// ==UserScript== // @id ingress-intel-total-conversion@breunigs // @name intel map total conversion // @version 0.2-2013-02-04-150321 // @namespace https://github.com/breunigs/ingress-intel-total-conversion // @updateURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/total-conversion-build.user.js // @downloadURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/total-conversion-build.user.js // @description total conversion for the ingress intel map. // @include http://www.ingress.com/intel* // ==/UserScript== // REPLACE ORIG SITE /////////////////////////////////////////////////// if(document.getElementsByTagName('html')[0].getAttribute('itemscope') != null) throw('Ingress Intel Website is down, not a userscript issue.'); // disable vanilla JS window.onload = function() {}; // rescue user data from original page var scr = document.getElementsByTagName('script'); for(var x in scr) { var s = scr[x]; if(s.src) continue; if(s.type !== 'text/javascript') continue; var d = s.innerHTML.split('\n'); break; } for(var i = 0; i < d.length; i++) { if(!d[i].match('var PLAYER = ')) continue; eval(d[i].match(/^var /, 'window.')); break; } // player information is now available in a hash like this: // window.PLAYER = {"ap": "123", "energy": 123, "available_invites": 123, "nickname": "somenick", "team": "ALIENS||RESISTANCE"}; // remove complete page. We only wanted the user-data and the page’s // security context so we can access the API easily. Setup as much as // possible without requiring scripts. document.getElementsByTagName('head')[0].innerHTML = '' //~ + '' + '' + '' + ''; document.getElementsByTagName('body')[0].innerHTML = '' + '
Loading, please wait
' + '' + '' + '' + ''; // putting everything in a wrapper function that in turn is placed in a // script tag on the website allows us to execute in the site’s context // instead of in the Greasemonkey/Extension/etc. context. function wrapper() { // LEAFLET PREFER CANVAS /////////////////////////////////////////////// // Set to true if Leaflet should draw things using Canvas instead of SVG // Disabled for now because it has several bugs: flickering, constant // CPU usage and it continuously fires the moveend event. L_PREFER_CANVAS = false; // CONFIG OPTIONS //////////////////////////////////////////////////// var REFRESH = 30; // refresh view every 30s (base time) var ZOOM_LEVEL_ADJ = 5; // add 5 seconds per zoom level var REFRESH_GAME_SCORE = 5*60; // refresh game score every 5 minutes var MAX_IDLE_TIME = 4; // stop updating map after 4min idling var PRECACHE_PLAYER_NAMES_ZOOM = 17; // zoom level to start pre-resolving player names var SIDEBAR_WIDTH = 300; // chat messages are requested for the visible viewport. On high zoom // levels this gets pretty pointless, so request messages in at least a // X km radius. var CHAT_MIN_RANGE = 6; // this controls how far data is being drawn outside the viewport. Set // it 0 to only draw entities that intersect the current view. A value // of one will render an area twice the size of the viewport (or some- // thing like that, Leaflet doc isn’t too specific). Setting it too low // makes the missing data on move/zoom out more obvious. Setting it too // high causes too many items to be drawn, making drag&drop sluggish. var VIEWPORT_PAD_RATIO = 0.3; // how many items to request each query var CHAT_PUBLIC_ITEMS = 200 var CHAT_FACTION_ITEMS = 50 // Leaflet will get very slow for MANY items. It’s better to display // only some instead of crashing the browser. var MAX_DRAWN_PORTALS = 1000; var MAX_DRAWN_LINKS = 400; var MAX_DRAWN_FIELDS = 200; var COLOR_SELECTED_PORTAL = '#f00'; var COLORS = ['#FFCE00', '#0088FF', '#03FE03']; // none, res, enl var COLORS_LVL = ['#000', '#FECE5A', '#FFA630', '#FF7315', '#E40000', '#FD2992', '#EB26CD', '#C124E0', '#9627F4']; // circles around a selected portal that show from where you can hack // it and how far the portal reaches (i.e. how far links may be made // from this portal) var ACCESS_INDICATOR_COLOR = 'orange'; var RANGE_INDICATOR_COLOR = 'red'; // INGRESS CONSTANTS ///////////////////////////////////////////////// // http://decodeingress.me/2012/11/18/ingress-portal-levels-and-link-range/ var RESO_NRG = [0, 1000, 1500, 2000, 2500, 3000, 4000, 5000, 6000]; var MAX_XM_PER_LEVEL = [0, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000]; var MIN_AP_FOR_LEVEL = [0, 10000, 30000, 70000, 150000, 300000, 600000, 1200000]; var HACK_RANGE = 35; // in meters, max. distance from portal to be able to access it var SLOT_TO_CARDINAL = ['E', 'NE', 'N', 'NW', 'W', 'SW', 'S', 'SE']; var DEFAULT_PORTAL_IMG = 'http://commondatastorage.googleapis.com/ingress/img/default-portal-image.png'; // OTHER MORE-OR-LESS CONSTANTS ////////////////////////////////////// var NOMINATIM = 'http://nominatim.openstreetmap.org/search?format=json&limit=1&q='; var DEG2RAD = Math.PI / 180; var TEAM_NONE = 0, TEAM_RES = 1, TEAM_ENL = 2; var TEAM_TO_CSS = ['none', 'res', 'enl']; // make PLAYER variable available in site context var PLAYER = window.PLAYER; var CHAT_SHRINKED = 60; // STORAGE /////////////////////////////////////////////////////////// // global variables used for storage. Most likely READ ONLY. Proper // way would be to encapsulate them in an anonymous function and write // getters/setters, but if you are careful enough, this works. var refreshTimeout; var urlPortal = null; window.playersToResolve = []; window.playersInResolving = []; window.selectedPortal = null; window.portalRangeIndicator = null; window.portalAccessIndicator = null; window.mapRunsUserAction = false; var portalsLayer, linksLayer, fieldsLayer; var portalsDetail = {}; // contain references to all entities shown on the map. These are // automatically kept in sync with the items on *sLayer, so never ever // write to them. window.portals = {}; window.links = {}; window.fields = {}; // MAP DATA ////////////////////////////////////////////////////////// // these functions handle how and which entities are displayed on the // map. They also keep them up to date, unless interrupted by user // action. // requests map data for current viewport. For details on how this // works, refer to the description in “MAP DATA REQUEST CALCULATORS” window.requestData = function() { console.log('refreshing data'); requests.abort(); cleanUp(); var magic = convertCenterLat(map.getCenter().lat); var R = calculateR(magic); var bounds = map.getBounds(); // convert to point values topRight = convertLatLngToPoint(bounds.getNorthEast(), magic, R); bottomLeft = convertLatLngToPoint(bounds.getSouthWest() , magic, R); // how many quadrants intersect the current view? quadsX = Math.abs(bottomLeft.x - topRight.x); quadsY = Math.abs(bottomLeft.y - topRight.y); // will group requests by second-last quad-key quadrant tiles = {}; // walk in x-direction, starts right goes left for(var i = 0; i <= quadsX; i++) { var x = Math.abs(topRight.x - i); var qk = pointToQuadKey(x, topRight.y); var bnds = convertPointToLatLng(x, topRight.y, magic, R); if(!tiles[qk.slice(0, -1)]) tiles[qk.slice(0, -1)] = []; tiles[qk.slice(0, -1)].push(generateBoundsParams(qk, bnds)); // walk in y-direction, starts top, goes down for(var j = 1; j <= quadsY; j++) { var qk = pointToQuadKey(x, topRight.y + j); var bnds = convertPointToLatLng(x, topRight.y + j, magic, R); if(!tiles[qk.slice(0, -1)]) tiles[qk.slice(0, -1)] = []; tiles[qk.slice(0, -1)].push(generateBoundsParams(qk, bnds)); } } // finally send ajax requests $.each(tiles, function(ind, tls) { data = { minLevelOfDetail: -1 }; data.boundsParamsList = tls; window.requests.add(window.postAjax('getThinnedEntitiesV2', data, window.handleDataResponse)); }); } // works on map data response and ensures entities are drawn/updated. window.handleDataResponse = function(data, textStatus, jqXHR) { // remove from active ajax queries list if(!data || !data.result) { console.warn(data); return; } var portalUpdateAvailable = false; var m = data.result.map; // defer rendering of portals because there is no z-index in SVG. // this means that what’s rendered last ends up on top. While the // portals can be brought to front, this costs extra time. They need // to be in the foreground, or they cannot be clicked. See // https://github.com/Leaflet/Leaflet/issues/185 var ppp = []; $.each(m, function(qk, val) { $.each(val.deletedGameEntityGuids, function(ind, guid) { window.removeByGuid(guid); }); $.each(val.gameEntities, function(ind, ent) { // ent = [GUID, id(?), details] // format for links: { controllingTeam, creator, edge } // format for portals: { controllingTeam, turret } if(ent[2].turret !== undefined) { if(selectedPortal == ent[0]) portalUpdateAvailable = true; portalsDetail[ent[0]] = ent[2]; // immediately render portal details if selected by URL. // is also used internally to select a portal that may not have // been loaded yet. See utils_misc#zoomToAndShowPortal. if(urlPortal && ent[0] == urlPortal && !selectedPortal) { urlPortal = null; // only pre-select it once window.renderPortalDetails(ent[0]); } ppp.push(ent); // delay portal render } else if(ent[2].edge !== undefined) renderLink(ent); else if(ent[2].capturedRegion !== undefined) renderField(ent); else throw('Unknown entity: ' + JSON.stringify(ent)); }); }); $.each(ppp, function(ind, portal) { renderPortal(portal); }); if(portals[selectedPortal]) portals[selectedPortal].bringToFront(); if(portalUpdateAvailable) renderPortalDetails(selectedPortal); resolvePlayerNames(); } // removes entities that are still handled by Leaflet, although they // do not intersect the current viewport. window.cleanUp = function() { var cnt = [0,0,0]; var b = getPaddedBounds(); var minlvl = getMinPortalLevel(); portalsLayer.eachLayer(function(portal) { // portal must be in bounds and have a high enough level. Also don’t // remove if it is selected. if(portal.options.guid == window.selectedPortal || (b.contains(portal.getLatLng()) && portal.options.level >= minlvl)) return; cnt[0]++; portalsLayer.removeLayer(portal); }); linksLayer.eachLayer(function(link) { if(b.intersects(link.getBounds())) return; cnt[1]++; linksLayer.removeLayer(link); }); fieldsLayer.eachLayer(function(field) { if(b.intersects(field.getBounds())) return; cnt[2]++; fieldsLayer.removeLayer(field); }); console.log('removed out-of-bounds: '+cnt[0]+' portals, '+cnt[1]+' links, '+cnt[2]+' fields'); } // removes given entity from map window.removeByGuid = function(guid) { // portals end in “.11” or “.12“, links in “.9", fields in “.b” // .11 == portals // .12 == portals // .9 == links // .b == fields // .c == player/creator // .d == chat messages switch(guid.slice(33)) { case '11': case '12': if(!window.portals[guid]) return; portalsLayer.removeLayer(window.portals[guid]); break; case '9': if(!window.links[guid]) return; linksLayer.removeLayer(window.links[guid]); break; case 'b': if(!window.fields[guid]) return; fieldsLayer.removeLayer(window.fields[guid]); break; default: console.warn('unknown GUID type: ' + guid); //window.debug.printStackTrace(); } } // renders a portal on the map from the given entity window.renderPortal = function(ent) { removeByGuid(ent[0]); if(Object.keys(portals).length >= MAX_DRAWN_PORTALS && ent[0] != selectedPortal) return; var latlng = [ent[2].locationE6.latE6/1E6, ent[2].locationE6.lngE6/1E6]; if(!getPaddedBounds().contains(latlng)) return; // hide low level portals on low zooms var portalLevel = getPortalLevel(ent[2]); if(portalLevel < getMinPortalLevel() && ent[0] != selectedPortal) return; // pre-load player names for high zoom levels if(map.getZoom() >= PRECACHE_PLAYER_NAMES_ZOOM) { if(ent[2].captured && ent[2].captured.capturingPlayerId) getPlayerName(ent[2].captured.capturingPlayerId); if(ent[2].resonatorArray && ent[2].resonatorArray.resonators) $.each(ent[2].resonatorArray.resonators, function(ind, reso) { if(reso) getPlayerName(reso.ownerGuid); }); } var team = getTeam(ent[2]); var p = L.circleMarker(latlng, { radius: 7, color: ent[0] == selectedPortal ? COLOR_SELECTED_PORTAL : COLORS[team], opacity: 1, weight: 3, fillColor: COLORS[team], fillOpacity: 0.5, clickable: true, level: portalLevel, guid: ent[0]}); p.on('remove', function() { delete window.portals[this.options.guid]; }); p.on('add', function() { window.portals[this.options.guid] = this; }); p.on('click', function() { window.renderPortalDetails(ent[0]); }); p.on('dblclick', function() { window.renderPortalDetails(ent[0]); window.map.setView(latlng, 17); }); p.addTo(portalsLayer); } // renders a link on the map from the given entity window.renderLink = function(ent) { removeByGuid(ent[0]); if(Object.keys(links).length >= MAX_DRAWN_LINKS) return; var team = getTeam(ent[2]); var edge = ent[2].edge; var latlngs = [ [edge.originPortalLocation.latE6/1E6, edge.originPortalLocation.lngE6/1E6], [edge.destinationPortalLocation.latE6/1E6, edge.destinationPortalLocation.lngE6/1E6] ]; var poly = L.polyline(latlngs, { color: COLORS[team], opacity: 1, weight:2, clickable: false, guid: ent[0], smoothFactor: 10 }); if(!getPaddedBounds().intersects(poly.getBounds())) return; poly.on('remove', function() { delete window.links[this.options.guid]; }); poly.on('add', function() { window.links[this.options.guid] = this; }); poly.addTo(linksLayer).bringToBack(); } // renders a field on the map from a given entity window.renderField = function(ent) { window.removeByGuid(ent[0]); if(Object.keys(fields).length >= MAX_DRAWN_FIELDS) return; var team = getTeam(ent[2]); var reg = ent[2].capturedRegion; var latlngs = [ [reg.vertexA.location.latE6/1E6, reg.vertexA.location.lngE6/1E6], [reg.vertexB.location.latE6/1E6, reg.vertexB.location.lngE6/1E6], [reg.vertexC.location.latE6/1E6, reg.vertexC.location.lngE6/1E6] ]; var poly = L.polygon(latlngs, { fillColor: COLORS[team], fillOpacity: 0.25, stroke: false, clickable: false, smoothFactor: 10, guid: ent[0]}); if(!getPaddedBounds().intersects(poly.getBounds())) return; poly.on('remove', function() { delete window.fields[this.options.guid]; }); poly.on('add', function() { window.fields[this.options.guid] = this; }); poly.addTo(fieldsLayer).bringToBack(); } // REQUEST HANDLING ////////////////////////////////////////////////// // note: only meant for portal/links/fields request, everything else // does not count towards “loading” window.activeRequests = []; window.failedRequestCount = 0; window.requests = function() {} window.requests.add = function(ajax) { window.activeRequests.push(ajax); renderUpdateStatus(); } window.requests.remove = function(ajax) { window.activeRequests.splice(window.activeRequests.indexOf(ajax), 1); renderUpdateStatus(); } window.requests.abort = function() { $.each(window.activeRequests, function(ind, actReq) { if(actReq) actReq.abort(); }); window.activeRequests = []; window.failedRequestCount = 0; window.chat._requestOldPublicRunning = false; window.chat._requestNewPublicRunning = false; window.chat._requestOldFactionRunning = false; window.chat._requestNewFactionRunning = false; renderUpdateStatus(); } // gives user feedback about pending operations. Draws current status // to website. window.renderUpdateStatus = function() { var t = 'map status: '; if(mapRunsUserAction) t += 'paused during interaction'; else if(isIdle()) t += 'Idle, not updating.'; else if(window.activeRequests.length > 0) t += window.activeRequests.length + ' requests running.'; else t += 'Up to date.'; if(renderLimitReached()) t += ' RENDER LIMIT ' if(window.failedRequestCount > 0) t += ' ' + window.failedRequestCount + ' requests failed.' t += '
('; var minlvl = getMinPortalLevel(); if(minlvl === 0) t += 'showing all portals'; else t+= 'only showing portals with level '+minlvl+' and up'; t += ')'; $('#updatestatus').html(t); } // sets the timer for the next auto refresh. Ensures only one timeout // is queued. May be given 'override' in milliseconds if time should // not be guessed automatically. Especially useful if a little delay // is required, for example when zooming. window.startRefreshTimeout = function(override) { // may be required to remove 'paused during interaction' message in // status bar window.renderUpdateStatus(); if(refreshTimeout) clearTimeout(refreshTimeout); var t = 0; if(override) { t = override; } else { t = REFRESH*1000; var adj = ZOOM_LEVEL_ADJ * (18 - window.map.getZoom()); if(adj > 0) t += adj*1000; } var next = new Date(new Date().getTime() + t).toLocaleTimeString(); console.log('planned refresh: ' + next); refreshTimeout = setTimeout(window.requests._callOnRefreshFunctions, t); } window.requests._onRefreshFunctions = []; window.requests._callOnRefreshFunctions = function() { startRefreshTimeout(); if(isIdle()) { console.log('user has been idle for ' + idleTime + ' minutes. Skipping refresh.'); renderUpdateStatus(); return; } console.log('refreshing'); $.each(window.requests._onRefreshFunctions, function(ind, f) { f(); }); } // add method here to be notified of auto-refreshes window.requests.addRefreshFunction = function(f) { window.requests._onRefreshFunctions.push(f); } // UTILS + MISC /////////////////////////////////////////////////////// // retrieves parameter from the URL?query=string. window.getURLParam = function(param) { var v = document.URL; var i = v.indexOf(param); if(i <= -1) return ''; v = v.substr(i); i = v.indexOf("&"); if(i >= 0) v = v.substr(0, i); return v.replace(param+"=",""); } // read cookie by name. // http://stackoverflow.com/a/5639455/1684530 by cwolves var cookies; window.readCookie = function(name,c,C,i){ if(cookies) return cookies[name]; c = document.cookie.split('; '); cookies = {}; for(i=c.length-1; i>=0; i--){ C = c[i].split('='); cookies[C[0]] = unescape(C[1]); } return cookies[name]; } window.writeCookie = function(name, val) { document.cookie = name + "=" + val + '; expires=Thu, 31 Dec 2020 23:59:59 GMT; path=/'; } // add thousand separators to given number. // http://stackoverflow.com/a/1990590/1684530 by Doug Neiner. window.digits = function(d) { return (d+"").replace(/(\d)(?=(\d\d\d)+(?!\d))/g, "$1 "); } // posts AJAX request to Ingress API. // action: last part of the actual URL, the rpc/dashboard. is // added automatically // data: JSON data to post. method will be derived automatically from // action, but may be overridden. Expects to be given Hash. // Strings are not supported. // success: method to call on success. See jQuery API docs for avail- // able arguments: http://api.jquery.com/jQuery.ajax/ // error: see above. Additionally it is logged if the request failed. window.postAjax = function(action, data, success, error) { data = JSON.stringify($.extend({method: 'dashboard.'+action}, data)); var remove = function(data, textStatus, jqXHR) { window.requests.remove(jqXHR); }; var errCnt = function(jqXHR) { window.failedRequestCount++; window.requests.remove(jqXHR); }; return $.ajax({ url: 'rpc/dashboard.'+action, type: 'POST', data: data, dataType: 'json', success: [remove, success], error: error ? [errCnt, error] : errCnt, contentType: 'application/json; charset=utf-8', beforeSend: function(req) { req.setRequestHeader('X-CSRFToken', readCookie('csrftoken')); } }); } // converts unix timestamps to HH:mm:ss format if it was today; // otherwise it returns YYYY-MM-DD window.unixTimeToString = function(time, full) { if(!time) return null; var d = new Date(typeof time === 'string' ? parseInt(time) : time); var time = d.toLocaleTimeString(); var date = d.getFullYear()+'-'+(d.getMonth()+1)+'-'+d.getDate(); if(typeof full !== 'undefined' && full) return date + ' ' + time; if(d.toDateString() == new Date().toDateString()) return time; else return date; } window.unixTimeToHHmm = function(time) { if(!time) return null; var d = new Date(typeof time === 'string' ? parseInt(time) : time); return d.toLocaleTimeString().slice(0, -3); } window.rangeLinkClick = function() { if(window.portalRangeIndicator) window.map.fitBounds(window.portalRangeIndicator.getBounds()); } window.reportPortalIssue = function(info) { var t = 'Redirecting you to a Google Help Page. Once there, click on “Contact Us” in the upper right corner.\n\nThe text box contains all necessary information. Press CTRL+C to copy it.'; //codename, approx addr, portalname if(prompt(t, info) !== null) location.href = 'https://support.google.com/ingress?hl=en'; } window._storedPaddedBounds = undefined; window.getPaddedBounds = function() { if(_storedPaddedBounds === undefined) { map.on('zoomstart zoomend movestart moveend', function() { window._storedPaddedBounds = null; }); } if(window._storedPaddedBounds) return window._storedPaddedBounds; var p = window.map.getBounds().pad(VIEWPORT_PAD_RATIO); window._storedPaddedBounds = p; return p; } window.renderLimitReached = function() { if(Object.keys(portals).length >= MAX_DRAWN_PORTALS) return true; if(Object.keys(links).length >= MAX_DRAWN_LINKS) return true; if(Object.keys(fields).length >= MAX_DRAWN_FIELDS) return true; return false; } window.getMinPortalLevel = function() { var z = map.getZoom(); if(z >= 16) return 0; var conv = ['impossible', 8,7,7,6,6,5,5,4,4,3,3,2,2,1,1]; return conv[z]; } // returns number of pixels left to scroll down before reaching the // bottom. Works similar to the native scrollTop function. window.scrollBottom = function(elm) { if(typeof elm === 'string') elm = $(elm); return elm.get(0).scrollHeight - elm.innerHeight() - elm.scrollTop(); } window.zoomToAndShowPortal = function(guid, latlng) { renderPortalDetails(guid); map.setView(latlng, 17); } // SETUP ///////////////////////////////////////////////////////////// // these functions set up specific areas after the boot function // created a basic framework. All of these functions should only ever // be run once. window.setupLargeImagePreview = function() { $('#portaldetails').on('click', '.imgpreview img', function() { var ex = $('#largepreview'); if(ex.length > 0) { ex.remove(); return; } var img = $(this).parent().html(); var w = $(this)[0].naturalWidth/2; var h = $(this)[0].naturalHeight/2; var c = $('#portaldetails').attr('class'); $('body').append( '
' + img + '
' ); $('#largepreview').click(function() { $(this).remove() }); $('#largepreview img').attr('title', ''); }); } window.setupStyles = function() { $('head').append(''); } window.setupMap = function() { $('#map').text(''); var osmOpt = {attribution: 'Map data © OpenStreetMap contributors', maxZoom: 18}; var osm = new L.TileLayer('http://{s}.tile.openstreetmap.org/{z}/{x}/{y}.png', osmOpt); var cmOpt = {attribution: 'Map data © OpenStreetMap contributors, Imagery © CloudMade', maxZoom: 18}; var cmMin = new L.TileLayer('http://{s}.tile.cloudmade.com/654cef5fd49a432ab81267e200ecc502/22677/256/{z}/{x}/{y}.png', cmOpt); var cmMid = new L.TileLayer('http://{s}.tile.cloudmade.com/654cef5fd49a432ab81267e200ecc502/999/256/{z}/{x}/{y}.png', cmOpt); var views = [cmMid, cmMin, osm, new L.Google('INGRESS'), new L.Google('ROADMAP'), new L.Google('SATELLITE'), new L.Google('HYBRID')]; portalsLayer = L.layerGroup([]); linksLayer = L.layerGroup([]); fieldsLayer = L.layerGroup([]); window.map = new L.Map('map', $.extend(getPosition(), {zoomControl: false})); try { map.addLayer(views[readCookie('ingress.intelmap.type')]); } catch(e) { map.addLayer(views[0]); } map.addLayer(portalsLayer); map.addLayer(fieldsLayer, true); map.addLayer(linksLayer, true); map.addControl(new L.Control.Layers({ 'OSM Cloudmade Midnight': views[0], 'OSM Cloudmade Minimal': views[1], 'OSM Mapnik': views[2], 'Google Roads Ingress Style': views[3], 'Google Roads': views[4], 'Google Satellite': views[5], 'Google Hybrid': views[6] }, { 'Portals': portalsLayer, 'Links': linksLayer, 'Fields': fieldsLayer })); map.attributionControl.setPrefix(''); // listen for changes and store them in cookies map.on('moveend', window.storeMapPosition); map.on('zoomend', window.storeMapPosition); $("[name='leaflet-base-layers']").change(function () { writeCookie('ingress.intelmap.type', $(this).parent().index()); }); // map update status handling map.on('movestart zoomstart', function() { window.mapRunsUserAction = true }); map.on('moveend zoomend', function() { window.mapRunsUserAction = false }); // update map hooks map.on('movestart zoomstart', window.requests.abort); map.on('moveend zoomend', function() { window.startRefreshTimeout(500) }); // run once on init window.requestData(); window.startRefreshTimeout(); window.addResumeFunction(window.requestData); window.requests.addRefreshFunction(window.requestData); }; // renders player details into the website. Since the player info is // included as inline script in the original site, the data is static // and cannot be updated. window.setupPlayerStat = function() { var level; var ap = parseInt(PLAYER.ap); for(level = 0; level < 7; level++) { if(ap < MIN_AP_FOR_LEVEL[level]) break; } var thisLvlAp = MIN_AP_FOR_LEVEL[level-1]; var nextLvlAp = MIN_AP_FOR_LEVEL[level] || ap; var lvlUpAp = digits(nextLvlAp-ap); var lvlApProg = Math.round((ap-thisLvlAp)/(nextLvlAp-thisLvlAp)*100); var xmMax = MAX_XM_PER_LEVEL[level]; var xmRatio = Math.round(PLAYER.energy/xmMax*100); var cls = PLAYER.team === 'ALIENS' ? 'enl' : 'res'; var t = 'Level:\t\t' + level + '\n' + 'XM:\t\t\t' + PLAYER.energy + ' / ' + xmMax + '\n' + 'AP:\t\t\t' + digits(ap) + '\n' + (level < 8 ? 'level up in:\t' + lvlUpAp + ' AP' : 'Congrats! (neeeeerd)') + '\n\Invites:\t\t'+PLAYER.available_invites; + '\n\nNote: your player stats can only be updated by a full reload (F5)'; $('#playerstat').html('' + '

'+level+' ' + ''+PLAYER.nickname+'' + '
' + 'XM: '+xmRatio+'%' + '' + (level < 8 ? 'level: '+lvlApProg+'%' : 'max level') + '' + '
' + '

' ); } // BOOTING /////////////////////////////////////////////////////////// function boot() { console.log('loading done, booting'); window.setupStyles(); window.setupMap(); window.setupGeosearch(); window.setupRedeem(); window.setupLargeImagePreview(); window.updateGameScore(); window.setupPlayerStat(); window.chat.setup(); // read here ONCE, so the URL is only evaluated one time after the // necessary data has been loaded. urlPortal = getURLParam('pguid'); $('#sidebar').show(); } // this is the minified load.js script that allows us to easily load // further javascript files async as well as in order. // https://github.com/chriso/load.js // Copyright (c) 2010 Chris O'Hara . MIT Licensed function asyncLoadScript(a){return function(b,c){var d=document.createElement("script");d.type="text/javascript",d.src=a,d.onload=b,d.onerror=c,d.onreadystatechange=function(){var a=this.readyState;if(a==="loaded"||a==="complete")d.onreadystatechange=null,b()},head.insertBefore(d,head.firstChild)}}(function(a){a=a||{};var b={},c,d;c=function(a,d,e){var f=a.halt=!1;a.error=function(a){throw a},a.next=function(c){c&&(f=!1);if(!a.halt&&d&&d.length){var e=d.shift(),g=e.shift();f=!0;try{b[g].apply(a,[e,e.length,g])}catch(h){a.error(h)}}return a};for(var g in b){if(typeof a[g]=="function")continue;(function(e){a[e]=function(){var g=Array.prototype.slice.call(arguments);if(e==="onError"){if(d)return b.onError.apply(a,[g,g.length]),a;var h={};return b.onError.apply(h,[g,g.length]),c(h,null,"onError")}return g.unshift(e),d?(a.then=a[e],d.push(g),f?a:a.next()):c({},[g],e)}})(g)}return e&&(a.then=a[e]),a.call=function(b,c){c.unshift(b),d.unshift(c),a.next(!0)},a.next()},d=a.addMethod=function(d){var e=Array.prototype.slice.call(arguments),f=e.pop();for(var g=0,h=e.length;g div').data('needsClearing', true); console.log('Bounding Box changed, chat will be cleared (old: '+chat._oldBBox+' ; new: '+bbs+' )'); // need to reset these flags now because clearing will only occur // after the request is finished – i.e. there would be one almost // useless request. chat._displayedFactionGuids = []; chat._displayedPublicGuids = []; chat._displayedPlayerActionTime = {}; chat._oldFactionTimestamp = -1; chat._newFactionTimestamp = -1; chat._oldPublicTimestamp = -1; chat._newPublicTimestamp = -1; } chat._oldBBox = bbs; var ne = b.getNorthEast(); var sw = b.getSouthWest(); var data = { desiredNumItems: public ? CHAT_PUBLIC_ITEMS : CHAT_FACTION_ITEMS, minLatE6: Math.round(sw.lat*1E6), minLngE6: Math.round(sw.lng*1E6), maxLatE6: Math.round(ne.lat*1E6), maxLngE6: Math.round(ne.lng*1E6), minTimestampMs: -1, maxTimestampMs: -1, factionOnly: !public } if(getOlderMsgs) { // ask for older chat when scrolling up data = $.extend(data, {maxTimestampMs: chat.getOldestTimestamp(public)}); } else { // ask for newer chat var min = chat.getNewestTimestamp(public); // the inital request will have both timestamp values set to -1, // thus we receive the newest desiredNumItems. After that, we will // only receive messages with a timestamp greater or equal to min // above. // After resuming from idle, there might be more new messages than // desiredNumItems. So on the first request, we are not really up to // date. We will eventually catch up, as long as there are less new // messages than desiredNumItems per each refresh cycle. // A proper solution would be to query until no more new results are // returned. Another way would be to set desiredNumItems to a very // large number so we really get all new messages since the last // request. Setting desiredNumItems to -1 does unfortunately not // work. // Currently this edge case is not handled. Let’s see if this is a // problem in crowded areas. $.extend(data, {minTimestampMs: min}); } return data; } // // requesting faction // window.chat._requestOldFactionRunning = false; window.chat.requestOldFaction = function(isRetry) { if(chat._requestOldFactionRunning) return; if(isIdle()) return renderUpdateStatus(); chat._requestOldFactionRunning = true; var d = chat.genPostData(false, true); var r = window.postAjax( 'getPaginatedPlextsV2', d, chat.handleOldFaction, isRetry ? function() { window.chat._requestOldFactionRunning = false; } : function() { window.chat.requestOldFaction(true) } ); requests.add(r); } window.chat._requestNewFactionRunning = false; window.chat.requestNewFaction = function(isRetry) { if(chat._requestNewFactionRunning) return; if(window.isIdle()) return renderUpdateStatus(); chat._requestNewFactionRunning = true; var d = chat.genPostData(false, false); var r = window.postAjax( 'getPaginatedPlextsV2', d, chat.handleNewFaction, isRetry ? function() { window.chat._requestNewFactionRunning = false; } : function() { window.chat.requestNewFaction(true) } ); requests.add(r); } // // handle faction // window.chat.handleOldFaction = function(data, textStatus, jqXHR) { chat._requestOldFactionRunning = false; chat.handleFaction(data, textStatus, jqXHR, true); } window.chat.handleNewFaction = function(data, textStatus, jqXHR) { chat._requestNewFactionRunning = false; chat.handleFaction(data, textStatus, jqXHR, false); } window.chat._displayedFactionGuids = []; window.chat.handleFaction = function(data, textStatus, jqXHR, isOldMsgs) { if(!data || !data.result) { window.failedRequestCount++; return console.warn('faction chat error. Waiting for next auto-refresh.'); } var c = $('#chatfaction'); chat.clearIfRequired(c); if(data.result.length === 0) return; chat._newFactionTimestamp = data.result[0][1]; chat._oldFactionTimestamp = data.result[data.result.length-1][1]; var scrollBefore = scrollBottom(c); chat.renderPlayerMsgsTo(true, data, isOldMsgs, chat._displayedFactionGuids); chat.keepScrollPosition(c, scrollBefore, isOldMsgs); if(data.result.length >= CHAT_FACTION_ITEMS) chat.needMoreMessages(); } // // requesting public // window.chat._requestOldPublicRunning = false; window.chat.requestOldPublic = function(isRetry) { if(chat._requestOldPublicRunning) return; if(isIdle()) return renderUpdateStatus(); chat._requestOldPublicRunning = true; var d = chat.genPostData(true, true); var r = window.postAjax( 'getPaginatedPlextsV2', d, chat.handleOldPublic, isRetry ? function() { window.chat._requestOldPublicRunning = false; } : function() { window.chat.requestOldPublic(true) } ); requests.add(r); } window.chat._requestNewPublicRunning = false; window.chat.requestNewPublic = function(isRetry) { if(chat._requestNewPublicRunning) return; if(window.isIdle()) return renderUpdateStatus(); chat._requestNewPublicRunning = true; var d = chat.genPostData(true, false); var r = window.postAjax( 'getPaginatedPlextsV2', d, chat.handleNewPublic, isRetry ? function() { window.chat._requestNewPublicRunning = false; } : function() { window.chat.requestNewPublic(true) } ); requests.add(r); } // // handle public // window.chat.handleOldPublic = function(data, textStatus, jqXHR) { chat._requestOldPublicRunning = false; chat.handlePublic(data, textStatus, jqXHR, true); } window.chat.handleNewPublic = function(data, textStatus, jqXHR) { chat._requestNewPublicRunning = false; chat.handlePublic(data, textStatus, jqXHR, false); } window.chat._displayedPublicGuids = []; window.chat._displayedPlayerActionTime = {}; window.chat.handlePublic = function(data, textStatus, jqXHR, isOldMsgs) { if(!data || !data.result) { window.failedRequestCount++; return console.warn('public chat error. Waiting for next auto-refresh.'); } var ca = $('#chatautomated'); var cp = $('#chatpublic'); chat.clearIfRequired(ca); chat.clearIfRequired(cp); if(data.result.length === 0) return; chat._newPublicTimestamp = data.result[0][1]; chat._oldPublicTimestamp = data.result[data.result.length-1][1]; var scrollBefore = scrollBottom(ca); chat.handlePublicAutomated(data); chat.keepScrollPosition(ca, scrollBefore, isOldMsgs); var scrollBefore = scrollBottom(cp); chat.renderPlayerMsgsTo(false, data, isOldMsgs, chat._displayedPublicGuids); chat.keepScrollPosition(cp, scrollBefore, isOldMsgs); if(data.result.length >= CHAT_PUBLIC_ITEMS) chat.needMoreMessages(); } window.chat.handlePublicAutomated = function(data) { $.each(data.result, function(ind, json) { // newest first! var time = json[1]; // ignore player messages var t = json[2].plext.plextType; if(t !== 'SYSTEM_BROADCAST' && t !== 'SYSTEM_NARROWCAST') return true; var tmpmsg = '', nick = null, pguid, team; // each automated message is composed of many text chunks. loop // over them to gather all necessary data. $.each(json[2].plext.markup, function(ind, part) { switch(part[0]) { case 'PLAYER': pguid = part[1].guid; var lastAction = window.chat._displayedPlayerActionTime[pguid]; // ignore older messages about player if(lastAction && lastAction[0] > time) return false; nick = part[1].plain; team = part[1].team === 'ALIENS' ? TEAM_ENL : TEAM_RES; window.setPlayerName(pguid, nick); // free nick name resolves if(ind > 0) tmpmsg += nick; // don’t repeat nick directly break; case 'TEXT': tmpmsg += part[1].plain; break; case 'PORTAL': var latlng = [part[1].latE6/1E6, part[1].lngE6/1E6]; var js = 'window.zoomToAndShowPortal(\''+part[1].guid+'\', ['+latlng[0]+', '+latlng[1]+'])'; tmpmsg += ''+part[1].name+''; break; } }); // nick will only be set if we don’t have any info about that // player yet. if(nick) { tmpmsg = chat.renderMsg(tmpmsg, nick, time, team); window.chat._displayedPlayerActionTime[pguid] = [time, tmpmsg]; }; }); if(chat.getActive() === 'automated') window.chat.renderAutomatedMsgsTo(); } window.chat.renderAutomatedMsgsTo = function() { var x = window.chat._displayedPlayerActionTime; // we don’t care about the GUIDs anymore var vals = $.map(x, function(v, k) { return [v]; }); // sort them old to new vals = vals.sort(function(a, b) { return a[0]-b[0]; }); var prevTime = null; var msgs = $.map(vals, function(v) { var nowTime = new Date(v[0]).toLocaleDateString(); if(prevTime && prevTime !== nowTime) var val = chat.renderDivider(nowTime) + v[1]; else var val = v[1]; prevTime = nowTime; return val; }).join('\n'); $('#chatautomated').html(msgs); } // // common // window.chat.renderPlayerMsgsTo = function(isFaction, data, isOldMsgs, dupCheckArr) { var msgs = ''; var prevTime = null; $.each(data.result.reverse(), function(ind, json) { // oldest first! if(json[2].plext.plextType !== 'PLAYER_GENERATED') return true; // avoid duplicates if(dupCheckArr.indexOf(json[0]) !== -1) return true; dupCheckArr.push(json[0]); var time = json[1]; var team = json[2].plext.team === 'ALIENS' ? TEAM_ENL : TEAM_RES; var msg, nick, pguid; $.each(json[2].plext.markup, function(ind, markup) { if(markup[0] === 'SENDER') { nick = markup[1].plain.slice(0, -2); // cut “: ” at end pguid = markup[1].guid; window.setPlayerName(pguid, nick); // free nick name resolves } if(markup[0] === 'TEXT') msg = markup[1].plain; if(!isFaction && markup[0] === 'SECURE') { nick = null; return false; // aka break } }); if(!nick) return true; // aka next var nowTime = new Date(time).toLocaleDateString(); if(prevTime && prevTime !== nowTime) msgs += chat.renderDivider(nowTime); msgs += chat.renderMsg(msg, nick, time, team); prevTime = nowTime; }); var addTo = isFaction ? $('#chatfaction') : $('#chatpublic'); // if there is a change of day between two requests, handle the // divider insertion here. if(isOldMsgs) { var ts = addTo.find('time:first').data('timestamp'); var nextTime = new Date(ts).toLocaleDateString(); if(prevTime && prevTime !== nextTime && ts) msgs += chat.renderDivider(nextTime); } if(isOldMsgs) addTo.prepend(msgs); else addTo.append(msgs); } window.chat.renderDivider = function(text) { return '─ '+text+' ────────────────────────────────────────────────────────────────────────────'; } window.chat.renderMsg = function(msg, nick, time, team) { var ta = unixTimeToHHmm(time); var tb = unixTimeToString(time, true); // help cursor via “#chat time” var t = ''; var s = 'style="color:'+COLORS[team]+'"'; var title = nick.length >= 8 ? 'title="'+nick+'" class="help"' : ''; return '

'+t+''+nick+''+msg+'

'; } window.chat.getActive = function() { return $('#chatcontrols .active').text(); } window.chat.toggle = function() { var c = $('#chat, #chatcontrols'); if(c.hasClass('expand')) { $('#chatcontrols a:first').text('expand'); c.removeClass('expand'); var div = $('#chat > div:visible'); div.data('ignoreNextScroll', true); div.scrollTop(99999999); // scroll to bottom } else { $('#chatcontrols a:first').text('shrink'); c.addClass('expand'); chat.needMoreMessages(); } } window.chat.request = function() { console.log('refreshing chat'); chat.requestNewFaction(); chat.requestNewPublic(); } // checks if there are enough messages in the selected chat tab and // loads more if not. window.chat.needMoreMessages = function() { var activeChat = $('#chat > :visible'); if(scrollBottom(activeChat) !== 0 || activeChat.scrollTop() !== 0) return; console.log('no scrollbar in active chat, requesting more msgs'); if($('#chatcontrols a:last.active').length) chat.requestOldFaction(); else chat.requestOldPublic(); } window.chat.chooser = function(event) { var t = $(event.target); var tt = t.text(); var span = $('#chatinput span'); $('#chatcontrols .active').removeClass('active'); t.addClass('active'); $('#chat > div').hide(); var elm; switch(tt) { case 'faction': span.css('color', ''); span.text('tell faction:'); elm = $('#chatfaction'); break; case 'public': span.css('cssText', 'color: red !important'); span.text('tell public:'); elm = $('#chatpublic'); break; case 'automated': span.css('cssText', 'color: #bbb !important'); span.text('tell Jarvis:'); chat.renderAutomatedMsgsTo(); elm = $('#chatautomated'); break; } elm.show(); if(elm.data('needsScrollTop')) { elm.data('ignoreNextScroll', true); elm.scrollTop(elm.data('needsScrollTop')); elm.data('needsScrollTop', null); } chat.needMoreMessages(); } // contains the logic to keep the correct scroll position. window.chat.keepScrollPosition = function(box, scrollBefore, isOldMsgs) { // If scrolled down completely, keep it that way so new messages can // be seen easily. If scrolled up, only need to fix scroll position // when old messages are added. New messages added at the bottom don’t // change the view and enabling this would make the chat scroll down // for every added message, even if the user wants to read old stuff. if(box.is(':hidden') && !isOldMsgs) { box.data('needsScrollTop', 99999999); return; } if(scrollBefore === 0 || isOldMsgs) { box.data('ignoreNextScroll', true); box.scrollTop(box.scrollTop() + (scrollBottom(box)-scrollBefore)); } } // // setup // window.chat.setup = function() { window.chat._localRangeCircle = L.circle(map.getCenter(), CHAT_MIN_RANGE*1000); $('#chatcontrols, #chat, #chatinput').show(); $('#chatcontrols a:first').click(window.chat.toggle); $('#chatcontrols a:not(:first)').click(window.chat.chooser); $('#chatinput').click(function() { $('#chatinput input').focus(); }); window.chat.setupTime(); window.chat.setupPosting(); $('#chatfaction').scroll(function() { var t = $(this); if(t.data('ignoreNextScroll')) return t.data('ignoreNextScroll', false); if(t.scrollTop() < 200) chat.requestOldFaction(); if(scrollBottom(t) === 0) chat.requestNewFaction(); }); $('#chatpublic, #chatautomated').scroll(function() { var t = $(this); if(t.data('ignoreNextScroll')) return t.data('ignoreNextScroll', false); if(t.scrollTop() < 200) chat.requestOldPublic(); if(scrollBottom(t) === 0) chat.requestNewPublic(); }); chat.request(); window.addResumeFunction(chat.request); window.requests.addRefreshFunction(chat.request); var cls = PLAYER.team === 'ALIENS' ? 'enl' : 'res'; $('#chatinput span').addClass(cls) } window.chat.setupTime = function() { var inputTime = $('#chatinput time'); var updateTime = function() { if(window.isIdle()) return; var d = new Date(); inputTime.text(d.toLocaleTimeString().slice(0, 5)); // update ON the minute (1ms after) setTimeout(updateTime, (60 - d.getSeconds()) * 1000 + 1); }; updateTime(); window.addResumeFunction(updateTime); } // // posting // window.chat.setupPosting = function() { $('#chatinput input').keypress(function(e) { if((e.keyCode ? e.keyCode : e.which) != 13) return; chat.postMsg(); e.preventDefault(); }); $('#chatinput').submit(function(e) { chat.postMsg(); e.preventDefault(); }); } window.chat.postMsg = function() { var c = chat.getActive(); if(c === 'automated') return alert('Jarvis: A strange game. The only winning move is not to play. How about a nice game of chess?'); var msg = $.trim($('#chatinput input').val()); if(!msg || msg === '') return; var public = c === 'public'; var latlng = map.getCenter(); var data = {message: msg, latE6: Math.round(latlng.lat*1E6), lngE6: Math.round(latlng.lng*1E6), factionOnly: !public}; window.postAjax('sendPlext', data, function() { if(public) chat.requestNewPublic(); else chat.requestNewFaction(); }, function() { alert('Your message could not be delivered. You can copy&' + 'paste it here and try again if you want:\n\n'+msg); } ); $('#chatinput input').val(''); } // PORTAL DETAILS DISPLAY //////////////////////////////////////////// // hand any of these functions the details-hash of a portal, and they // will return pretty, displayable HTML or parts thereof. // returns displayable text+link about portal range window.getRangeText = function(d) { var range = getPortalRange(d); return 'range: ' + '' + (range > 1000 ? Math.round(range/1000) + ' km' : Math.round(range) + ' m') + ''; } // generates description text from details for portal window.getPortalDescriptionFromDetails = function(details) { var descObj = details.portalV2.descriptiveText; // FIXME: also get real description? var desc = descObj.TITLE + '\n' + descObj.ADDRESS; if(descObj.ATTRIBUTION) desc += '\nby '+descObj.ATTRIBUTION+' ('+descObj.ATTRIBUTION_LINK+')'; return desc; } // given portal details, returns html code to display mod details. window.getModDetails = function(d) { var mods = []; var modsTitle = []; $.each(d.portalV2.linkedModArray, function(ind, mod) { if(!mod) { mods.push(''); modsTitle.push(''); } else if(mod.type === 'RES_SHIELD') { mods.push(mod.rarity + ' ' + mod.displayName); modsTitle.push(mod.rarity + ' ' + mod.displayName + '\ninstalled by: '+getPlayerName(mod.installingUser)); } else { mods.push(mod.type); modsTitle.push('Unknown mod. No further details available.'); } }); var t = ''+mods[0]+'' + ''+mods[1]+'' + ''+mods[2]+'' + ''+mods[3]+'' return t; } window.getEnergyText = function(d) { var nrg = getPortalEnergy(d); return 'energy: ' + (nrg > 1000 ? Math.round(nrg/1000) +' k': nrg); } window.getAvgResoDistText = function(d) { var avgDist = Math.round(10*getAvgResoDist(d))/10; return '⌀ res dist: ' + avgDist + ' m'; } window.getReportIssueInfoText = function(d) { return ('Your Nick: '+PLAYER.nickname+' ' + 'Portal: '+d.portalV2.descriptiveText.TITLE+' ' + 'Location: '+d.portalV2.descriptiveText.ADDRESS +' (lat '+(d.locationE6.latE6/1E6)+'; lng '+(d.locationE6.latE6/1E6)+')' ).replace(/['"]/, ''); } window.getResonatorDetails = function(d) { console.log('rendering reso details'); var resoDetails = ''; var slotsFilled = 0; $.each(d.resonatorArray.resonators, function(ind, reso) { if(!reso) { resoDetails += renderResonatorDetails(slotsFilled++, 0); return true; } var l = parseInt(reso.level); var v = parseInt(reso.energyTotal); var nick = window.getPlayerName(reso.ownerGuid); var dist = reso.distanceToPortal; slotsFilled++; resoDetails += renderResonatorDetails(parseInt(reso.slot), l, v, dist, nick); }); return resoDetails; } // helper function that renders the HTML for a given resonator. Does // not work with raw details-hash. Needs digested infos instead: // slot: which slot this resonator occupies. Starts with 0 (east) and // rotates clockwise. So, last one is 7 (southeast). window.renderResonatorDetails = function(slot, level, nrg, dist, nick) { if(level == 0) { var meter = ''; } else { var max = RESO_NRG[level]; var fillGrade = nrg/max*100; var inf = 'energy:\t\t' + nrg + ' / ' + max + '\n' + 'level:\t\t' + level +'\n' + 'distance:\t' + dist + 'm\n' + 'owner:\t\t' + nick + '\n' + 'cardinal:\t' + SLOT_TO_CARDINAL[slot]; var style = 'width:'+fillGrade+'%; background:'+COLORS_LVL[level]+'; color:'+COLORS_LVL[level]; var fill = ''; var meter = '' + fill + ''; } var cls = slot <= 3 ? 'left' : 'right'; var text = ''+(nick||'')+''; return (slot <= 3 ? text+meter : meter+text) + '
'; } // GAME STATUS /////////////////////////////////////////////////////// // MindUnit display window.updateGameScore = function(data) { if(!data) { window.postAjax('getGameScore', {}, window.updateGameScore); return; } var r = parseInt(data.result.resistanceScore), e = parseInt(data.result.alienScore); var s = r+e; var rp = r/s*100, ep = e/s*100; r = digits(r), e = digits(e); var rs = ''+Math.round(rp)+'% '; var es = ' '+Math.round(ep)+'%'; $('#gamestat').html(rs+es).one('click', function() { window.updateGameScore() }); // help cursor via “#gamestat span” $('#gamestat').attr('title', 'Resistance:\t\t'+r+' MindUnits\nEnlightenment:\t'+e+' MindUnits'); window.setTimeout('window.updateGameScore', REFRESH_GAME_SCORE*1000); } // MAP DATA REQUEST CALCULATORS ////////////////////////////////////// // Ingress Intel splits up requests for map data (portals, links, // fields) into tiles. To get data for the current viewport (i.e. what // is currently visible) it first calculates which tiles intersect. // For all those tiles, it then calculates the lat/lng bounds of that // tile and a quadkey. Both the bounds and the quadkey are “somewhat” // required to get complete data. No idea how the projection between // lat/lng and tiles works. // What follows now are functions that allow conversion between tiles // and lat/lng as well as calculating the quad key. The variable names // may be misleading. // The minified source for this code was in gen_dashboard.js after the // “// input 89” line (alternatively: the class was called “Xe”). window.convertCenterLat = function(centerLat) { return Math.round(256 * 0.9999 * Math.abs(1 / Math.cos(centerLat * DEG2RAD))); } window.calculateR = function(convCenterLat) { return 1 << window.map.getZoom() - (convCenterLat / 256 - 1); } window.convertLatLngToPoint = function(latlng, magic, R) { var x = (magic/2 + latlng.lng * magic / 360)*R; var l = Math.sin(latlng.lat * DEG2RAD); var y = (magic/2 + 0.5*Math.log((1+l)/(1-l)) * -(magic / (2*Math.PI)))*R; return {x: Math.floor(x/magic), y: Math.floor(y/magic)}; } window.convertPointToLatLng = function(x, y, magic, R) { var e = {}; e.sw = { // orig function put together from all over the place // lat: (2 * Math.atan(Math.exp((((y + 1) * magic / R) - (magic/ 2)) / (-1*(magic / (2 * Math.PI))))) - Math.PI / 2) / (Math.PI / 180), // shortened version by your favorite algebra program. lat: (360*Math.atan(Math.exp(Math.PI - 2*Math.PI*(y+1)/R)))/Math.PI - 90, lng: 360*x/R-180 }; e.ne = { //lat: (2 * Math.atan(Math.exp(((y * magic / R) - (magic/ 2)) / (-1*(magic / (2 * Math.PI))))) - Math.PI / 2) / (Math.PI / 180), lat: (360*Math.atan(Math.exp(Math.PI - 2*Math.PI*y/R)))/Math.PI - 90, lng: 360*(x+1)/R-180 }; return e; } // calculates the quad key for a given point. The point is not(!) in // lat/lng format. window.pointToQuadKey = function(x, y) { var quadkey = []; for(var c = window.map.getZoom(); c > 0; c--) { // +-------+ quadrants are probably ordered like this // | 0 | 1 | // |---|---| // | 2 | 3 | // |---|---| var quadrant = 0; var e = 1 << c - 1; (x & e) != 0 && quadrant++; // push right (y & e) != 0 && (quadrant++, quadrant++); // push down quadkey.push(quadrant); } return quadkey.join(""); } // given quadkey and bounds, returns the format as required by the // Ingress API to request map data. window.generateBoundsParams = function(quadkey, bounds) { return { id: quadkey, qk: quadkey, minLatE6: Math.round(bounds.sw.lat * 1E6), minLngE6: Math.round(bounds.sw.lng * 1E6), maxLatE6: Math.round(bounds.ne.lat * 1E6), maxLngE6: Math.round(bounds.ne.lng * 1E6) }; } // ENTITY DETAILS TOOLS ////////////////////////////////////////////// // hand any of these functions the details-hash of an entity (i.e. // portal, link, field) and they will return useful data. // given the entity detail data, returns the team the entity belongs // to. Uses TEAM_* enum values. window.getTeam = function(details) { var team = TEAM_NONE; if(details.controllingTeam.team === 'ALIENS') team = TEAM_ENL; if(details.controllingTeam.team === 'RESISTANCE') team = TEAM_RES; return team; } // IDLE HANDLING ///////////////////////////////////////////////////// window.idleTime = 0; // in minutes setInterval('window.idleTime += 1', 60*1000); var idleReset = function () { // update immediately when the user comes back if(isIdle()) { window.idleTime = 0; $.each(window._onResumeFunctions, function(ind, f) { f(); }); } window.idleTime = 0; }; $('body').mousemove(idleReset).keypress(idleReset); window.isIdle = function() { return window.idleTime >= MAX_IDLE_TIME; } window._onResumeFunctions = []; // add your function here if you want to be notified when the user // resumes from being idle window.addResumeFunction = function(f) { window._onResumeFunctions.push(f); } // LOCATION HANDLING ///////////////////////////////////////////////// // i.e. setting initial position and storing new position after moving // retrieves current position from map and stores it cookies window.storeMapPosition = function() { var m = window.map.getCenter(); writeCookie('ingress.intelmap.lat', m['lat']); writeCookie('ingress.intelmap.lng', m['lng']); writeCookie('ingress.intelmap.zoom', window.map.getZoom()); } // either retrieves the last shown position from a cookie, from the // URL or if neither is present, via Geolocation. If that fails, it // returns a map that shows the whole world. window.getPosition = function() { if(getURLParam('latE6') && getURLParam('lngE6')) { console.log("mappos: reading URL params"); var lat = parseInt(getURLParam('latE6'))/1E6 || 0.0; var lng = parseInt(getURLParam('lngE6'))/1E6 || 0.0; // google seems to zoom in far more than leaflet var z = parseInt(getURLParam('z'))+1 || 17; return {center: new L.LatLng(lat, lng), zoom: z > 18 ? 18 : z}; } if(readCookie('ingress.intelmap.lat') && readCookie('ingress.intelmap.lng')) { console.log("mappos: reading cookies"); var lat = parseFloat(readCookie('ingress.intelmap.lat')) || 0.0; var lng = parseFloat(readCookie('ingress.intelmap.lng')) || 0.0; var z = parseInt(readCookie('ingress.intelmap.zoom')) || 17; return {center: new L.LatLng(lat, lng), zoom: z > 18 ? 18 : z}; } setTimeout("window.map.locate({setView : true, maxZoom: 13});", 50); return {center: new L.LatLng(0.0, 0.0), zoom: 1}; } // PORTAL DETAILS MAIN /////////////////////////////////////////////// // main code block that renders the portal details in the sidebar and // methods that highlight the portal in the map view. window.renderPortalDetails = function(guid) { var d = portalsDetail[guid]; if(!d) { unselectOldPortal(); urlPortal = guid; return; } var update = selectPortal(guid); // collect some random data that’s not worth to put in an own method var links = {incoming: 0, outgoing: 0}; if(d.portalV2.linkedEdges) $.each(d.portalV2.linkedEdges, function(ind, link) { links[link.isOrigin ? 'outgoing' : 'incoming']++; }); var linksText = 'links: ↳ ' + links.incoming+'  •  '+links.outgoing+' ↴'; var player = d.captured && d.captured.capturingPlayerId ? getPlayerName(d.captured.capturingPlayerId) : null; var playerText = player ? 'owner: ' + player : null; var time = d.captured ? unixTimeToString(d.captured.capturedTime) : null; var sinceText = time ? 'since: ' + time : null; // collect and html-ify random data var randDetails = [playerText, sinceText, getRangeText(d), getEnergyText(d), linksText, getAvgResoDistText(d)]; randDetails = randDetails.map(function(detail) { if(!detail) return ''; detail = detail.split(':'); detail = ''; return detail; }).join('\n'); // replacing causes flicker, so if the selected portal does not // change, only update the data points that are likely to change. if(update) { console.log('Updating portal details'); $('#level').text(Math.floor(getPortalLevel(d))); $('.mods').html(getModDetails(d)); $('#randdetails').html(randDetails); $('#resodetails').html(getResonatorDetails(d)); $('#portaldetails').attr('class', TEAM_TO_CSS[getTeam(d)]); } else { console.log('exchanging portal details'); setPortalIndicators(d); var img = d.imageByUrl && d.imageByUrl.imageUrl ? d.imageByUrl.imageUrl : DEFAULT_PORTAL_IMG; var lat = d.locationE6.latE6; var lng = d.locationE6.lngE6; var perma = 'http://ingress.com/intel?latE6='+lat+'&lngE6='+lng+'&z=17&pguid='+guid; $('#portaldetails') .attr('class', TEAM_TO_CSS[getTeam(d)]) .html('' + '

'+d.portalV2.descriptiveText.TITLE+'

' // help cursor via “.imgpreview img” + '
' + ''+Math.floor(getPortalLevel(d))+'' + '
'+getModDetails(d)+'
' + '
'+randDetails+'
' + '
'+getResonatorDetails(d)+'
' + '' ); } // try to resolve names that were required for above functions, but // weren’t available yet. resolvePlayerNames(); } // draws link-range and hack-range circles around the portal with the // given details. window.setPortalIndicators = function(d) { if(portalRangeIndicator) map.removeLayer(portalRangeIndicator); var range = getPortalRange(d); var coord = [d.locationE6.latE6/1E6, d.locationE6.lngE6/1E6]; portalRangeIndicator = (range > 0 ? L.circle(coord, range, { fill: false, color: RANGE_INDICATOR_COLOR, weight: 3, clickable: false }) : L.circle(coord, range, { fill: false, stroke: false, clickable: false }) ).addTo(map); if(!portalAccessIndicator) portalAccessIndicator = L.circle(coord, HACK_RANGE, { fill: false, color: ACCESS_INDICATOR_COLOR, weight: 2, clickable: false } ).addTo(map); else portalAccessIndicator.setLatLng(coord); } // highlights portal with given GUID. Automatically clears highlights // on old selection. Returns false if the selected portal changed. // Returns true if it’s still the same portal that just needs an // update. window.selectPortal = function(guid) { var update = selectedPortal === guid; var oldPortal = portals[selectedPortal]; if(!update && oldPortal) oldPortal.setStyle({color: oldPortal.options.fillColor}); selectedPortal = guid; if(portals[guid]) portals[guid].bringToFront().setStyle({color: COLOR_SELECTED_PORTAL}); return update; } window.unselectOldPortal = function() { var oldPortal = portals[selectedPortal]; if(oldPortal) oldPortal.setStyle({color: oldPortal.options.fillColor}); selectedPortal = null; $('#portaldetails').html(''); } // REDEEMING ///////////////////////////////////////////////////////// window.handleRedeemResponse = function(data, textStatus, jqXHR) { if(data.error) { alert('Couldn’t redeem code. It may be used up, invalid or you have redeemed it already. (Code: '+data.error+')'); return; } var text = 'Success! However, pretty display is not implemented.\nMaybe you can make sense of the following:\n'; alert(text + JSON.stringify(data)); } window.setupRedeem = function() { $("#redeem").keypress(function(e) { if((e.keyCode ? e.keyCode : e.which) != 13) return; var data = {passcode: $(this).val()}; window.postAjax('redeemReward', data, window.handleRedeemResponse, function() { alert('HTTP request failed. Maybe try again?'); }); }); } // PLAYER NAMES ////////////////////////////////////////////////////// // Player names are cached in local storage forever. There is no GUI // element from within the total conversion to clean them, but you // can run localStorage.clean() to reset it. // retrieves player name by GUID. If the name is not yet available, it // will be added to a global list of GUIDs that need to be resolved. // The resolve method is not called automatically. window.getPlayerName = function(guid) { if(localStorage[guid]) return localStorage[guid]; // only add to queue if it isn’t already if(playersToResolve.indexOf(guid) === -1 && playersInResolving.indexOf(guid) === -1) { console.log('resolving player guid=' + guid); playersToResolve.push(guid); } return '{'+guid.slice(0, 12)+'}'; } // resolves all player GUIDs that have been added to the list. Reruns // renderPortalDetails when finished, so that then-unresolved names // get replaced by their correct versions. window.resolvePlayerNames = function() { if(window.playersToResolve.length === 0) return; var p = window.playersToResolve; var d = {guids: p}; playersInResolving = window.playersInResolving.concat(p); playersToResolve = []; postAjax('getPlayersByGuids', d, function(dat) { $.each(dat.result, function(ind, player) { window.setPlayerName(player.guid, player.nickname); // remove from array window.playersInResolving.splice(window.playersInResolving.indexOf(player.guid), 1); }); if(window.selectedPortal) window.renderPortalDetails(window.selectedPortal); }, function() { // append failed resolves to the list again console.warn('resolving player guids failed: ' + p.join(', ')); window.playersToResolve.concat(p); }); } window.setPlayerName = function(guid, nick) { localStorage[guid] = nick; } // DEBUGGING TOOLS /////////////////////////////////////////////////// // meant to be used from browser debugger tools and the like. window.debug = function() {} window.debug.renderDetails = function() { console.log('portals: ' + Object.keys(portals).length); console.log('links: ' + Object.keys(links).length); console.log('fields: ' + Object.keys(fields).length); } window.debug.printStackTrace = function() { var e = new Error('dummy'); console.log(e.stack); } window.debug.clearPortals = function() { portalsLayer.clearLayers(); } window.debug.clearLinks = function() { linksLayer.clearLayers(); } window.debug.clearFields = function() { fieldsLayer.clearLayers(); } window.debug.getFields = function() { return fields; } window.debug.forceSync = function() { localStorage.clear(); window.playersToResolve = []; window.playersInResolving = []; debug.clearFields(); debug.clearLinks(); debug.clearPortals(); updateGameScore(); requestData(); } // GEOSEARCH ///////////////////////////////////////////////////////// window.setupGeosearch = function() { $('#geosearch').keypress(function(e) { if((e.keyCode ? e.keyCode : e.which) != 13) return; $.getJSON(NOMINATIM + escape($(this).val()), function(data) { if(!data || !data[0]) return; var b = data[0].boundingbox; if(!b) return; var southWest = new L.LatLng(b[0], b[2]), northEast = new L.LatLng(b[1], b[3]), bounds = new L.LatLngBounds(southWest, northEast); window.map.fitBounds(bounds); }); e.preventDefault(); }); } // PORTAL DETAILS TOOLS ////////////////////////////////////////////// // hand any of these functions the details-hash of a portal, and they // will return useful, but raw data. // returns a float. Displayed portal level is always rounded down from // that value. window.getPortalLevel = function(d) { var lvl = 0; $.each(d.resonatorArray.resonators, function(ind, reso) { if(!reso) return true; lvl += parseInt(reso.level); }); return lvl/8; } window.getPortalEnergy = function(d) { var nrg = 0; $.each(d.resonatorArray.resonators, function(ind, reso) { if(!reso) return true; nrg += parseInt(reso.energyTotal); }); return nrg; } window.getPortalRange = function(d) { // formula by the great gals and guys at // http://decodeingress.me/2012/11/18/ingress-portal-levels-and-link-range/ return 160*Math.pow(getPortalLevel(d), 4); } window.getAvgResoDist = function(d) { var sum = 0, resos = 0; $.each(d.resonatorArray.resonators, function(ind, reso) { if(!reso) return true; sum += parseInt(reso.distanceToPortal); resos++; }); return sum/resos; } } // end of wrapper // inject code into site context var script = document.createElement('script'); script.appendChild(document.createTextNode('('+ wrapper +')();')); (document.body || document.head || document.documentElement).appendChild(script);