// ==UserScript== // @id ingress-intel-total-conversion@jonatkins // @name IITC: Ingress intel map total conversion // @version 0.14.0.@@DATETIMEVERSION@@ // @namespace https://github.com/jonatkins/ingress-intel-total-conversion // @updateURL @@UPDATEURL@@ // @downloadURL @@DOWNLOADURL@@ // @description [@@BUILDNAME@@-@@BUILDDATE@@] Total conversion for the ingress intel map. // @include http://www.ingress.com/intel* // @include https://www.ingress.com/intel* // @match http://www.ingress.com/intel* // @match https://www.ingress.com/intel* // @grant none // ==/UserScript== // REPLACE ORIG SITE /////////////////////////////////////////////////// if(document.getElementsByTagName('html')[0].getAttribute('itemscope') != null) throw('Ingress Intel Website is down, not a userscript issue.'); window.iitcBuildDate = '@@BUILDDATE@@'; // disable vanilla JS window.onload = function() {}; document.body.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; } if(!d) { // page doesn’t have a script tag with player information. if(document.getElementById('header_email')) { // however, we are logged in. setTimeout('location.reload();', 3*1000); throw('Page doesn’t have player data, but you are logged in. Reloading in 3s.'); } // FIXME: handle nia takedown in progress throw('Couldn’t retrieve player data. Are you logged in?'); } 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": "ENLIGHTENED||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 = '' + 'Ingress Intel Map' + '' + '' //note: smartphone.css injection moved into code/smartphone.js + '' + ''; document.getElementsByTagName('body')[0].innerHTML = '' + '
Loading, please wait
' + '' + '' + '' + '' + '
' // enable scrolling for small screens + ' ' + '
' + '
'; // 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 //////////////////////////////////////////////////// window.REFRESH = 30; // refresh view every 30s (base time) window.ZOOM_LEVEL_ADJ = 5; // add 5 seconds per zoom level window.ON_MOVE_REFRESH = 2.5; //refresh time to use after a movement event window.MINIMUM_OVERRIDE_REFRESH = 10; //limit on refresh time since previous refresh, limiting repeated move refresh rate window.REFRESH_GAME_SCORE = 15*60; // refresh game score every 15 minutes window.MAX_IDLE_TIME = 4*60; // stop updating map after 4min idling window.PRECACHE_PLAYER_NAMES_ZOOM = 17; // zoom level to start pre-resolving player names window.HIDDEN_SCROLLBAR_ASSUMED_WIDTH = 20; window.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. window.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. window.VIEWPORT_PAD_RATIO = 0.3; // how many items to request each query window.CHAT_PUBLIC_ITEMS = 200; window.CHAT_FACTION_ITEMS = 100; // how many pixels to the top before requesting new data window.CHAT_REQUEST_SCROLL_TOP = 200; window.CHAT_SHRINKED = 60; // Minimum zoom level resonator will display window.RESONATOR_DISPLAY_ZOOM_LEVEL = 17; // Minimum area to zoom ratio that field MU's will display window.FIELD_MU_DISPLAY_AREA_ZOOM_RATIO = 0.001; // Point tolerance for displaying MU's window.FIELD_MU_DISPLAY_POINT_TOLERANCE = 60 window.COLOR_SELECTED_PORTAL = '#f0f'; window.COLORS = ['#FF9900', '#0088FF', '#03DC03']; // none, res, enl window.COLORS_LVL = ['#000', '#FECE5A', '#FFA630', '#FF7315', '#E40000', '#FD2992', '#EB26CD', '#C124E0', '#9627F4']; window.COLORS_MOD = {VERY_RARE: '#F78AF6', RARE: '#AD8AFF', COMMON: '#84FBBD'}; window.OPTIONS_RESONATOR_SELECTED = {color: '#fff', weight: 2, radius: 4, opacity: 1, clickable: false}; window.OPTIONS_RESONATOR_NON_SELECTED = {color: '#aaa', weight: 1, radius: 3, opacity: 1, clickable: false}; window.MOD_TYPE = {RES_SHIELD:'Shield', MULTIHACK:'Multi-hack', FORCE_AMP:'Force Amp', HEATSINK:'Heat Sink', TURRET:'Turret', LINK_AMPLIFIER: 'Link Amp'}; window.OPTIONS_RESONATOR_LINE_SELECTED = { opacity: 0.7, weight: 3, color: '#FFA000', dashArray: '0,10' + (new Array(25).join(',8,4')), fill: false, clickable: false }; window.OPTIONS_RESONATOR_LINE_NON_SELECTED = { opacity: 0.25, weight: 2, color: '#FFA000', dashArray: '0,10' + (new Array(25).join(',8,4')), fill: false, clickable: false }; // 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) window.ACCESS_INDICATOR_COLOR = 'orange'; window.RANGE_INDICATOR_COLOR = 'red' // by how much pixels should the portal range be expanded on mobile // devices. This should make clicking them easier. window.PORTAL_RADIUS_ENLARGE_MOBILE = 5; window.DEFAULT_PORTAL_IMG = '//commondatastorage.googleapis.com/ingress.com/img/default-portal-image.png'; window.NOMINATIM = 'http://nominatim.openstreetmap.org/search?format=json&limit=1&q='; // INGRESS CONSTANTS ///////////////////////////////////////////////// // http://decodeingress.me/2012/11/18/ingress-portal-levels-and-link-range/ window.RESO_NRG = [0, 1000, 1500, 2000, 2500, 3000, 4000, 5000, 6000]; window.MAX_XM_PER_LEVEL = [0, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000]; window.MIN_AP_FOR_LEVEL = [0, 10000, 30000, 70000, 150000, 300000, 600000, 1200000]; window.HACK_RANGE = 40; // in meters, max. distance from portal to be able to access it window.OCTANTS = ['E', 'NE', 'N', 'NW', 'W', 'SW', 'S', 'SE']; window.OCTANTS_ARROW = ['→', '↗', '↑', '↖', '←', '↙', '↓', '↘']; window.DESTROY_RESONATOR = 75; //AP for destroying portal window.DESTROY_LINK = 187; //AP for destroying link window.DESTROY_FIELD = 750; //AP for destroying field window.CAPTURE_PORTAL = 500; //AP for capturing a portal window.DEPLOY_RESONATOR = 125; //AP for deploying a resonator window.COMPLETION_BONUS = 250; //AP for deploying all resonators on portal window.UPGRADE_ANOTHERS_RESONATOR = 65; //AP for upgrading another's resonator window.MAX_PORTAL_LEVEL = 8; window.MAX_RESO_PER_PLAYER = [0, 8, 4, 4, 4, 2, 2, 1, 1]; // OTHER MORE-OR-LESS CONSTANTS ////////////////////////////////////// window.TEAM_NONE = 0; window.TEAM_RES = 1; window.TEAM_ENL = 2; window.TEAM_TO_CSS = ['none', 'res', 'enl']; window.TYPE_UNKNOWN = 0; window.TYPE_PORTAL = 1; window.TYPE_LINK = 2; window.TYPE_FIELD = 3; window.TYPE_PLAYER = 4; window.TYPE_CHAT = 5; window.TYPE_RESONATOR = 6; window.SLOT_TO_LAT = [0, Math.sqrt(2)/2, 1, Math.sqrt(2)/2, 0, -Math.sqrt(2)/2, -1, -Math.sqrt(2)/2]; window.SLOT_TO_LNG = [1, Math.sqrt(2)/2, 0, -Math.sqrt(2)/2, -1, -Math.sqrt(2)/2, 0, Math.sqrt(2)/2]; window.EARTH_RADIUS=6378137; window.DEG2RAD = Math.PI / 180; // 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. window.refreshTimeout = undefined; window.urlPortal = null; window.playersToResolve = []; window.playersInResolving = []; window.selectedPortal = null; window.portalRangeIndicator = null; window.portalAccessIndicator = null; window.mapRunsUserAction = false; window.portalsLayers = undefined; window.linksLayer = undefined; window.fieldsLayer = undefined; // contain references to all entities loaded from the server. If render limits are hit, // not all may be added to the leaflet layers window.portals = {}; window.links = {}; window.fields = {}; window.resonators = {}; // contain current status(on/off) of overlay layerGroups. // But you should use isLayerGroupDisplayed(name) to check the status window.overlayStatus = {}; // plugin framework. Plugins may load earlier than iitc, so don’t // overwrite data if(typeof window.plugin !== 'function') window.plugin = function() {}; @@INJECTCODE@@ } // 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);