// 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);
var title = 'Base range:\t' + digits(Math.floor(range.base))+'m'
+ '\nLink amp boost:\t×'+range.boost
+ '\nRange:\t'+digits(Math.floor(range.range))+'m';
if(!range.isLinkable) title += '\nPortal is missing resonators,\nno new links can be made';
return ['range',
''
+ (range.range > 1000
? Math.floor(range.range/1000) + ' km'
: Math.floor(range.range) + ' m')
+ ''];
}
// generates description text from details for portal
window.getPortalDescriptionFromDetails = function(details) {
return details.title || '(untitled)';
// var descObj = details.descriptiveText.map;
// // FIXME: also get real description?
// var desc = descObj.TITLE;
// if(descObj.ADDRESS)
// desc += '\n' + descObj.ADDRESS;
//// if(descObj.ATTRIBUTION)
//// desc += '\nby '+descObj.ATTRIBUTION+' ('+descObj.ATTRIBUTION_LINK+')';
// return desc;
}
// Grabs more info, including the submitter name for the current main
// portal image
window.getPortalDescriptionFromDetailsExtended = function(details) {
var descObj = details.title;
var photoStreamObj = details.photoStreamInfo;
var submitterObj = new Object();
submitterObj.type = "";
submitterObj.name = "";
submitterObj.team = "";
submitterObj.link = "";
submitterObj.voteCount = undefined;
if(photoStreamObj && photoStreamObj.hasOwnProperty("coverPhoto") && photoStreamObj.coverPhoto.hasOwnProperty("attributionMarkup")) {
submitterObj.name = "Unknown";
var attribution = photoStreamObj.coverPhoto.attributionMarkup;
submitterObj.type = attribution[0];
if(attribution[1].hasOwnProperty("plain"))
submitterObj.name = attribution[1].plain;
if(attribution[1].hasOwnProperty("team"))
submitterObj.team = attribution[1].team;
if(attribution[1].hasOwnProperty("attributionLink"))
submitterObj.link = attribution[1].attributionLink;
if(photoStreamObj.coverPhoto.hasOwnProperty("voteCount"))
submitterObj.voteCount = photoStreamObj.coverPhoto.voteCount;
}
var portalDetails = {
title: descObj.TITLE,
description: descObj.DESCRIPTION,
address: descObj.ADDRESS,
submitter: submitterObj
};
return portalDetails;
}
// given portal details, returns html code to display mod details.
window.getModDetails = function(d) {
var mods = [];
var modsTitle = [];
var modsColor = [];
$.each(d.mods, function(ind, mod) {
var modName = '';
var modTooltip = '';
var modColor = '#000';
if (mod) {
// all mods seem to follow the same pattern for the data structure
// but let's try and make this robust enough to handle possible future differences
modName = mod.name || '(unknown mod)';
if (mod.rarity) {
modName = mod.rarity.capitalize().replace(/_/g,' ') + ' ' + modName;
}
modTooltip = modName + '\n';
if (mod.installingUser) {
modTooltip += 'Installed by: '+ mod.installingUser + '\n';
}
if (mod.stats) {
modTooltip += 'Stats:';
for (var key in mod.stats) {
if (!mod.stats.hasOwnProperty(key)) continue;
var val = mod.stats[key];
// if (key === 'REMOVAL_STICKINESS' && val == 0) continue; // stat on all mods recently - unknown meaning, not displayed in stock client
// special formatting for known mod stats, where the display of the raw value is less useful
if (key === 'HACK_SPEED') val = (val/10000)+'%'; // 500000 = 50%
else if (key === 'FORCE_AMPLIFIER') val = (val/1000)+'x'; // 2000 = 2x
else if (key === 'LINK_RANGE_MULTIPLIER') val = (val/1000)+'x' // 2000 = 2x
else if (key === 'HIT_BONUS') val = (val/10000)+'%'; // 2000 = 0.2% (although this seems pretty small to be useful?)
else if (key === 'ATTACK_FREQUENCY') val = (val/1000)+'x' // 2000 = 2x
// else display unmodified. correct for shield mitigation and multihack - unknown for future/other mods
modTooltip += '\n+' + val + ' ' + key.capitalize().replace(/_/g,' ');
}
}
if (mod.rarity) {
modColor = COLORS_MOD[mod.rarity];
} else {
modColor = '#fff';
}
}
mods.push(modName);
modsTitle.push(modTooltip);
modsColor.push(modColor);
});
var t = '';
for (var i=0; i'+mods[i]+''
}
return t;
}
window.getEnergyText = function(d) {
var currentNrg = getCurrentPortalEnergy(d);
var totalNrg = getTotalPortalEnergy(d);
var inf = currentNrg + ' / ' + totalNrg;
var fill = prettyEnergy(currentNrg) + ' / ' + prettyEnergy(totalNrg)
return ['energy', '' + fill + ''];
}
window.getResonatorDetails = function(d) {
var resoDetails = [];
// octant=slot: 0=E, 1=NE, 2=N, 3=NW, 4=W, 5=SW, 6=S, SE=7
// resos in the display should be ordered like this:
// N NE Since the view is displayed in columns, they
// NW E need to be ordered like this: N, NW, W, SW, NE,
// W SE E, SE, S, i.e. 2 3 4 5 1 0 7 6
// SW S
$.each([2, 1, 3, 0, 4, 7, 5, 6], function(ind, slot) {
var reso = d.resonators[slot];
if(!reso) {
resoDetails.push(renderResonatorDetails(slot, 0, 0, null, null));
return true;
}
var l = parseInt(reso.level);
var v = parseInt(reso.energy);
var nick = reso.owner;
// if array order and slot order drift apart, at least the octant
// naming will still be correct.
slot = ind;
resoDetails.push(renderResonatorDetails(slot, l, v, null, nick));
});
return '' + genFourColumnTable(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(OCTANTS[slot] === 'N')
var className = 'meter north';
else
var className = 'meter';
if(level === 0) {
var meter = '';
} else {
var max = RESO_NRG[level];
var fillGrade = nrg/max*100;
var inf = 'energy:\t' + nrg + ' / ' + max + ' (' + Math.round(fillGrade) + '%)\n'
+ 'level:\t' + level + '\n'
+ 'distance:\t' + dist + 'm\n'
+ 'owner:\t' + nick + '\n'
+ 'octant:\t' + OCTANTS[slot] + ' ' + OCTANTS_ARROW[slot];
var style = 'width:'+fillGrade+'%; background:'+COLORS_LVL[level]+';';
var color = (level < 3 ? "#9900FF" : "#FFFFFF");
var lbar = ' L ' + level + ' ';
var fill = '';
var meter = '' + fill + lbar + '';
}
nick = nick ? ''+nick+'' : null;
return [meter, nick || ''];
}
// calculate AP gain from destroying portal and then capturing it by deploying resonators
window.getAttackApGainText = function(d,fieldCount,linkCount) {
var breakdown = getAttackApGain(d,fieldCount,linkCount);
var totalGain = breakdown.enemyAp;
function tt(text) {
var t = '';
if (PLAYER.team == d.team) {
totalGain = breakdown.friendlyAp;
t += 'Friendly AP:\t' + breakdown.friendlyAp + '\n';
t += ' Deploy ' + breakdown.deployCount + ', ';
t += 'Upgrade ' + breakdown.upgradeCount + '\n';
t += '\n';
}
t += 'Enemy AP:\t' + breakdown.enemyAp + '\n';
t += ' Destroy AP:\t' + breakdown.destroyAp + '\n';
t += ' Capture AP:\t' + breakdown.captureAp + '\n';
return '' + text + '';
}
return [tt('AP Gain'), tt(digits(totalGain))];
}
window.getHackDetailsText = function(d) {
var hackDetails = getPortalHackDetails(d);
var shortHackInfo = hackDetails.hacks+' @ '+formatInterval(hackDetails.cooldown);
function tt(text) {
var t = 'Hacks available every 4 hours\n';
t += 'Hack count:\t'+hackDetails.hacks+'\n';
t += 'Cooldown time:\t'+formatInterval(hackDetails.cooldown)+'\n';
t += 'Burnout time:\t'+formatInterval(hackDetails.burnout)+'\n';
return ''+text+'';
}
return [tt('hacks'), tt(shortHackInfo)];
}
window.getMitigationText = function(d,linkCount) {
var mitigationDetails = getPortalMitigationDetails(d,linkCount);
var mitigationShort = mitigationDetails.total;
if (mitigationDetails.excess) mitigationShort += ' (+'+mitigationDetails.excess+')';
function tt(text) {
var t = 'Shielding:\t'+mitigationDetails.total+'\n';
t += 'Shields:\t'+mitigationDetails.shields+'\n';
t += 'Links:\t'+mitigationDetails.links+'\n';
t += 'Excess:\t'+mitigationDetails.excess+'\n';
return ''+text+'';
}
return [tt('shielding'), tt(mitigationShort)];
}