313 lines
10 KiB
JavaScript

// ARTIFACT ///////////////////////////////////////////////////////
// added as part of the ingress #13magnus in november 2013, artifacts
// are additional game elements overlayed on the intel map
// currently there are only jarvis-related entities
// - shards: move between portals (along links) each hour. more than one can be at a portal
// - targets: specific portals - one per team
// the artifact data includes details for the specific portals, so can be useful
// 2014-02-06: intel site updates hint at new 'amar artifacts', likely following the same system as above
window.artifact = function() {}
window.artifact.setup = function() {
artifact.REFRESH_JITTER = 2*60; // 2 minute random period so not all users refresh at once
artifact.REFRESH_SUCCESS = 60*60; // 60 minutes on success
artifact.REFRESH_FAILURE = 2*60; // 2 minute retry on failure
artifact.idle = false;
artifact.clearData();
addResumeFunction(artifact.idleResume);
// move the initial data request onto a very short timer. prevents thrown exceptions causing IITC boot failures
setTimeout (artifact.requestData, 1);
artifact._layer = new L.LayerGroup();
addLayerGroup ('Artifacts', artifact._layer, true);
$('#toolbox').append(' <a onclick="window.artifact.showArtifactList()" title="Show artifact portal list">Artifacts</a>');
}
window.artifact.requestData = function() {
if (isIdle()) {
artifact.idle = true;
} else {
window.postAjax('getArtifactPortals', {}, artifact.handleSuccess, artifact.handleError);
}
}
window.artifact.idleResume = function() {
if (artifact.idle) {
artifact.idle = false;
artifact.requestData();
}
}
window.artifact.handleSuccess = function(data) {
artifact.processData (data);
// start the next refresh at a multiple of REFRESH_SUCCESS seconds, plus a random REFRESH_JITTER amount to prevent excessive server hits at one time
var now = Date.now();
var nextTime = Math.ceil(now/(artifact.REFRESH_SUCCESS*1000))*(artifact.REFRESH_SUCCESS*1000) + Math.floor(Math.random()*artifact.REFRESH_JITTER*1000);
setTimeout (artifact.requestData, nextTime - now);
}
window.artifact.handleFailure = function(data) {
// no useful data on failure - do nothing
setTimeout (artifact.requestData, artifact.REFRESH_FAILURE*1000);
}
window.artifact.processData = function(data) {
if (data.error || !data.result) {
console.warn('Failed to find result in getArtifactPortals response');
return;
}
var oldArtifacts = artifact.entities;
artifact.clearData();
artifact.processResult(data.result);
runHooks('artifactsUpdated', {old: oldArtifacts, 'new': artifact.entities});
// redraw the artifact layer
artifact.updateLayer();
}
window.artifact.clearData = function() {
artifact.portalInfo = {};
artifact.artifactTypes = {};
artifact.entities = [];
}
window.artifact.processResult = function (portals) {
// portals is an object, keyed from the portal GUID, containing the portal entity array
for (var guid in portals) {
var ent = portals[guid];
var data = decodeArray.portalSummary(ent);
if (!data.artifactBrief) {
// 2/12/2017 - Shard removed from a portal leaves it in artifact results but has no artifactBrief
continue;
}
// we no longer know the faction for the target portals, and we don't know which fragment numbers are at the portals
// all we know, from the portal summary data, for each type of artifact, is that each artifact portal is
// - a target portal or not - no idea for which faction
// - has one (or more) fragments, or not
if (!artifact.portalInfo[guid]) artifact.portalInfo[guid] = {};
// store the decoded data - needed for lat/lng for layer markers
artifact.portalInfo[guid]._data = data;
for(var type in data.artifactBrief.target) {
if (!artifact.artifactTypes[type]) artifact.artifactTypes[type] = {};
if (!artifact.portalInfo[guid][type]) artifact.portalInfo[guid][type] = {};
artifact.portalInfo[guid][type].target = TEAM_NONE; // as we no longer know the team...
}
for(var type in data.artifactBrief.fragment) {
if (!artifact.artifactTypes[type]) artifact.artifactTypes[type] = {};
if (!artifact.portalInfo[guid][type]) artifact.portalInfo[guid][type] = {};
artifact.portalInfo[guid][type].fragments = true; //as we no longer have a list of the fragments there
}
// let's pre-generate the entities needed to render the map - array of [guid, timestamp, ent_array]
artifact.entities.push ( [guid, data.timestamp, ent] );
}
}
window.artifact.getArtifactTypes = function() {
return Object.keys(artifact.artifactTypes);
}
window.artifact.isArtifact = function(type) {
return type in artifact.artifactTypes;
}
// used to render portals that would otherwise be below the visible level
window.artifact.getArtifactEntities = function() {
return artifact.entities;
}
window.artifact.getInterestingPortals = function() {
return Object.keys(artifact.portalInfo);
}
// quick test for portal being relevant to artifacts - of any type
window.artifact.isInterestingPortal = function(guid) {
return guid in artifact.portalInfo;
}
// get the artifact data for a specified artifact id (e.g. 'jarvis'), if it exists - otherwise returns something 'false'y
window.artifact.getPortalData = function(guid,artifactId) {
return artifact.portalInfo[guid] && artifact.portalInfo[guid][artifactId];
}
window.artifact.updateLayer = function() {
artifact._layer.clearLayers();
$.each(artifact.portalInfo, function(guid,data) {
var latlng = L.latLng ([data._data.latE6/1E6, data._data.lngE6/1E6]);
$.each(data, function(type,detail) {
// we'll construct the URL form the type - stock seems to do that now
var iconUrl;
if (data[type].target !== undefined) {
// target portal
var iconUrl = '//commondatastorage.googleapis.com/ingress.com/img/map_icons/marker_images/'+type+'_shard_target.png'
var iconSize = 100/2;
var opacity = 1.0;
var icon = L.icon({
iconUrl: iconUrl,
iconSize: [iconSize,iconSize],
iconAnchor: [iconSize/2,iconSize/2],
className: 'no-pointer-events' // the clickable: false below still blocks events going through to the svg underneath
});
var marker = L.marker (latlng, {icon: icon, clickable: false, keyboard: false, opacity: opacity });
artifact._layer.addLayer(marker);
} else if (data[type].fragments) {
// fragment(s) at portal
var iconUrl = '//commondatastorage.googleapis.com/ingress.com/img/map_icons/marker_images/'+type+'_shard.png'
var iconSize = 60/2;
var opacity = 0.6;
var icon = L.icon({
iconUrl: iconUrl,
iconSize: [iconSize,iconSize],
iconAnchor: [iconSize/2,iconSize/2],
className: 'no-pointer-events' // the clickable: false below still blocks events going through to the svg underneath
});
var marker = L.marker (latlng, {icon: icon, clickable: false, keyboard: false, opacity: opacity });
artifact._layer.addLayer(marker);
}
}); //end $.each(data, function(type,detail)
}); //end $.each(artifact.portalInfo, function(guid,data)
}
window.artifact.showArtifactList = function() {
var html = '';
if (Object.keys(artifact.artifactTypes).length == 0) {
html += '<i>No artifacts at this time</i>';
}
var first = true;
$.each(artifact.artifactTypes, function(type,type2) {
// no nice way to convert the Niantic internal name into the correct display name
// (we do get the description string once a portal with that shard type is selected - could cache that somewhere?)
var name = type.capitalize() + ' shards';
if (!first) html += '<hr>';
first = false;
html += '<div><b>'+name+'</b></div>';
html += '<table class="artifact artifact-'+type+'">';
html += '<tr><th>Portal</th><th>Details</th></tr>';
var tableRows = [];
$.each(artifact.portalInfo, function(guid, data) {
if (type in data) {
// this portal has data for this artifact type - add it to the table
var onclick = 'zoomToAndShowPortal(\''+guid+'\',['+data._data.latE6/1E6+','+data._data.lngE6/1E6+'])';
var row = '<tr><td class="portal"><a onclick="'+onclick+'">'+escapeHtmlSpecialChars(data._data.title)+'</a></td>';
row += '<td class="info">';
if (data[type].target !== undefined) {
if (data[type].target == TEAM_NONE) {
row += '<span class="target">Target Portal</span> ';
} else {
row += '<span class="target '+TEAM_TO_CSS[data[type].target]+'">'+(data[type].target==TEAM_RES?'Resistance':'Enlightened')+' target</span> ';
}
}
if (data[type].fragments) {
if (data[type].target !== undefined) {
row += '<br>';
}
var fragmentName = 'shard';
// row += '<span class="fragments'+(data[type].target?' '+TEAM_TO_CSS[data[type].target]:'')+'">'+fragmentName+': #'+data[type].fragments.join(', #')+'</span> ';
row += '<span class="fragments'+(data[type].target?' '+TEAM_TO_CSS[data[type].target]:'')+'">'+fragmentName+': yes</span> ';
}
row += '</td></tr>';
// sort by target portals first, then by portal GUID
var sortVal = (data[type].target !== undefined ? 'A' : 'Z') + guid;
tableRows.push ( [sortVal, row] );
}
});
// check for no rows, and add a note to the table instead
if (tableRows.length == 0) {
html += '<tr><td colspan="2"><i>No portals at this time</i></td></tr>';
}
// sort the rows
tableRows.sort(function(a,b) {
if (a[0] == b[0]) return 0;
else if (a[0] < b[0]) return -1;
else return 1;
});
// and add them to the table
html += tableRows.map(function(a){return a[1];}).join('');
html += '</table>';
});
html += "<hr />"
+ "<p>In Summer 2015, Niantic changed the data format for artifact portals. We no longer know:</p>"
+ "<ul><li>Which team each target portal is for - only that it is a target</li>"
+ "<li>Which shards are at each portal, just that it has one or more shards</li></ul>"
+ "<p>You can select a portal and the detailed data contains the list of shard numbers, but there's still no"
+ " more information on targets.</p>";
dialog({
title: 'Artifacts',
html: html,
width: 400,
position: {my: 'right center', at: 'center-60 center', of: window, collision: 'fit'}
});
}