// ==UserScript==
// @id ingress-intel-total-conversion@breunigs
// @name intel map total conversion
// @version 0.5-2013-02-11-174634
// @namespace https://github.com/breunigs/ingress-intel-total-conversion
// @updateURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/dist/total-conversion-build.user.js
// @downloadURL https://raw.github.com/breunigs/ingress-intel-total-conversion/gh-pages/dist/total-conversion-build.user.js
// @description total conversion for the ingress intel map.
// @include http://www.ingress.com/intel*
// @match 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;
}
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();', 10*1000);
throw('Page doesn’t have player data, but you are logged in. Reloading in 10s.');
}
// 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": "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 = ''
//~ + ''
+ '
'
+ '';
// 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 HIDDEN_SCROLLBAR_ASSUMED_WIDTH = 20;
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'];
var COLORS_MOD = {VERY_RARE: '#F78AF6', RARE: '#AD8AFF', COMMON: '#84FBBD'};
// 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 = 40; // in meters, max. distance from portal to be able to access it
var OCTANTS = ['E', 'NE', 'N', 'NW', 'W', 'SW', 'S', 'SE'];
var DEFAULT_PORTAL_IMG = 'http://commondatastorage.googleapis.com/ingress/img/default-portal-image.png';
var DESTROY_RESONATOR = 75; //AP for destroying portal
var DESTROY_LINK = 187; //AP for destroying link
var DESTROY_FIELD = 750; //AP for destroying field
// 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'];
var TYPE_UNKNOWN = 0, TYPE_PORTAL = 1, TYPE_LINK = 2, TYPE_FIELD = 3, TYPE_PLAYER = 4, TYPE_CHAT = 5, TYPE_RESONATOR = 6;
// make PLAYER variable available in site context
var PLAYER = window.PLAYER;
var CHAT_SHRINKED = 60;
// Minimum zoom level resonator will display
var RESONATOR_DISPLAY_ZOOM_LEVEL = 17;
// Constants for resonator positioning
var SLOT_TO_LAT = [0, Math.sqrt(2)/2, 1, Math.sqrt(2)/2, 0, -Math.sqrt(2)/2, -1, -Math.sqrt(2)/2];
var SLOT_TO_LNG = [1, Math.sqrt(2)/2, 0, -Math.sqrt(2)/2, -1, -Math.sqrt(2)/2, 0, Math.sqrt(2)/2];
var EARTH_RADIUS=6378137;
// 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 portalsLayers, linksLayer, fieldsLayer;
// 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 = {};
window.resonators = {};
// plugin framework. Plugins may load earlier than iitc, so don’t
// overwrite data
if(typeof window.plugin !== 'function') window.plugin = function() {};
// PLUGIN HOOKS ////////////////////////////////////////////////////////
// Plugins may listen to any number of events by specifying the name of
// the event to listen to and handing a function that should be exe-
// cuted when an event occurs. Callbacks will receive additional data
// the event created as their first parameter. The value is always a
// hash that contains more details.
//
// For example, this line will listen for portals to be added and print
// the data generated by the event to the console:
// window.addHook('portalAdded', function(data) { console.log(data) });
//
// Boot hook: booting is handled differently because IITC may not yet
// be available. Have a look at the plugins in plugins/. All
// code before “// PLUGIN START” and after “// PLUGIN END” os
// required to successfully boot the plugin.
//
// Here’s more specific information about each event:
// portalAdded: called when a portal has been received and is about to
// be added to its layer group. Note that this does NOT
// mean it is already visible or will be, shortly after.
// If a portal is added to a hidden layer it may never be
// shown at all. Injection point is in
// code/map_data.js#renderPortal near the end. Will hand
// the Leaflet CircleMarker for the portal in "portal" var.
window._hooks = {}
window.VALID_HOOKS = ['portalAdded'];
window.runHooks = function(event, data) {
if(VALID_HOOKS.indexOf(event) === -1) throw('Unknown event type: ' + event);
if(!_hooks[event]) return;
$.each(_hooks[event], function(ind, callback) {
callback(data);
});
}
window.addHook = function(event, callback) {
if(VALID_HOOKS.indexOf(event) === -1) throw('Unknown event type: ' + event);
if(typeof callback !== 'function') throw('Callback must be a function.');
if(!_hooks[event])
_hooks[event] = [callback];
else
_hooks[event].push(callback);
}
// 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) {
window.failedRequestCount++;
console.warn(data);
return;
}
var portalUpdateAvailable = false;
var portalInUrlAvailable = 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 = [];
var p2f = {};
$.each(m, function(qk, val) {
$.each(val.deletedGameEntityGuids, function(ind, guid) {
if(getTypeByGuid(guid) === TYPE_FIELD && window.fields[guid] !== undefined) {
$.each(window.fields[guid].options.vertices, function(ind, vertex) {
if(window.portals[vertex.guid] === undefined) return true;
fieldArray = window.portals[vertex.guid].options.portalV2.linkedFields;
fieldArray.splice($.inArray(guid, fieldArray), 1);
});
}
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;
if(urlPortal && ent[0] == urlPortal) portalInUrlAvailable = true;
var latlng = [ent[2].locationE6.latE6/1E6, ent[2].locationE6.lngE6/1E6];
if(!window.getPaddedBounds().contains(latlng)
&& selectedPortal != ent[0]
&& urlPortal != ent[0]
) return;
ppp.push(ent); // delay portal render
} else if(ent[2].edge !== undefined) {
renderLink(ent);
} else if(ent[2].capturedRegion !== undefined) {
$.each(ent[2].capturedRegion, function(ind, vertex) {
if(p2f[vertex.guid] === undefined)
p2f[vertex.guid] = new Array();
p2f[vertex.guid].push(ent[0]);
});
renderField(ent);
} else {
throw('Unknown entity: ' + JSON.stringify(ent));
}
});
});
$.each(ppp, function(ind, portal) {
if(portal[2].portalV2['linkedFields'] === undefined) {
portal[2].portalV2['linkedFields'] = [];
}
if(p2f[portal[0]] !== undefined) {
$.merge(p2f[portal[0]], portal[2].portalV2['linkedFields']);
portal[2].portalV2['linkedFields'] = uniqueArray(p2f[portal[0]]);
}
});
$.each(ppp, function(ind, portal) { renderPortal(portal); });
if(portals[selectedPortal]) {
try {
portals[selectedPortal].bringToFront();
} catch(e) { /* portal is now visible, catch Leaflet error */ }
}
if(portalInUrlAvailable) {
renderPortalDetails(urlPortal);
urlPortal = null; // select it only once
}
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();
for(var i = 0; i < portalsLayers.length; i++) {
// i is also the portal level
portalsLayers[i].eachLayer(function(item) {
var itemGuid = item.options.guid;
// check if 'item' is a portal
if(getTypeByGuid(itemGuid) != TYPE_PORTAL) return true;
// portal must be in bounds and have a high enough level. Also don’t
// remove if it is selected.
if(itemGuid == window.selectedPortal ||
(b.contains(item.getLatLng()) && i >= minlvl)) return true;
cnt[0]++;
portalsLayers[i].removeLayer(item);
});
}
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) {
switch(getTypeByGuid(guid)) {
case TYPE_PORTAL:
if(!window.portals[guid]) return;
var p = window.portals[guid];
for(var i = 0; i < portalsLayers.length; i++)
portalsLayers[i].removeLayer(p);
break;
case TYPE_LINK:
if(!window.links[guid]) return;
linksLayer.removeLayer(window.links[guid]);
break;
case TYPE_FIELD:
if(!window.fields[guid]) return;
fieldsLayer.removeLayer(window.fields[guid]);
break;
case TYPE_RESONATOR:
if(!window.resonators[guid]) return;
var r = window.resonators[guid];
for(var i = 1; i < portalsLayers.length; i++)
portalsLayers[i].removeLayer(r);
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) {
if(Object.keys(portals).length >= MAX_DRAWN_PORTALS && ent[0] != selectedPortal)
return removeByGuid(ent[0]);
// hide low level portals on low zooms
var portalLevel = getPortalLevel(ent[2]);
if(portalLevel < getMinPortalLevel() && ent[0] != selectedPortal)
return removeByGuid(ent[0]);
var team = getTeam(ent[2]);
// do nothing if portal did not change
var layerGroup = portalsLayers[parseInt(portalLevel)];
var old = findEntityInLeaflet(layerGroup, window.portals, ent[0]);
if(old) {
var oo = old.options;
var u = oo.team !== team;
u = u || oo.level !== portalLevel;
// nothing for the portal changed, so don’t update. Let resonators
// manage themselves if they want to be updated.
if(!u) return renderResonators(ent);
removeByGuid(ent[0]);
}
// there were changes, remove old portal
removeByGuid(ent[0]);
var latlng = [ent[2].locationE6.latE6/1E6, ent[2].locationE6.lngE6/1E6];
// pre-loads player names for high zoom levels
loadPlayerNamesForPortal(ent[2]);
var lvWeight = Math.max(2, portalLevel / 1.5);
var lvRadius = Math.max(portalLevel + 3, 5);
var p = L.circleMarker(latlng, {
radius: lvRadius,
color: ent[0] == selectedPortal ? COLOR_SELECTED_PORTAL : COLORS[team],
opacity: 1,
weight: lvWeight,
fillColor: COLORS[team],
fillOpacity: 0.5,
clickable: true,
level: portalLevel,
team: team,
details: ent[2],
guid: ent[0]});
p.on('remove', function() {
var portalGuid = this.options.guid
// remove attached resonators, skip if
// all resonators have already removed by zooming
if(isResonatorsShow()) {
for(var i = 0; i <= 7; i++)
removeByGuid(portalResonatorGuid(portalGuid,i));
}
delete window.portals[portalGuid];
if(window.selectedPortal === portalGuid) {
window.unselectOldPortal();
window.map.removeLayer(window.portalAccessIndicator);
window.portalAccessIndicator = null;
}
});
p.on('add', function() {
// enable for debugging
if(window.portals[this.options.guid]) throw('duplicate portal detected');
window.portals[this.options.guid] = this;
// handles the case where a selected portal gets removed from the
// map by hiding all portals with said level
if(window.selectedPortal != this.options.guid)
window.portalResetColor(this);
});
p.on('click', function() { window.renderPortalDetails(ent[0]); });
p.on('dblclick', function() {
window.renderPortalDetails(ent[0]);
window.map.setView(latlng, 17);
});
window.renderResonators(ent);
window.runHooks('portalAdded', {portal: p});
// portalLevel contains a float, need to round down
p.addTo(layerGroup);
}
window.renderResonators = function(ent) {
var portalLevel = getPortalLevel(ent[2]);
if(portalLevel < getMinPortalLevel() && ent[0] != selectedPortal) return;
if(!isResonatorsShow()) return;
for(var i=0; i < ent[2].resonatorArray.resonators.length; i++) {
var rdata = ent[2].resonatorArray.resonators[i];
if(rdata == null) continue;
if(window.resonators[portalResonatorGuid(ent[0],i)]) continue;
// offset in meters
var dn = rdata.distanceToPortal*SLOT_TO_LAT[rdata.slot];
var de = rdata.distanceToPortal*SLOT_TO_LNG[rdata.slot];
// Coordinate offset in radians
var dLat = dn/EARTH_RADIUS;
var dLon = de/(EARTH_RADIUS*Math.cos(Math.PI/180*(ent[2].locationE6.latE6/1E6)));
// OffsetPosition, decimal degrees
var lat0 = ent[2].locationE6.latE6/1E6 + dLat * 180/Math.PI;
var lon0 = ent[2].locationE6.lngE6/1E6 + dLon * 180/Math.PI;
var Rlatlng = [lat0, lon0];
var r = L.circleMarker(Rlatlng, {
radius: 3,
// #AAAAAA outline seems easier to see the fill opacity
color: '#AAAAAA',
opacity: 1,
weight: 1,
fillColor: COLORS_LVL[rdata.level],
fillOpacity: rdata.energyTotal/RESO_NRG[rdata.level],
clickable: false,
level: rdata.level,
details: rdata,
pDetails: ent[2],
guid: portalResonatorGuid(ent[0],i) });
r.on('remove', function() { delete window.resonators[this.options.guid]; });
r.on('add', function() { window.resonators[this.options.guid] = this; });
r.addTo(portalsLayers[parseInt(portalLevel)]);
}
}
// append portal guid with -resonator-[slot] to get guid for resonators
window.portalResonatorGuid = function(portalGuid, slot) {
return portalGuid + '-resonator-' + slot;
}
window.isResonatorsShow = function() {
return map.getZoom() >= RESONATOR_DISPLAY_ZOOM_LEVEL;
}
window.portalResetColor = function(portal) {
portal.setStyle({color: portal.options.fillColor});
}
// renders a link on the map from the given entity
window.renderLink = function(ent) {
if(Object.keys(links).length >= MAX_DRAWN_LINKS)
return removeByGuid(ent[0]);
// assume that links never change. If they do, they will have a
// different ID.
if(findEntityInLeaflet(linksLayer, links, ent[0])) 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() {
// enable for debugging
if(window.links[this.options.guid]) throw('duplicate link detected');
window.links[this.options.guid] = this;
this.bringToBack();
});
poly.addTo(linksLayer);
}
// renders a field on the map from a given entity
window.renderField = function(ent) {
if(Object.keys(fields).length >= MAX_DRAWN_FIELDS)
return window.removeByGuid(ent[0]);
// assume that fields never change. If they do, they will have a
// different ID.
if(findEntityInLeaflet(fieldsLayer, fields, ent[0])) 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,
vertices: ent[2].capturedRegion,
lastUpdate: ent[1],
guid: ent[0]});
if(!getPaddedBounds().intersects(poly.getBounds())) return;
poly.on('remove', function() { delete window.fields[this.options.guid]; });
poly.on('add', function() {
// enable for debugging
if(window.fields[this.options.guid]) console.warn('duplicate field detected');
window.fields[this.options.guid] = this;
this.bringToBack();
});
poly.addTo(fieldsLayer);
}
// looks for the GUID in either the layerGroup or entityHash, depending
// on which is faster. Will either return the Leaflet entity or null, if
// it does not exist.
// For example, to find a field use the function like this:
// field = findEntityInLeaflet(fieldsLayer, fields, 'asdasdasd');
window.findEntityInLeaflet = function(layerGroup, entityHash, guid) {
// fast way
if(map.hasLayer(layerGroup)) return entityHash[guid] || null;
// slow way in case the layer is currently hidden
var ent = null;
layerGroup.eachLayer(function(entity) {
if(entity.options.guid !== guid) return true;
ent = entity;
return false;
});
return ent;
}
// 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. Updates info in layer chooser.
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 + ' failed.'
t += ' (';
var minlvl = getMinPortalLevel();
if(minlvl === 0)
t += 'loading all portals';
else
t+= 'only loading portals with level '+minlvl+' and up';
t += ')';
var portalSelection = $('.leaflet-control-layers-overlays label');
portalSelection.slice(0, minlvl+1).addClass('disabled').attr('title', 'Zoom in to show those.');
portalSelection.slice(minlvl, 8).removeClass('disabled').attr('title', '');
$('#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);
var h = '' + d.getHours(); h = h.length === 1 ? '0' + h : h;
var s = '' + d.getMinutes(); s = s.length === 1 ? '0' + s : s;
return h + ':' + s;
}
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.';
var d = window.portals[window.selectedPortal].options.details;
var info = 'Your Nick: ' + PLAYER.nickname + ' '
+ 'Portal: ' + d.portalV2.descriptiveText.TITLE + ' '
+ 'Location: ' + d.portalV2.descriptiveText.ADDRESS
+' (lat ' + (d.locationE6.latE6/1E6) + '; lng ' + (d.locationE6.lngE6/1E6) + ')';
//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) {
map.setView(latlng, 17);
// if the data is available, render it immediately. Otherwise defer
// until it becomes available.
if(window.portals[guid])
renderPortalDetails(guid);
else
urlPortal = guid;
}
// translates guids to entity types
window.getTypeByGuid = 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
//
// others, not used in web:
// .5 == resources (burster/resonator)
// .6 == XM
// .4 == media items, maybe all droppped resources (?)
// resonator guid is [portal guid]-resonator-[slot]
switch(guid.slice(33)) {
case '11':
case '12':
return TYPE_PORTAL;
case '9':
return TYPE_LINK;
case 'b':
return TYPE_FIELD;
case 'c':
return TYPE_PLAYER;
case 'd':
return TYPE_CHAT;
default:
if(guid.slice(-11,-2) == 'resonator') return TYPE_RESONATOR;
return TYPE_UNKNOWN;
}
}
String.prototype.capitalize = function() {
return this.charAt(0).toUpperCase() + this.slice(1).toLowerCase();
}
// http://stackoverflow.com/a/646643/1684530 by Bergi and CMS
if (typeof String.prototype.startsWith !== 'function') {
String.prototype.startsWith = function (str){
return this.slice(0, str.length) === str;
};
}
window.prettyEnergy = function(nrg) {
return nrg> 1000 ? Math.round(nrg/1000) + ' k': nrg;
}
window.setPermaLink = function(elm) {
var c = map.getCenter();
var lat = Math.round(c.lat*1E6);
var lng = Math.round(c.lng*1E6);
var qry = 'latE6='+lat+'&lngE6='+lng+'&z=' + map.getZoom();
$(elm).attr('href', 'http://www.ingress.com/intel?' + qry);
}
window.uniqueArray = function(arr) {
return $.grep(arr, function(v, i) {
return $.inArray(v, arr) === i;
});
}
// 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(
'
'
);
}
window.setupSidebarToggle = function() {
$('#sidebartoggle').on('click', function() {
var toggle = $('#sidebartoggle');
var sidebar = $('#sidebar');
if(sidebar.is(':visible')) {
sidebar.hide();
$('.leaflet-right').css('margin-right','0');
toggle.html('');
toggle.css('right', '0');
} else {
sidebar.show();
$('.leaflet-right').css('margin-right', SIDEBAR_WIDTH+1+'px');
toggle.html('');
toggle.css('right', SIDEBAR_WIDTH+1+'px');
}
});
}
// BOOTING ///////////////////////////////////////////////////////////
function boot() {
console.log('loading done, booting');
window.setupStyles();
window.setupMap();
window.setupGeosearch();
window.setupRedeem();
window.setupLargeImagePreview();
window.setupSidebarToggle();
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');
// load only once
var n = window.PLAYER['nickname'];
window.PLAYER['nickMatcher'] = new RegExp('\\b('+n+')\\b', 'ig');
$('#sidebar').show();
if(window.bootPlugins)
$.each(window.bootPlugins, function(ind, ref) { ref(); });
window.iitcLoaded = true;
}
// 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= 15)
r.shift();
}
window.chat.handleTabCompletion = function() {
var el = $('#chatinput input');
var curPos = el.get(0).selectionStart;
var text = el.val();
var word = text.slice(0, curPos).replace(/.*\b([a-z0-9-_])/, '$1').toLowerCase();
var list = window.chat._lastNicksForAutocomplete;
list = list[1].concat(list[0]);
var nick = null;
for(var i = 0; i < list.length; i++) {
if(!list[i].toLowerCase().startsWith(word)) continue;
if(nick && nick !== list[i]) {
console.log('More than one nick matches, aborting. ('+list[i]+' vs '+nick+')');
return;
}
nick = list[i];
}
if(!nick) {
console.log('No matches for ' + word);
return;
}
var posStart = curPos - word.length;
var newText = text.substring(0, posStart);
newText += nick + (posStart === 0 ? ': ' : ' ');
newText += text.substring(curPos);
el.val(newText);
}
//
// timestamp and clear management
//
window.chat._oldFactionTimestamp = -1;
window.chat._newFactionTimestamp = -1;
window.chat._oldPublicTimestamp = -1;
window.chat._newPublicTimestamp = -1;
window.chat.getOldestTimestamp = function(public) {
return chat['_old'+(public ? 'Public' : 'Faction')+'Timestamp'];
}
window.chat.getNewestTimestamp = function(public) {
return chat['_new'+(public ? 'Public' : 'Faction')+'Timestamp'];
}
window.chat.clearIfRequired = function(elm) {
if(!elm.data('needsClearing')) return;
elm.data('ignoreNextScroll', true).data('needsClearing', false).html('');
}
window.chat._oldBBox = null;
window.chat.genPostData = function(public, getOlderMsgs) {
if(typeof public !== 'boolean') throw('Need to know if public or faction chat.');
chat._localRangeCircle.setLatLng(map.getCenter());
var b = map.getBounds().extend(chat._localRangeCircle.getBounds());
var ne = b.getNorthEast();
var sw = b.getSouthWest();
// round bounds in order to ignore rounding errors
var bbs = $.map([ne.lat, ne.lng, sw.lat, sw.lng], function(x) { return Math.round(x*1E4) }).join();
if(chat._oldBBox && chat._oldBBox !== bbs) {
$('#chat > 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(!isOldMsgs) window.chat.addNickForAutocomplete(nick, isFaction);
}
if(markup[0] === 'TEXT') {
msg = markup[1].plain.autoLink();
msg = msg.replace(window.PLAYER['nickMatcher'], '$1');
}
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').html('');
c.removeClass('expand');
var div = $('#chat > div:visible');
div.data('ignoreNextScroll', true);
div.scrollTop(99999999); // scroll to bottom
$('.leaflet-control').css('margin-left', '13px');
} else {
$('#chatcontrols a:first').html('');
c.addClass('expand');
$('.leaflet-control').css('margin-left', '720px');
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('broadcast:');
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();
var h = d.getHours() + ''; if(h.length === 1) h = '0' + h;
var m = d.getMinutes() + ''; if(m.length === 1) m = '0' + m;
inputTime.text(h+':'+m);
// update ON the minute (1ms after)
setTimeout(updateTime, (60 - d.getSeconds()) * 1000 + 1);
};
updateTime();
window.addResumeFunction(updateTime);
}
//
// posting
//
window.chat.setupPosting = function() {
$('#chatinput input').keydown(function(event) {
try{
var kc = (event.keyCode ? event.keyCode : event.which);
if(kc === 13) { // enter
chat.postMsg();
event.preventDefault();
} else if (kc === 9) { // tab
event.preventDefault();
window.chat.handleTabCompletion();
}
} catch(error) {
console.log(error);
debug.printStackTrace();
}
});
$('#chatinput').submit(function(event) {
chat.postMsg();
event.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 = [];
var modsColor = [];
$.each(d.portalV2.linkedModArray, function(ind, mod) {
if(!mod) {
mods.push('');
modsTitle.push('');
modsColor.push('#000');
} else if(mod.type === 'RES_SHIELD') {
var title = mod.rarity.capitalize() + ' ' + mod.displayName + '\n';
title += 'Installed by: '+ getPlayerName(mod.installingUser);
title += '\nStats:';
for (var key in mod.stats) {
if (!mod.stats.hasOwnProperty(key)) continue;
title += '\n+' + mod.stats[key] + ' ' + key.capitalize();
}
mods.push(mod.rarity.capitalize().replace('_', ' ') + ' ' + mod.displayName);
modsTitle.push(title);
modsColor.push(COLORS_MOD[mod.rarity]);
} else {
mods.push(mod.type);
modsTitle.push('Unknown mod. No further details available.');
modsColor.push('#FFF');
}
});
var t = ''+mods[0]+''
+ ''+mods[1]+''
+ ''+mods[2]+''
+ ''+mods[3]+''
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.getAvgResoDistText = function(d) {
var avgDist = Math.round(10*getAvgResoDist(d))/10;
return ['⌀ res dist', avgDist + ' m'];
}
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, 3, 4, 5, 1, 0, 7, 6], function(ind, slot) {
var isLeft = slot >= 2 && slot <= 5;
var reso = d.resonatorArray.resonators[slot];
if(!reso) {
resoDetails += renderResonatorDetails(slot, 0, 0, null, null, isLeft);
return true;
}
var l = parseInt(reso.level);
var v = parseInt(reso.energyTotal);
var nick = window.getPlayerName(reso.ownerGuid);
var dist = reso.distanceToPortal;
// if array order and slot order drift apart, at least the octant
// naming will still be correct.
slot = parseInt(reso.slot);
resoDetails += renderResonatorDetails(slot, l, v, dist, nick, isLeft);
});
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, isLeft) {
if(level === 0) {
var meter = '';
} else {
var max = RESO_NRG[level];
var fillGrade = nrg/max*100;
var inf = 'energy:\t\t' + nrg + ' / ' + max + ' (' + Math.round(fillGrade) + '%)\n'
+ 'level:\t\t' + level + '\n'
+ 'distance:\t' + dist + 'm\n'
+ 'owner:\t\t' + nick + '\n'
+ 'octant:\t' + OCTANTS[slot];
var style = 'width:'+fillGrade+'%; background:'+COLORS_LVL[level]+';';
var color = (level < 3 ? "#9900FF" : "#FFFFFF");
var lbar = ' ' + level + ' ';
var fill = '';
var meter = '' + fill + lbar + '';
}
var cls = isLeft ? 'left' : 'right';
var text = ''+(nick||'')+'';
return (isLeft ? text+meter : meter+text) + ' ';
}
// calculate AP gain from destroying portal
// so far it counts only resonators + links
window.getDestroyAP = function(d) {
var resoCount = 0;
$.each(d.resonatorArray.resonators, function(ind, reso) {
if(!reso) return true;
resoCount += 1;
});
var linkCount = d.portalV2.linkedEdges ? d.portalV2.linkedEdges.length : 0;
var fieldCount = d.portalV2.linkedFields ? d.portalV2.linkedFields.length : 0;
var resoAp = resoCount * DESTROY_RESONATOR;
var linkAp = linkCount * DESTROY_LINK;
var fieldAp = fieldCount * DESTROY_FIELD;
var sum = resoAp + linkAp + fieldAp;
function tt(text) {
var t = 'Destroy:\n';
t += resoCount + '×\tResonators\t= ' + digits(resoAp) + '\n';
t += linkCount + '×\tLinks\t\t= ' + digits(linkAp) + '\n';
t += fieldCount + '×\tFields\t\t= ' + digits(fieldAp) + '\n';
t += 'Sum: ' + digits(sum) + ' AP';
return '' + digits(text) + '';
}
return [tt('AP Gain'), tt(sum)];
}
// 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 = window.portals[guid].options.details;
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']++;
});
function linkExpl(t) { return ''+t+''; }
var linksText = [linkExpl('links'), linkExpl(' ↳ ' + 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;
var linkedFields = ['fields', d.portalV2.linkedFields.length];
// collect and html-ify random data
var randDetails = [playerText, sinceText, getRangeText(d), getEnergyText(d), linksText, getAvgResoDistText(d), linkedFields, getDestroyAP(d)];
randDetails = randDetails.map(function(detail) {
if(!detail) return '';
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) portalResetColor(oldPortal);
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) {
var error = '';
if (data.error === 'ALREADY_REDEEMED') {
error = 'The passcode has already been redeemed.';
} else if (data.error === 'ALREADY_REDEEMED_BY_PLAYER') {
error = 'You have already redeemed this passcode.';
} else if (data.error === 'INVALID_PASSCODE') {
error = 'This passcode is invalid.';
} else {
error = 'The passcode cannot be redeemed.';
}
alert("Error: " + data.error + "\n" + error);
} else if (data.result) {
var res_level = 0, res_count = 0;
var xmp_level = 0, xmp_count = 0;
var shield_rarity = '', shield_count = 0;
// This assumes that each passcode gives only one type of resonator/XMP/shield.
// This may break at some point, depending on changes to passcode functionality.
for (var i in data.result.inventoryAward) {
var acquired = data.result.inventoryAward[i][2];
if (acquired.modResource) {
if (acquired.modResource.resourceType === 'RES_SHIELD') {
shield_rarity = acquired.modResource.rarity.split('_').map(function (i) {return i[0]}).join('');
shield_count++;
}
} else if (acquired.resourceWithLevels) {
if (acquired.resourceWithLevels.resourceType === 'EMITTER_A') {
res_level = acquired.resourceWithLevels.level;
res_count++;
} else if (acquired.resourceWithLevels.resourceType === 'EMP_BURSTER') {
xmp_level = acquired.resourceWithLevels.level;
xmp_count++;
}
}
}
alert("Passcode redeemed!\n" + [data.result.apAward + 'AP', data.result.xmAward + 'XM', res_count + 'xL' + res_level + ' RES', xmp_count + 'xL' + xmp_level + ' XMP', shield_count + 'x' + shield_rarity + ' SHIELD'].join('/'));
}
}
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. 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;
}
window.loadPlayerNamesForPortal = function(portal_details) {
if(map.getZoom() < PRECACHE_PLAYER_NAMES_ZOOM) return;
var e = portal_details;
if(e.captured && e.captured.capturingPlayerId)
getPlayerName(e.captured.capturingPlayerId);
if(!e.resonatorArray || !e.resonatorArray.resonators) return;
$.each(e.resonatorArray.resonators, function(ind, reso) {
if(reso) getPlayerName(reso.ownerGuid);
});
}
// 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() {
for(var i = 0; i < portalsLayers.length; i++)
portalsLayers[i].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;
$.getJSON(NOMINATIM + encodeURIComponent($(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;
var hasReso = false;
$.each(d.resonatorArray.resonators, function(ind, reso) {
if(!reso) return true;
lvl += parseInt(reso.level);
hasReso = true;
});
return hasReso ? Math.max(1, lvl/8) : 0;
}
window.getTotalPortalEnergy = function(d) {
var nrg = 0;
$.each(d.resonatorArray.resonators, function(ind, reso) {
if(!reso) return true;
var level = parseInt(reso.level);
var max = RESO_NRG[level];
nrg += max;
});
return nrg;
}
// For backwards compatibility
window.getPortalEnergy = window.getTotalPortalEnergy;
window.getCurrentPortalEnergy = 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/
var lvl = 0;
var resoMissing = false;
$.each(d.resonatorArray.resonators, function(ind, reso) {
if(!reso) {
resoMissing = true;
return false;
}
lvl += parseInt(reso.level);
});
if(resoMissing) return 0;
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);