// ==UserScript== // @id iitc-plugin-guess-player-levels@breunigs // @name IITC plugin: guess player level // @category Info // @version 0.5.0.@@DATETIMEVERSION@@ // @namespace https://github.com/jonatkins/ingress-intel-total-conversion // @updateURL @@UPDATEURL@@ // @downloadURL @@DOWNLOADURL@@ // @description [@@BUILDNAME@@-@@BUILDDATE@@] Tries to determine player levels from the data available in the current view // @include https://www.ingress.com/intel* // @include http://www.ingress.com/intel* // @match https://www.ingress.com/intel* // @match http://www.ingress.com/intel* // @grant none // ==/UserScript== @@PLUGINSTART@@ // PLUGIN START //////////////////////////////////////////////////////// // use own namespace for plugin window.plugin.guessPlayerLevels = function() {}; // we prepend a hash sign (#) in front of the player name in storage in order to prevent accessing a pre-defined property // (like constructor, __defineGetter__, etc. window.plugin.guessPlayerLevels.setupCallback = function() { $('#toolbox').append(' Guess player levels'); addHook('portalDetailLoaded', window.plugin.guessPlayerLevels.extractPortalData); addHook('publicChatDataAvailable', window.plugin.guessPlayerLevels.extractChatData); } // This function is intended to be called by other plugins window.plugin.guessPlayerLevels.fetchLevelByPlayer = function(nick) { var cache = window.plugin.guessPlayerLevels._nameToLevelCache; if(cache['#' + nick] === undefined) cache = window.plugin.guessPlayerLevels._loadLevels(); var details = cache['#' + nick]; if(details === undefined) return 1; if(typeof details === 'number') return details; return details.guessed; } // This function is intended to be called by other plugins window.plugin.guessPlayerLevels.fetchLevelDetailsByPlayer = function(nick) { var cache = window.plugin.guessPlayerLevels._nameToLevelCache; if(cache['#' + nick] === undefined) cache = window.plugin.guessPlayerLevels._loadLevels(); var details = cache['#' + nick]; if(details === undefined) return {min: 1, guessed: 1}; if(typeof details === 'number') return {min: 1, guessed: details}; return details; } window.plugin.guessPlayerLevels._nameToLevelCache = {}; window.plugin.guessPlayerLevels._localStorageLastUpdate = 0; window.plugin.guessPlayerLevels._loadLevels = function() { // no use in reading localStorage repeatedly if(window.plugin.guessPlayerLevels._localStorageLastUpdate < Date.now() - 10*1000) { try { var cache = JSON.parse(localStorage['plugin-guess-player-levels']) window.plugin.guessPlayerLevels._nameToLevelCache = cache; window.plugin.guessPlayerLevels._localStorageLastUpdate = Date.now(); } catch(e) { } } return window.plugin.guessPlayerLevels._nameToLevelCache; } window.plugin.guessPlayerLevels.setLevelTitle = function(dom) { // expects dom node with nick in its child text node var el = $(dom); var nick = el.text(); var details = window.plugin.guessPlayerLevels.fetchLevelDetailsByPlayer(nick); var text; if(details.min == 8) text = 'Player level: 8'; else { text = 'Min player level: ' + details.min; if(details.min != details.guessed) text += '\nGuessed player level: ' + details.guessed; } window.setupTooltips(el); /* This code looks hacky but since we are a little late within the mouseenter so we need to improvise a little. The open method doesn't open the tooltip directly. It starts the whole opening procedure (including the timeout etc) and is normally started by the mousemove event of the enhanced element. */ el.addClass('help') // Add the "Help Mouse Cursor" .attr('title', text) // Set the title for the jquery tooltip .tooltip('open') // Start the "open" method .attr('title', null); // And remove the title to prevent the browsers tooltip } window.plugin.guessPlayerLevels.setupChatNickHelper = function() { $(document).on('mouseenter', '.nickname, .pl_nudge_player', function() { window.plugin.guessPlayerLevels.setLevelTitle(this); }); } window.plugin.guessPlayerLevels.extractPortalData = function(data) { if(!data.success) return; var r = data.details.resonatorArray.resonators; //due to the Jarvis Virus/ADA Refactor it's possible for a player to own resonators on a portal //at a higher level than the player themselves. It is not possible to detect for sure when this //has happened, but in many cases it will result in an impossible deployment arrangement //(over 1 L8/7 res, over 2 L6/5 res, etc). if we detect this case, ignore all resonators owned //by that player on the portal // TODO? go further, and just ignore all resonators owned by the portal owner? // or; have a 'guessed' level and a 'certain' level. 'certain' comes from res from non-owner, and COMM deploy // while 'guessed' comes from resonators of the portal owner var perPlayerResMaxLevel = {}; var perPlayerResMaxLevelCount = {}; $.each(r, function(ind, reso) { if(!reso) return true; if(!perPlayerResMaxLevel[reso.ownerGuid] || reso.level > perPlayerResMaxLevel[reso.ownerGuid]) { perPlayerResMaxLevel[reso.ownerGuid] = reso.level; perPlayerResMaxLevelCount[reso.ownerGuid] = 0; } if (reso.level == perPlayerResMaxLevel[reso.ownerGuid]) perPlayerResMaxLevelCount[reso.ownerGuid]++; }); $.each(perPlayerResMaxLevel, function(guid, level) { if (perPlayerResMaxLevelCount[guid] <= window.MAX_RESO_PER_PLAYER[level]) { window.plugin.guessPlayerLevels.savePlayerLevel(guid, level); } }); } window.plugin.guessPlayerLevels.extractChatData = function(data) { data.raw.result.forEach(function(msg) { var plext = msg[2].plext; if(plext.plextType == 'SYSTEM_BROADCAST' && plext.markup.length==5 && plext.markup[0][0] == 'PLAYER' && plext.markup[1][0] == 'TEXT' && plext.markup[1][1].plain == ' deployed an ' && plext.markup[2][0] == 'TEXT' && plext.markup[2][0] == 'TEXT' && plext.markup[3][0] == 'TEXT' && plext.markup[3][1].plain == ' Resonator on ') { var nick = plext.markup[0][1].plain; var lvl = parseInt(plext.markup[2][1].plain.substr(1)); window.plugin.guessPlayerLevels.savePlayerLevel(nick, lvl, true); } }); }; window.plugin.guessPlayerLevels.savePlayerLevel = function(nick, level, safe) { var cache = window.plugin.guessPlayerLevels._loadLevels(); var details = cache['#' + nick]; if(details === undefined) details = {min: 1, guessed: 1}; if(typeof details === 'number') details = {min: 1, guessed: details}; if(safe) { if(details.min >= level) return; details.min = level; if(details.guessed < details.min) details.guessed = details.min; } else { if(details.guessed >= level) return; details.guessed = level; } window.plugin.guessPlayerLevels._nameToLevelCache['#' + nick] = details; // to minimize accesses to localStorage, writing is delayed a bit if(window.plugin.guessPlayerLevels._writeTimeout) clearTimeout(window.plugin.guessPlayerLevels._writeTimeout); window.plugin.guessPlayerLevels._writeTimeout = setTimeout(function() { localStorage['plugin-guess-player-levels'] = JSON.stringify(window.plugin.guessPlayerLevels._nameToLevelCache); }, 500); } window.plugin.guessPlayerLevels.guess = function() { var playersRes = {}; var playersEnl = {}; $.each(window.portals, function(guid,p) { var details = portalDetail.get(guid); if(details) { var r = details.resonatorArray.resonators; $.each(r, function(ind, reso) { if(!reso) return true; var nick = reso.ownerGuid; if(isSystemPlayer(nick)) return true; var lvl = window.plugin.guessPlayerLevels.fetchLevelDetailsByPlayer(nick).min; if(!lvl) return true; if(getTeam(details) === TEAM_ENL) playersEnl[nick] = lvl; else playersRes[nick] = lvl; }); if(details.captured) { var nick = details.captured.capturingPlayerId if(isSystemPlayer(nick)) return true; var lvl = window.plugin.guessPlayerLevels.fetchLevelDetailsByPlayer(nick).min; if(!lvl) return true; if(getTeam(details) === TEAM_ENL) playersEnl[nick] = lvl; else playersRes[nick] = lvl; } } }); var s = 'Players have at least the following level:\n\n'; s += 'Resistance:\t   \tEnlightened:\t\n'; var namesR = plugin.guessPlayerLevels.sort(playersRes); var namesE = plugin.guessPlayerLevels.sort(playersEnl); var totallvlR = 0; var totallvlE = 0; var max = Math.max(namesR.length, namesE.length); function makeRow(nick, lvl, team) { if(!nick) return '\t'; var color = COLORS[team]; if (nick === window.PLAYER.nickname) color = '#fd6'; //highlight the player's name in a unique colour (similar to @player mentions from others in the chat text itself) return ''+nick+'\t' + lvl; } var nick, lvl, lineE, lineR; for(var i = 0; i < max; i++) { nick = namesR[i]; lvl = playersRes[nick]; lineR = makeRow(nick, lvl, TEAM_RES); if(!isNaN(parseInt(lvl))) totallvlR += parseInt(lvl); nick = namesE[i]; lvl = playersEnl[nick]; lineE = makeRow(nick, lvl, TEAM_ENL); if(!isNaN(parseInt(lvl))) totallvlE += parseInt(lvl); s += '\n'+lineR + '\t' + lineE + '\n'; } s += '\nTotal level :\t'+totallvlR+'\tTotal level :\t'+totallvlE; s += '\nTotal player:\t'+namesR.length+'\tTotal player:\t'+namesE.length; var averageR = 0, averageE = 0; if (namesR.length > 0) averageR = (totallvlR/namesR.length); if (namesE.length > 0) averageE = (totallvlE/namesE.length); s += '\nAverage level:\t'+averageR.toFixed(2)+'\tAverage level:\t'+averageE.toFixed(2); s += '\n\nOnly players from recently viewed portal details are listed.' dialog({ text: s, title: 'Player levels: R' + averageR.toFixed(2) + ', E' + averageE.toFixed(2), id: 'guess-player-levels', width: 350, buttons: { 'RESET GUESSES': function() { // clear all guessed levels from local storage localStorage.removeItem('plugin-guess-player-levels') window.plugin.guessPlayerLevels._nameToLevelCache = {} // now force all portals through the callback manually $.each(window.portals, function(guid,p) { var details = portalDetail.get(guid); if(details) window.plugin.guessPlayerLevels.extractPortalData({details:details, success:true}); }); // and re-open the dialog (on a minimal timeout - so it's not closed while processing this callback) setTimeout(window.plugin.guessPlayerLevels.guess,1); }, } }); } window.plugin.guessPlayerLevels.sort = function(playerHash) { return Object.keys(playerHash).sort(function(a, b) { if(playerHash[a] < playerHash[b]) return 1; if(playerHash[a] > playerHash[b]) return -1; if (a.toLowerCase() < b.toLowerCase()) return -1; if (a.toLowerCase() > b.toLowerCase()) return 1; return 0; }); } var setup = function() { // we used to store level guesses as one localStorage key per player, named 'level-PLAYER_GUID' // they're now stored in a single storage key - 'plugin-guess-player-levels' - so clear these old entries $.each(Object.keys(localStorage), function(ind,key) {// legacy code - should be removed in the future if(key.lastIndexOf('level-',0)===0) { localStorage.removeItem(key); } }); window.plugin.guessPlayerLevels.setupCallback(); window.plugin.guessPlayerLevels.setupChatNickHelper(); } // PLUGIN END ////////////////////////////////////////////////////////// @@PLUGINEND@@