Merge pull request #197 from integ3r/dev
Passcode redemption overhaul: now with plaintext copying, default display, JS console logging, heuristic item inference, and more
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commit
f9eec96d65
@ -1,96 +1,227 @@
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// REDEEMING /////////////////////////////////////////////////////////
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/* Resource type names mapped to actual names and abbreviations.
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* Add more here if necessary.
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*/
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window.REDEEM_RESOURCES = {
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RES_SHIELD: {long: 'Portal Shield', short: 'SH'},
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EMITTER_A: {long: 'Resonator', short: 'R'},
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EMP_BURSTER: {long: 'XMP Burster', short: 'X'},
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POWER_CUBE: {long: 'Power Cube', short: 'C'}
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};
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/* Redemption errors. Very self-explanatory.
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*/
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window.REDEEM_ERRORS = {
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ALREADY_REDEEMED: 'The passcode has already been redeemed.',
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ALREADY_REDEEMED_BY_PLAYER : 'You have already redeemed this passcode.',
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INVALID_PASSCODE: 'This passcode is invalid.'
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};
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/* These are HTTP status codes returned by the redemption API.
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* TODO: Move to another file? Use more generally across IITC?
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*/
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window.REDEEM_STATUSES = {
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429: 'You have been rate-limited by the server. Wait a bit and try again.',
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500: 'Internal server error'
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};
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/* Encouragement for people who got it in.
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* Just for fun.
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*/
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window.REDEEM_ENCOURAGEMENT = [
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"Passcode accepted!",
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"Access granted.",
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"Asset transfer in progress.",
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"Well done, Agent.",
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"Make the " + {'RESISTANCE' : 'Resistance', 'ALIENS' : 'Enlightened'}[PLAYER.team] + " proud!"
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];
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/* Redemption "handlers" handle decoding and formatting for rewards.
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*
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* Redemption "decoders" are used for returning the primary attribute (key) from
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* different types of items. Pretty self-explanatory.
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*
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* Redemption "formatters" are used for formatting specific types of password rewards.
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* Right now, Ingress has resourceWithLevels (leveled resources) and modResource (mods).
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* Resources with levels have levels, and mods have rarity. Format them appropriately.
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*/
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window.REDEEM_HANDLERS = {
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'resourceWithLevels' : {
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decode: function(type, resource) {return resource.level;},
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format: function(acquired, level) {
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var prefix = '<span style="color: ' + (window.COLORS_LVL[level] || 'white') + ';">';
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var suffix = '</span>';
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return {
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table: '<td>' + prefix + 'L' + level + suffix + '</td><td>' + acquired.name.long + ' [' + acquired.count + ']</td>',
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html: acquired.count + '×' + acquired.name.short + prefix + level + suffix,
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plain: acquired.count + '@' + acquired.name.short + level
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};
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}
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},
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'modResource' : {
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decode: function(type, resource) {return resource.rarity;},
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format: function(acquired, rarity) {
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var prefix = '<span style="color: ' + (window.COLORS_MOD[rarity] || 'white') + ';">';
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var suffix = '</span>';
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var abbreviation = rarity.split('_').map(function (i) {return i[0];}).join('');
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return {
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table: '<td>' + prefix + abbreviation + suffix + '</td><td>' + acquired.name.long + ' [' + acquired.count + ']</td>',
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html: acquired.count + '×' + prefix + abbreviation + suffix,
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plain: acquired.count + '@' + abbreviation
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};
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}
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},
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'default' : {
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decode: function(type, resource) {return 'UNKNOWN';},
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format: function(acquired, group) {
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return {
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table: '<td>+</td><td>' + acquired.name.long + ' [' + acquired.count + ']</td>',
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html: acquired.count + '×' + acquired.name.short,
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plain: acquired.count + '@' + acquired.name.short
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};
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}
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}
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};
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/* Redemption "hints" hint at what an unknown resource might be from its object properties.
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*/
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window.REDEEM_HINTS = {
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level: 'resourceWithLevels',
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rarity: 'modResource'
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};
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window.handleRedeemResponse = function(data, textStatus, jqXHR) {
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var passcode = this.passcode, to_alert, to_log;
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if(data.error) {
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var error = '';
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if(data.error === 'ALREADY_REDEEMED') {
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error = 'The passcode has already been redeemed.';
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} else if(data.error === 'ALREADY_REDEEMED_BY_PLAYER') {
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error = 'You have already redeemed this passcode.';
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} else if(data.error === 'INVALID_PASSCODE') {
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error = 'This passcode is invalid.';
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} else {
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error = 'There was a problem redeeming the passcode. Try again?';
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}
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alert('<strong>' + data.error + '</strong>\n' + error);
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to_alert = '<strong>' + data.error + '</strong><br />' + (window.REDEEM_ERRORS[data.error] || 'There was a problem redeeming the passcode. Try again?');
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to_log = '[ERROR] ' + data.error;
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} else if(data.result) {
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var tblResult = $('<table class="redeem-result" />');
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tblResult.append($('<tr><th colspan="2">Passcode accepted!</th></tr>'));
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var encouragement = window.REDEEM_ENCOURAGEMENT[Math.floor(Math.random() * window.REDEEM_ENCOURAGEMENT.length)];
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var payload = {};
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var inferred = [];
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var results = {
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'table' : ['<th colspan="2" style="text-align: left;"><strong>' + encouragement + '</strong></th>'],
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'html' : [],
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'plain' : []
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};
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if(data.result.apAward)
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tblResult.append($('<tr><td>+</td><td>' + data.result.apAward + 'AP</td></tr>'));
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if(data.result.xmAward)
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tblResult.append($('<tr><td>+</td><td>' + data.result.xmAward + 'XM</td></tr>'));
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// Track frequencies and levels of items
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$.each(data.result.inventoryAward, function (award_idx, award) {
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var acquired = award[2], handler, type, key, name;
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var resonators = {};
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var bursts = {};
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var shields = {};
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var cubes = {};
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// The "what the heck is this item" heuristic
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$.each(acquired, function (taxonomy, resource) {
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if('resourceType' in resource) {
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if(taxonomy in window.REDEEM_HANDLERS) {
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// Cool. We know how to directly handle this item.
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handler = {
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functions: window.REDEEM_HANDLERS[taxonomy],
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taxonomy: taxonomy,
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processed_as: taxonomy
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};
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} else {
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// Let's see if we can get a hint for how we should handle this.
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$.each(resource, function (resource_key, resource_value) {
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if(resource_key in window.REDEEM_HINTS) {
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// We're not sure what this item is, but we can process it like another item
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handler = {
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functions: (window.REDEEM_HANDLERS[window.REDEEM_HINTS[resource_key]] || window.REDEEM_HANDLERS['default']),
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taxonomy: taxonomy,
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processed_as: window.REDEEM_HINTS[resource_key]
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};
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return false;
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}
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});
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for(var i in data.result.inventoryAward) {
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var acquired = data.result.inventoryAward[i][2];
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if(acquired.modResource) {
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if(acquired.modResource.resourceType === 'RES_SHIELD') {
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var rarity = acquired.modResource.rarity.split('_').map(function (i) {return i[0]}).join('');
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if(!shields[rarity]) shields[rarity] = 0;
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shields[rarity] += 1;
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}
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} else if(acquired.resourceWithLevels) {
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if(acquired.resourceWithLevels.resourceType === 'EMITTER_A') {
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var level = acquired.resourceWithLevels.level
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if(!resonators[level]) resonators[level] = 0;
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resonators[level] += 1;
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} else if(acquired.resourceWithLevels.resourceType === 'EMP_BURSTER') {
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var level = acquired.resourceWithLevels.level
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if(!bursts[level]) bursts[level] = 0;
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bursts[level] += 1;
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} else if(acquired.resourceWithLevels.resourceType === 'POWER_CUBE') {
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var level = acquired.resourceWithLevels.level
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if(!cubes[level]) cubes[level] = 0;
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cubes[level] += 1;
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}
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}
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// Fall back to the default handler if necessary
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handler = handler || {
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functions: window.REDEEM_HANDLERS['default'],
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taxonomy: taxonomy,
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processed_as: 'default'
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};
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}
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$.each(resonators, function(lvl, count) {
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var text = 'Resonator';
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if(count >= 2) text += ' ('+count+')';
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tblResult.append($('<tr ><td style="color: ' +window.COLORS_LVL[lvl]+ ';">L' +lvl+ '</td><td>' + text + '</td></tr>'));
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});
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$.each(bursts, function(lvl, count) {
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var text = 'Xmp Burster';
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if(count >= 2) text += ' ('+count+')';
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tblResult.append($('<tr ><td style="color: ' +window.COLORS_LVL[lvl]+ ';">L' +lvl+ '</td><td>' + text + '</td></tr>'));
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});
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$.each(cubes, function(lvl, count) {
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var text = 'Power Cube';
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if(count >= 2) text += ' ('+count+')';
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tblResult.append($('<tr ><td style="color: ' +window.COLORS_LVL[lvl]+ ';">L' +lvl+ '</td><td>' + text + '</td></tr>'));
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});
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$.each(shields, function(lvl, count) {
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var text = 'Portal Shield';
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if(count >= 2) text += ' ('+count+')';
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tblResult.append($('<tr><td>'+lvl+'</td><td>'+text+'</td></tr>'));
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});
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alert(tblResult, true);
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// Collect the data that we know
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type = resource.resourceType;
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key = handler.functions.decode(type, resource);
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name = window.REDEEM_RESOURCES[type] || {long: type, short: type[0]};
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// Decide if we inferred this resource
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if(!(type in window.REDEEM_RESOURCES) || handler.taxonomy !== handler.processed_as) {
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name.long += '*';
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name.short += '*';
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inferred.push({type: type, key: key, handler: handler});
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}
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return false;
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}
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});
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// Update frequencies
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payload[type] = payload[type] || {};
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payload[type][key] = payload[type][key] || {};
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payload[type][key].handler = payload[type][key].handler || handler;
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payload[type][key].type = payload[type][key].type || type;
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payload[type][key].name = payload[type][key].name || name;
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payload[type][key].count = payload[type][key].count || 0;
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payload[type][key].count += 1;
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});
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// Get AP and XM.
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$.each([{label: 'AP', award: parseInt(data.result.apAward)}, {label: 'XM', award: parseInt(data.result.xmAward)}], function(idx, val) {
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if(val.award > 0) {
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results.table.push('<td>+</td><td>' + digits(val.award) + ' ' + val.label + '</td>');
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results.html.push(val.award + ' ' + val.label);
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results.plain.push(val.award + ' ' + val.label);
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}
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});
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// Build the formatted results alphabetically
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$.each(Object.keys(payload).sort(), function(type_idx, type) {
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$.each(Object.keys(payload[type]).sort(), function(key_idx, key) {
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var acquired = payload[type][key];
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$.each(acquired.handler.functions.format(acquired, key), function(format, string) {
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results[format].push(string);
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});
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});
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});
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// Let the user know if we had to guess
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if (inferred.length > 0) {
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results.table.push('<td style="font-family: monospace;">*</td><td style="font-family: monospace;">Guessed (check console)</td>');
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$.each(inferred, function (idx, val) {
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console.log(passcode +
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' => [INFERRED] ' + val.type + ':' + val.key + ' :: ' +
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val.handler.taxonomy + ' =~ ' + val.handler.processed_as);
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});
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}
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// Add table footers
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results.table.push('<td style="font-family: monospace;">></td><td><a href="javascript:alert(\'' +
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escape('<span style="font-family: monospace;"><strong>' + encouragement + '</strong><br />' + results.html.join('/') + '</span>') +
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'\', true);" style="font-family: monospace;">[plaintext]</a>');
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// Display formatted versions in a table, plaintext, and the console log
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to_alert = '<table class="redeem-result">' + results.table.map(function(a) {return '<tr>' + a + '</tr>';}).join("\n") + '</table>';
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to_log = '[SUCCESS] ' + results.plain.join('/');
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}
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alert(to_alert, true);
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console.log(passcode + ' => ' + to_log);
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}
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window.setupRedeem = function() {
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$("#redeem").keypress(function(e) {
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if((e.keyCode ? e.keyCode : e.which) != 13) return;
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if((e.keyCode ? e.keyCode : e.which) !== 13) return;
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var data = {passcode: $(this).val()};
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window.postAjax('redeemReward', data, window.handleRedeemResponse,
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function(response) {
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var extra = '';
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if(response && response.status) {
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if(response.status === 429) {
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extra = 'You have been rate-limited by the server. Wait a bit and try again.';
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} else {
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extra = 'The server indicated an error.';
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}
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extra += '\nResponse: HTTP <a href="http://httpstatus.es/' + response.status + '" alt="HTTP ' + response.status + '">' + response.status + '</a>.';
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if(response.status) {
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extra = (window.REDEEM_STATUSES[response.status] || 'The server indicated an error.') + ' (HTTP ' + response.status + ')';
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} else {
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extra = 'No status code was returned.';
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}
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@ -82,13 +82,14 @@ window.digits = function(d) {
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// able arguments: http://api.jquery.com/jQuery.ajax/
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// error: see above. Additionally it is logged if the request failed.
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window.postAjax = function(action, data, success, error) {
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data = JSON.stringify($.extend({method: 'dashboard.'+action}, data));
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var post_data = JSON.stringify($.extend({method: 'dashboard.'+action}, data));
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var remove = function(data, textStatus, jqXHR) { window.requests.remove(jqXHR); };
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var errCnt = function(jqXHR) { window.failedRequestCount++; window.requests.remove(jqXHR); };
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var result = $.ajax({
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url: '/rpc/dashboard.'+action,
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type: 'POST',
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data: data,
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data: post_data,
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context: data,
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dataType: 'json',
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success: [remove, success],
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error: error ? [errCnt, error] : errCnt,
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