// 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) { var modName = ''; var modTooltip = ''; var modColor = '#000'; if (mod) { // all mods seem to follow the same pattern for the data structure // but let's try and make this robust enough to handle possible future differences if (mod.displayName) { modName = mod.displayName; } else if (mod.type) { modName = mod.type; } else { modName = '(unknown mod)'; } if (mod.rarity) { modName = mod.rarity.capitalize().replace(/_/g,' ') + ' ' + modName; } modTooltip = modName + '\n'; if (mod.installingUser) { modTooltip += 'Installed by: '+ getPlayerName(mod.installingUser) + '\n'; } if (mod.stats) { modTooltip += 'Stats:'; for (var key in mod.stats) { if (!mod.stats.hasOwnProperty(key)) continue; modTooltip += '\n+' + mod.stats[key] + ' ' + key.capitalize().replace(/_/g,' '); } } if (mod.rarity) { modColor = COLORS_MOD[mod.rarity]; } else { modColor = '#fff'; } } mods.push(modName); modsTitle.push(modTooltip); modsColor.push(modColor); }); var t = ''+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 ['reso 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, 1, 3, 0, 4, 7, 5, 6], function(ind, slot) { var reso = d.resonatorArray.resonators[slot]; if(!reso) { resoDetails.push(renderResonatorDetails(slot, 0, 0, null, null)); 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.push(renderResonatorDetails(slot, l, v, dist, nick)); }); return genFourColumnTable(resoDetails); } // helper function that renders the HTML for a given resonator. Does // not work with raw details-hash. Needs digested infos instead: // slot: which slot this resonator occupies. Starts with 0 (east) and // rotates clockwise. So, last one is 7 (southeast). window.renderResonatorDetails = function(slot, level, nrg, dist, nick) { if(level === 0) { var meter = ''; } else { var max = RESO_NRG[level]; var fillGrade = nrg/max*100; var inf = 'energy:\t' + nrg + ' / ' + max + ' (' + Math.round(fillGrade) + '%)\n' + 'level:\t' + level + '\n' + 'distance:\t' + dist + 'm\n' + 'owner:\t' + nick + '\n' + 'octant:\t' + OCTANTS[slot] + ' ' + OCTANTS_ARROW[slot]; var style = 'width:'+fillGrade+'%; background:'+COLORS_LVL[level]+';'; var color = (level < 3 ? "#9900FF" : "#FFFFFF"); var lbar = ' ' + level + ' '; var fill = ''; var meter = '' + fill + lbar + ''; } nick = nick ? ''+nick+'' : null; return [meter, nick || '']; } // calculate AP gain from destroying portal and then capturing it by deploying resonators window.getAttackApGainText = function(d) { var breakdown = getAttackApGain(d); var totalGain = breakdown.enemyAp; function tt(text) { var t = ''; if (PLAYER.team == d.controllingTeam.team) { totalGain = breakdown.friendlyAp; t += 'Friendly AP:\t' + breakdown.friendlyAp + '\n'; t += ' Deploy ' + breakdown.deployCount + ', '; t += 'Upgrade ' + breakdown.upgradeCount + '\n'; t += '\n'; } t += 'Enemy AP:\t' + breakdown.enemyAp + '\n'; t += ' Destroy AP:\t' + breakdown.destroyAp + '\n'; t += ' Capture AP:\t' + breakdown.captureAp + '\n'; return '' + digits(text) + ''; } return [tt('AP Gain'), tt(totalGain)]; }