// ==UserScript== // @id iitc-plugin-ap-list@xelio // @name iitc: AP List // @version 0.2 // @namespace https://github.com/breunigs/ingress-intel-total-conversion // @updateURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/ap-list.user.js // @downloadURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/plugins/ap-list.user.js // @description List top 10 portals by AP of either faction. Hover over AP will show breakdown of AP. Click on portal name will select the portal. Double click on portal name will zoom to and select portal. // @include https://www.ingress.com/intel* // @match https://www.ingress.com/intel* // ==/UserScript== function wrapper() { // ensure plugin framework is there, even if iitc is not yet loaded if(typeof window.plugin !== 'function') window.plugin = function() {}; // PLUGIN START //////////////////////////////////////////////////////// // use own namespace for plugin window.plugin.apList = function() { }; window.plugin.apList.cachedPortals = {}; window.plugin.apList.useCachedPortals = true; window.plugin.apList.SIDE_FRIENDLY = 0; window.plugin.apList.SIDE_ENEMY = 1; window.plugin.apList.sides = new Array(2); window.plugin.apList.topPortals = new Array(2); window.plugin.apList.minPortalAp = new Array(2); window.plugin.apList.topMaxCount = 10; window.plugin.apList.playerApGainFunc = new Array(2); window.plugin.apList.displaySide = window.plugin.apList.SIDE_ENEMY; window.plugin.apList.sideLabelClass = {}; window.plugin.apList.handleUpdate = function() { if(!requests.isLastRequest('getThinnedEntitiesV2')) return; plugin.apList.updateTopPortals(); plugin.apList.updatePortalTable(plugin.apList.displaySide); } // Generate html table from top portals window.plugin.apList.updatePortalTable = function(side) { var content = ''; for(var i = 0; i < plugin.apList.topPortals[side].length; i++) { var portal = plugin.apList.topPortals[side][i]; content += '' + '' + '' + ''; } content += "
' + plugin.apList.getPortalLink(portal) + '' + plugin.apList.getPortalApText(portal) + '
"; $('div#ap-list-table').html(content); } // Combine title and test window.plugin.apList.getPortalApText = function(portal) { var title = plugin.apList.getPortalApTitle(portal); return '
' + portal.playerApGain.totalAp + '
'; } // Friendly portal will get resonator upgrade list, enemy // portal will get ap breakdown window.plugin.apList.getPortalApTitle = function(portal) { var t; var playerApGain = portal.playerApGain; if(plugin.apList.portalSide(portal) === plugin.apList.SIDE_FRIENDLY) { t = 'Deploy & Upgrade\n'; for(var i = 0; i < playerApGain.upgradedReso.length; i++) { var reso = playerApGain.upgradedReso[i]; var apGain = (reso.level === 0) ? DEPLOY_RESONATOR : UPGRADE_ANOTHERS_RESONATOR; t += 'Resonator on ' + OCTANTS[reso.slot] + '\t' + reso.level + '->' + reso.newLevel + '\t= ' + apGain + '\n'; } t += 'Sum: ' + digits(playerApGain.totalAp) + ' AP'; }else{ t = 'Destroy & Capture:\n' + playerApGain.resoCount + '×\tResonators\t= ' + digits(playerApGain.resoAp) + '\n' + playerApGain.linkCount + '×\tLinks\t= ' + digits(playerApGain.linkAp) + '\n' + playerApGain.fieldCount + '×\tFields\t= ' + digits(playerApGain.fieldAp) + '\n' + '1×\tCapture\t= ' + CAPTURE_PORTAL + '\n' + '8×\tDeploy\t= ' + (8 * DEPLOY_RESONATOR) + '\n' + '1×\tBonus\t= ' + COMPLETION_BONUS + '\n' + 'Sum: ' + digits(playerApGain.totalAp) + ' AP'; } return t; } // portal link - single click: select portal // double click: zoom to and select portal // hove: show address window.plugin.apList.getPortalLink = function(portal) { var latlng = [portal.locationE6.latE6/1E6, portal.locationE6.lngE6/1E6]; var jsSingleClick = 'window.renderPortalDetails(\''+portal.guid+'\');return false'; var jsDoubleClick = 'window.zoomToAndShowPortal(\''+portal.guid+'\', ['+latlng[0] +', '+latlng[1]+']);return false'; var perma = 'https://ingress.com/intel?latE6='+portal.locationE6.latE6 +'&lngE6='+portal.locationE6.lngE6+'&z=17&pguid='+portal.guid; var a = '' + portal.portalV2.descriptiveText.TITLE + ''; var div = '
'; return div; } // Loop through portals and get playerApGain, then find top portals window.plugin.apList.updateTopPortals = function() { plugin.apList.topPortals[plugin.apList.SIDE_FRIENDLY] = new Array(); plugin.apList.topPortals[plugin.apList.SIDE_ENEMY] = new Array(); plugin.apList.minPortalAp[plugin.apList.SIDE_FRIENDLY] = 0; plugin.apList.minPortalAp[plugin.apList.SIDE_ENEMY] = 0; $.each(Object.keys(window.portals), function(ind, key) { if(getTypeByGuid(key) !== TYPE_PORTAL) return true; var guid = window.portals[key].options.guid; var portal = window.portals[key].options.details; var cachedPortal = plugin.apList.cachedPortals[key]; var side = plugin.apList.portalSide(portal); if(!plugin.apList.isSamePortal(portal,cachedPortal)) { // Copy portal detail to cachedPortal cachedPortal = $.extend({},portal); var getApGainFunc = plugin.apList.playerApGainFunc[side]; cachedPortal.playerApGain = getApGainFunc(portal); cachedPortal.guid = guid; plugin.apList.cachedPortals[key] = cachedPortal; } // store guid first if(!plugin.apList.useCachedPortals) plugin.apList.addToTopPortals(cachedPortal); }); if(plugin.apList.useCachedPortals) { $.each(Object.keys(plugin.apList.cachedPortals), function(ind, key) { var cachedPortal = plugin.apList.cachedPortals[key]; plugin.apList.addToTopPortals(cachedPortal); }); } } window.plugin.apList.isSamePortal = function(a,b) { if(!a || !b) return false; if(a.team !== b.team) return false; if(a.level !== b.level) return false; for(var i = 0; i < 8; i++) { if(!isSameResonator(a.resonatorArray.resonators[i],b.resonatorArray.resonators[i])) return false; } return true; } window.plugin.apList.portalSide = function(portal) { return (portal.controllingTeam.team === PLAYER.team) ? plugin.apList.SIDE_FRIENDLY : plugin.apList.SIDE_ENEMY; } window.plugin.apList.addToTopPortals = function(portal) { var side = plugin.apList.portalSide(portal); // Skip if playerApGain is less than minPortalAp and topPortals is full if(portal.playerApGain <= plugin.apList.minPortalAp[side] && plugin.apList.topPortals[side].length > plugin.apList.topMaxCount) return; // Add portal and sort by totalAp plugin.apList.topPortals[side].push(portal); plugin.apList.topPortals[side].sort(function(a, b) { return b.playerApGain.totalAp - a.playerApGain.totalAp; }); // Remove portal with lowest playerApGain if(plugin.apList.topPortals[side].length > plugin.apList.topMaxCount) plugin.apList.topPortals[side].pop(); // Update minPortalAp var last = plugin.apList.topPortals[side].length - 1; plugin.apList.minPortalAp[side] = plugin.apList.topPortals[side][last]; } window.plugin.apList.getDeployOrUpgradeApGain = function(d, maximizingPortalLevel) { var playerResoCount = new Array(MAX_PORTAL_LEVEL + 1); var otherReso = new Array(); var totalAp = 0; var upgradedReso = new Array(); // loop through reso slot and find empty reso, deployed // by others(only level lower than player level) or by player. for(var i = 0; i < 8; i++) { var reso = d.resonatorArray.resonators[i]; if(!reso) { // Empty reso reso = new Object(); reso.slot = i; reso.level = 0; otherReso.push(reso); continue; } // By player if(reso.ownerGuid === window.PLAYER.guid) { if(!playerResoCount[reso.level]) playerResoCount[reso.level] = 0; playerResoCount[reso.level]++; continue; } // By others and level lower than player if(reso.level < window.PLAYER.level) { otherReso.push(reso); } } // Sort others reso low to high, or high to low if want to maximizing portal level. // Last reso in otherReso get upgrade first. otherReso.sort(function(a, b) { return maximizingPortalLevel ? b.level - a.level : a.level - b.level; }); // Find out available count of reso for each level for(var i = window.PLAYER.level; i > 0 && otherReso.length > 0; i--) { var availableCount = MAX_RESO_PER_PLAYER[i] - (playerResoCount[i] || 0); // Loop through lower level reso of others and add to result while(availableCount > 0 && otherReso.length > 0) { var targetReso = otherReso.pop(); // Can only upgrade lower level reso if(targetReso.level >= i) continue; // Add upgraded reso to result targetReso.newLevel = i; upgradedReso.push(targetReso); // Add ap totalAp += (targetReso.level === 0) ? DEPLOY_RESONATOR : UPGRADE_ANOTHERS_RESONATOR; availableCount--; } } return { totalAp: totalAp, upgradedReso: upgradedReso }; } window.plugin.apList.clearCache = function() { plugin.apList.cachedPortals = {}; plugin.apList.updateTopPortals(); plugin.apList.updatePortalTable(plugin.apList.displaySide); console.log('Plugin ap list: cached portals cleared'); } window.plugin.apList.toggleUseCache = function() { plugin.apList.useCachedPortals = !plugin.apList.useCachedPortals; plugin.apList.clearCache(); } window.plugin.apList.toggleUseCacheLabel = function() { $('#ap-panel-usecache-tick').html(window.plugin.apList.useCachedPortals ? '☑' : '☐'); } window.plugin.apList.showSetting = function() { var useCacheLabel = 'Use cache ' + (plugin.apList.useCachedPortals ? '☑' : '☐'); var content = '
' + '
' + '' + '
' + '
' + '' + '
' + '
'; alert(content); } // Change display table to friendly portals window.plugin.apList.displayFriendly = function() { plugin.apList.displaySide = plugin.apList.SIDE_FRIENDLY; plugin.apList.changeSide(plugin.apList.displaySide); } // Change display table to enemy portals window.plugin.apList.displayEnemy = function() { plugin.apList.displaySide = plugin.apList.SIDE_ENEMY; plugin.apList.changeSide(plugin.apList.displaySide); } window.plugin.apList.changeSide = function(side) { plugin.apList.updatePortalTable(side); plugin.apList.toggleSideLabel(side); var scrollTo = $("#ap-list").position().top + $("#ap-list").outerHeight() - $("#sidebar").height() + $("#sidebar").scrollTop() $('#sidebar').scrollTop(scrollTo); } window.plugin.apList.toggleSideLabel = function(side) { $.each(plugin.apList.sides, function(ind,key) { var labelClass = plugin.apList.sideLabelClass[key]; var opacity = (key === side) ? 1.0 : 0.5; $(labelClass).css("opacity", opacity); }); } window.plugin.apList.setupVar = function() { window.plugin.apList.sides[plugin.apList.SIDE_FRIENDLY] = plugin.apList.SIDE_FRIENDLY; window.plugin.apList.sides[plugin.apList.SIDE_ENEMY] = plugin.apList.SIDE_ENEMY; plugin.apList.playerApGainFunc[plugin.apList.SIDE_FRIENDLY] = plugin.apList.getDeployOrUpgradeApGain; plugin.apList.playerApGainFunc[plugin.apList.SIDE_ENEMY] = getAttackApGain; plugin.apList.sideLabelClass[plugin.apList.SIDE_FRIENDLY] = "#ap-list-frd"; plugin.apList.sideLabelClass[plugin.apList.SIDE_ENEMY] = "#ap-list-eny"; } window.plugin.apList.setupList = function() { var content = '
' + '' + '' + 'Enemy' + '' + '' + 'Friendly' + '' + '' + '' + '' + '' + '
' + '
'; $('#sidebar').append(content); $('div#ap-list').css({'color':'#ffce00', 'font-size':'90%', 'padding':'4px 2px'}); } var setup = function() { window.plugin.apList.setupVar(); window.plugin.apList.setupList(); window.addHook('requestFinished', window.plugin.apList.handleUpdate); } // PLUGIN END ////////////////////////////////////////////////////////// if(window.iitcLoaded && typeof setup === 'function') { setup(); } else { if(window.bootPlugins) window.bootPlugins.push(setup); else window.bootPlugins = [setup]; } } // wrapper end // inject code into site context var script = document.createElement('script'); script.appendChild(document.createTextNode('('+ wrapper +')();')); (document.body || document.head || document.documentElement).appendChild(script);