* Display random words of encouragement for successfully redeemed passcodes
* Refactor redeeming into smaller functions, using more jQuery logic
* Add redeem "handlers" - combinations of "decoders" and "formatters" for each taxonomy of item
* Add heuristic item guessing. If IITC can't figure out directly what an item is, try to guess what taxonomy of item it would be closest to. (For instance, if an item is truly unknown, but has a "rarity" attribute, it's going to be close to a modResource. Likewise, if an unknown item has a "level" attribute, it's going to be close to a resourceWithLevels.
** Tailor formatting and decoding based upon that guess. Worst case: the item is truly a mystery. Don't discard it: display it in a default format.
** Let the user know if we tried to heuristically guess an item. This won't happen unless something changes on the Ingress backend.
* Show table by default, offer plaintext option for reward copy-pasting
* Use recommendations from https://plus.google.com/115907431535033114848/posts/PVV9j4fTR2m for item plaintext listing
* Break passcode redemption responses and errors into window.REDEEM_* variables
* If an item isn't known, don't simply let it slip into the Aurbis. Log it separately.
* Don't show AP or XM if the passcode didn't give any.
- removed 'donate'
- made case consistant - upper case 1st letter
- shortened excessively long links (IAPS) - but added title text on links with more detailed descriptions
inspired by #135
For both of them returning false will interupt the default action
'geoSearch' is called when something is entered in the search box.
The argument is the string entered in the search box
'nicknameClicked' is called when a nickname is cliked.
The argument is an object with 2 properties:
- 'event' contain the standard event object
- 'nickname' contain the nick of the user
- remove public @mentions from the faction chat channel
- add default case to chat text handling. if a new message fragment type is added, at least something will be shown in chat instead of being blank (as happened when AT_PLAYER was first introduced)
- highlight your own player name in the chat column in yellow for things you said/actions performed - similar to @mentions from other players
this fixes an issue that, in theory, could have occured with the public chat fetching and over 200 sequential skipped ([secure]) messages. the recent change to skip SYSTEM_NARROWCAST for faction chat was much more likely to trigger the same issue
also
- lighten the red colour used in public chat - was almost impossible to read before
- set the faction chat message count to 100 (it was 50, then bumpped to 200 briefly to work around chat issues)