
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- full: shows all automated messages *(23:57 \<apj\> destroyed an L3 Resonator on Two Spikes)*
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- full: shows all automated messages *(23:57 \<apj\> destroyed an L3 Resonator on Two Spikes)*
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- compact: shows only the latest automated message per user
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- compact: shows only the latest automated message per user
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- public: shows user generated public messages (both Enlightenment and Resistance can read it)
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- public: shows user generated public messages (both Enlightened and Resistance can read it)
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- faction: shows messages for own faction (e.g. only Resistance can read Resistance messages)
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- faction: shows messages for own faction (e.g. only Resistance can read Resistance messages)
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**Posting messages:**
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**Posting messages:**
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@ -117,7 +117,7 @@ Starting from the top, the sidebar shows this information:
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“Random Details” are displayed in four columns. The outer ones show the data while the inner ones are the titles.
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“Random Details” are displayed in four columns. The outer ones show the data while the inner ones are the titles.
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- owner: who deployed the first resonator after it has been neutral/unclaimed.
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- owner: who deployed the first resonator after it has been neutral/unclaimed.
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- since: when was the first resonator deployed after it has been neutral/unclaimed.
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- since: when was the first resonator deployed after it has been neutral/unclaimed. The reasonators decay every 24hrs from capture. Move the cursor over it to show the full date time.
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- range: shows how far links made from this portal can be. Click on the value to zoom out to link range. The red circle shows how far links may reach.
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- range: shows how far links made from this portal can be. Click on the value to zoom out to link range. The red circle shows how far links may reach.
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- energy: shows current and maximum energy if fully charged. The tooltip contains the exact numbers.
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- energy: shows current and maximum energy if fully charged. The tooltip contains the exact numbers.
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- links: shows incoming and outgoing links. The tooltip explains the icons.
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- links: shows incoming and outgoing links. The tooltip explains the icons.
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@ -15,7 +15,7 @@ window.updateGameScore = function(data) {
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var es = '<span class="enl" style="width:'+ep+'%;"> '+Math.round(ep)+'%</span>';
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var es = '<span class="enl" style="width:'+ep+'%;"> '+Math.round(ep)+'%</span>';
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$('#gamestat').html(rs+es).one('click', function() { window.updateGameScore() });
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$('#gamestat').html(rs+es).one('click', function() { window.updateGameScore() });
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// help cursor via “#gamestat span”
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// help cursor via “#gamestat span”
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$('#gamestat').attr('title', 'Resistance:\t'+r+' MindUnits\nEnlightenment:\t'+e+' MindUnits');
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$('#gamestat').attr('title', 'Resistance:\t'+r+' MindUnits\nEnlightened:\t'+e+' MindUnits');
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window.setTimeout('window.updateGameScore', REFRESH_GAME_SCORE*1000);
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window.setTimeout('window.updateGameScore', REFRESH_GAME_SCORE*1000);
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}
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}
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@ -26,7 +26,10 @@ window.renderPortalDetails = function(guid) {
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: null;
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: null;
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var playerText = player ? ['owner', player] : null;
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var playerText = player ? ['owner', player] : null;
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var time = d.captured ? unixTimeToString(d.captured.capturedTime) : null;
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var time = d.captured
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? '<span title="' + unixTimeToString(d.captured.capturedTime, true) + '">'
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+ unixTimeToString(d.captured.capturedTime) + '</span>'
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: null;
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var sinceText = time ? ['since', time] : null;
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var sinceText = time ? ['since', time] : null;
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var linkedFields = ['fields', d.portalV2.linkedFields.length];
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var linkedFields = ['fields', d.portalV2.linkedFields.length];
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@ -12,7 +12,7 @@ Available Plugins
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- [**Compute AP Stats**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/compute-ap-stats.user.js) Shows the potential AP an agent could obtain by destroying and rebuilding all the portals in the current zoom area.
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- [**Compute AP Stats**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/compute-ap-stats.user.js) Shows the potential AP an agent could obtain by destroying and rebuilding all the portals in the current zoom area.
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- [**Draw Tools**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/draw-tools.user.js) allows to draw circles and lines on the map to aid you with planning your next big field. [View screenshot](http://breunigs.github.com/ingress-intel-total-conversion/screenshots/plugin_draw_tools.png)
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- [**Draw Tools**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/draw-tools.user.js) allows to draw circles and lines on the map to aid you with planning your next big field. [View screenshot](http://breunigs.github.com/ingress-intel-total-conversion/screenshots/plugin_draw_tools.png)
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- [**Guess Player Level**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/guess-player-levels.user.js) looks for the highest placed resonator per player in the current view to guess the player level.
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- [**Guess Player Level**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/guess-player-levels.user.js) looks for the highest placed resonator per player in the current view to guess the player level.
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- [**Highlight Weakened Portals**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/show-portal-weakness.user.js) fill portals with red to indicate portal's state of disrepair. The brighter the color the more attention needed (recharge, shields, resonators). A dashed portal means a resonator is missing.
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- [**Highlight Weakened Portals**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/show-portal-weakness.user.js) fill portals with red to indicate portal's state of disrepair. The brighter the color the more attention needed (recharge, shields, resonators). A dashed portal means a resonator is missing. Red, needs energy and shields. Orange, only needs energy (either recharge or resonators). Yellow, only needs shields.
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- [**Player Tracker**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/player-tracker.user.js) Draws trails for user actions in the last hour. At the last known location there’s a tooltip that shows the data in a table. [View screenshot](http://breunigs.github.com/ingress-intel-total-conversion/screenshots/plugin_player_tracker.png).
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- [**Player Tracker**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/player-tracker.user.js) Draws trails for user actions in the last hour. At the last known location there’s a tooltip that shows the data in a table. [View screenshot](http://breunigs.github.com/ingress-intel-total-conversion/screenshots/plugin_player_tracker.png).
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- [**Render Limit Increase**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/render-limit-increase.user.js) increases render limits. Good for high density areas (e.g. London, UK) and faster PCs.
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- [**Render Limit Increase**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/render-limit-increase.user.js) increases render limits. Good for high density areas (e.g. London, UK) and faster PCs.
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- [**Resonator Display Zoom Level Decrease**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/resonator-display-zoom-level-decrease.user.js) Resonator start displaying earlier.
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- [**Resonator Display Zoom Level Decrease**](https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/resonator-display-zoom-level-decrease.user.js) Resonator start displaying earlier.
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@ -88,7 +88,7 @@ window.plugin.guessPlayerLevels.guess = function() {
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});
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});
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var s = 'the players have at least the following level:\n\n';
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var s = 'the players have at least the following level:\n\n';
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s += 'Resistance:\t \tEnlightenment:\t\n';
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s += 'Resistance:\t \tEnlightened:\t\n';
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var namesR = plugin.guessPlayerLevels.sort(playersRes);
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var namesR = plugin.guessPlayerLevels.sort(playersRes);
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var namesE = plugin.guessPlayerLevels.sort(playersEnl);
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var namesE = plugin.guessPlayerLevels.sort(playersEnl);
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@ -1,11 +1,11 @@
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// ==UserScript==
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// ==UserScript==
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// @id iitc-plugin-show-portal-weakness@vita10gy
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// @id iitc-plugin-show-portal-weakness@vita10gy
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// @name iitc: show portal weakness
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// @name iitc: show portal weakness
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// @version 0.2
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// @version 0.3
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// @namespace https://github.com/breunigs/ingress-intel-total-conversion
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// @namespace https://github.com/breunigs/ingress-intel-total-conversion
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// @updateURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/show-portal-weakness.user.js
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// @updateURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/show-portal-weakness.user.js
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// @downloadURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/show-portal-weakness.user.js
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// @downloadURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/show-portal-weakness.user.js
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// @description Uses the fill color of the portals to denote if the portal is weak (Needs recharging, missing a resonator, needs shields)
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// @description Uses the fill color of the portals to denote if the portal is weak (Needs recharging, missing a resonator, needs shields) Red, needs energy and shields. Orange, only needs energy (either recharge or resonators). Yellow, only needs shields.
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// @include http://www.ingress.com/intel*
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// @include http://www.ingress.com/intel*
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// @match http://www.ingress.com/intel*
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// @match http://www.ingress.com/intel*
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// ==/UserScript==
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// ==/UserScript==
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@ -24,46 +24,51 @@ window.plugin.portalWeakness.portalAdded = function(data) {
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var d = data.portal.options.details;
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var d = data.portal.options.details;
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var portal_weakness = 0;
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var portal_weakness = 0;
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if(getTeam(d) != 0)
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if(getTeam(d) !== 0) {
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{
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var only_shields = true;
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if(window.getTotalPortalEnergy(d)> 0 && window.getCurrentPortalEnergy(d) < window.getTotalPortalEnergy(d))
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var missing_shields = 0;
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{
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if(window.getTotalPortalEnergy(d) > 0 && window.getCurrentPortalEnergy(d) < window.getTotalPortalEnergy(d)) {
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portal_weakness = 1 - (window.getCurrentPortalEnergy(d)/window.getTotalPortalEnergy(d));
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portal_weakness = 1 - (window.getCurrentPortalEnergy(d)/window.getTotalPortalEnergy(d));
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only_shields = false;
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}
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}
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//Ding the portal for every missing sheild.
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//Ding the portal for every missing sheild.
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$.each(d.portalV2.linkedModArray, function(ind, mod)
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$.each(d.portalV2.linkedModArray, function(ind, mod) {
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{
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if(mod === null) {
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if(mod == null)
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missing_shields++;
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{
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portal_weakness += .08;
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portal_weakness += .03;
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}
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}
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});
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});
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//Ding the portal for every missing resonator.
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//Ding the portal for every missing resonator.
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var resCount = 0;
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var resCount = 0;
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$.each(d.resonatorArray.resonators, function(ind, reso)
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$.each(d.resonatorArray.resonators, function(ind, reso) {
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{
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if(reso === null) {
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if(reso == null) {
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portal_weakness += .125;
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portal_weakness += .125;
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}
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only_shields = false;
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else {
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} else {
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resCount++;
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resCount++;
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}
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}
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});
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});
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if(portal_weakness<0) {
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if(portal_weakness < 0) {
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portal_weakness = 0;
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portal_weakness = 0;
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}
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}
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if(portal_weakness>1)
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if(portal_weakness > 1) {
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{
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portal_weakness = 1;
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portal_weakness = 1;
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}
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}
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if(portal_weakness>0)
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if(portal_weakness > 0) {
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{
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var fill_opacity = portal_weakness*.7 + .3;
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var color = 'red';
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var color = 'orange';
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var fill_opacity = Math.round((portal_weakness*.8 + .2)*100)/100;
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if(only_shields) {
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var params = {fillColor: color, fillOpacity: fill_opacity, radius: data.portal.options.radius+1};
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color = 'yellow';
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if(resCount<8)
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//If only shields are missing, make portal yellow
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{
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// but fill more than usual since pale yellow is basically invisible
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fill_opacity = missing_shields*.15 + .1;
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} else if(missing_shields > 0) {
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color = 'red';
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}
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fill_opacity = Math.round(fill_opacity*100)/100;
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var params = {fillColor: color, fillOpacity: fill_opacity};
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if(resCount < 8) {
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// Hole per missing resonator
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// Hole per missing resonator
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var dash = new Array(8-resCount + 1).join("1,4,") + "100,0"
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var dash = new Array(8-resCount + 1).join("1,4,") + "100,0"
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params["dashArray"] = dash;
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params["dashArray"] = dash;
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