233 lines
8.2 KiB
JavaScript
233 lines
8.2 KiB
JavaScript
// PORTAL DETAILS DISPLAY ////////////////////////////////////////////
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// hand any of these functions the details-hash of a portal, and they
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// will return pretty, displayable HTML or parts thereof.
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// returns displayable text+link about portal range
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window.getRangeText = function(d) {
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var range = getPortalRange(d);
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var title = 'Base range:\t' + digits(Math.floor(range.base))+'m'
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+ '\nLink amp boost:\t×'+range.boost
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+ '\nRange:\t'+digits(Math.floor(range.range))+'m';
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if(!range.isLinkable) title += '\nPortal is missing resonators,\nno new links can be made';
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return ['range',
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'<a onclick="window.rangeLinkClick()"'
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+ (range.isLinkable ? '' : ' style="text-decoration:line-through;"')
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+ '>'
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+ (range.range > 1000
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? Math.floor(range.range/1000) + ' km'
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: Math.floor(range.range) + ' m')
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+ '</a>',
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title];
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}
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// given portal details, returns html code to display mod details.
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window.getModDetails = function(d) {
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var mods = [];
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var modsTitle = [];
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var modsColor = [];
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$.each(d.mods, function(ind, mod) {
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var modName = '';
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var modTooltip = '';
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var modColor = '#000';
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if (mod) {
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// all mods seem to follow the same pattern for the data structure
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// but let's try and make this robust enough to handle possible future differences
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modName = mod.name || '(unknown mod)';
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if (mod.rarity) {
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modName = mod.rarity.capitalize().replace(/_/g,' ') + ' ' + modName;
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}
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modTooltip = modName + '\n';
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if (mod.owner) {
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modTooltip += 'Installed by: '+ mod.owner + '\n';
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}
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if (mod.stats) {
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modTooltip += 'Stats:';
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for (var key in mod.stats) {
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if (!mod.stats.hasOwnProperty(key)) continue;
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var val = mod.stats[key];
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// if (key === 'REMOVAL_STICKINESS' && val == 0) continue; // stat on all mods recently - unknown meaning, not displayed in stock client
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// special formatting for known mod stats, where the display of the raw value is less useful
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if (key === 'HACK_SPEED') val = (val/10000)+'%'; // 500000 = 50%
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else if (key === 'HIT_BONUS') val = (val/10000)+'%'; // 300000 = 30%
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else if (key === 'ATTACK_FREQUENCY') val = (val/1000) +'x'; // 2000 = 2x
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else if (key === 'FORCE_AMPLIFIER') val = (val/1000) +'x'; // 2000 = 2x
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else if (key === 'LINK_RANGE_MULTIPLIER') val = (val/1000) +'x'; // 2000 = 2x
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else if (key === 'LINK_DEFENSE_BOOST') val = (val/1000) +'x'; // 1500 = 1.5x
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else if (key === 'REMOVAL_STICKINESS' && val > 100) val = (val/10000)+'%'; // an educated guess
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// else display unmodified. correct for shield mitigation and multihack - unknown for future/other mods
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modTooltip += '\n+' + val + ' ' + key.capitalize().replace(/_/g,' ');
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}
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}
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if (mod.rarity) {
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modColor = COLORS_MOD[mod.rarity];
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} else {
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modColor = '#fff';
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}
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}
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mods.push(modName);
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modsTitle.push(modTooltip);
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modsColor.push(modColor);
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});
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var t = '';
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for (var i=0; i<mods.length; i++) {
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t += '<span'+(modsTitle[i].length ? ' title="'+modsTitle[i]+'"' : '')+' style="color:'+modsColor[i]+'">'+mods[i]+'</span>'
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}
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// and add blank entries if we have less than 4 mods (as the server no longer returns all mod slots, but just the filled ones)
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for (var i=mods.length; i<4; i++) {
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t += '<span style="color:#000"></span>'
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}
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return t;
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}
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window.getEnergyText = function(d) {
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var currentNrg = getCurrentPortalEnergy(d);
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var totalNrg = getTotalPortalEnergy(d);
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var title = currentNrg + ' / ' + totalNrg;
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var fill = prettyEnergy(currentNrg) + ' / ' + prettyEnergy(totalNrg)
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return ['energy', fill, title];
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}
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window.getResonatorDetails = function(d) {
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var resoDetails = [];
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// octant=slot: 0=E, 1=NE, 2=N, 3=NW, 4=W, 5=SW, 6=S, SE=7
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// resos in the display should be ordered like this:
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// N NE Since the view is displayed in rows, they
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// NW E need to be ordered like this: N NE NW E W SE SW S
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// W SE i.e. 2 1 3 0 4 7 5 6
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// SW S
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// note: as of 2014-05-23 update, this is not true for portals with empty slots!
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var processResonatorSlot = function(reso,slot) {
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var lvl=0, nrg=0, owner=null;
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if (reso) {
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lvl = parseInt(reso.level);
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nrg = parseInt(reso.energy);
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owner = reso.owner;
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}
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resoDetails.push(renderResonatorDetails(slot, lvl, nrg, owner));
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};
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// if all 8 resonators are deployed, we know which is in which slot
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if (d.resonators.length == 8) {
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// fully deployed - we can make assumptions about deployment slots
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$.each([2, 1, 3, 0, 4, 7, 5, 6], function(ind, slot) {
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processResonatorSlot(d.resonators[slot],slot);
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});
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} else {
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// partially deployed portal - we can no longer find out which resonator is in which slot
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for(var ind=0; ind<8; ind++) {
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processResonatorSlot(ind < d.resonators.length ? d.resonators[ind] : null, null);
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}
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}
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return '<table id="resodetails">' + genFourColumnTable(resoDetails) + '</table>';
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}
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// helper function that renders the HTML for a given resonator. Does
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// not work with raw details-hash. Needs digested infos instead:
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// slot: which slot this resonator occupies. Starts with 0 (east) and
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// rotates clockwise. So, last one is 7 (southeast).
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window.renderResonatorDetails = function(slot, level, nrg, nick) {
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if(OCTANTS[slot] === 'N')
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var className = 'meter north';
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else
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var className = 'meter';
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var max = RESO_NRG[level];
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var fillGrade = level > 0 ? nrg/max*100 : 0;
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var inf = (level > 0 ? 'energy:\t' + nrg + ' / ' + max + ' (' + Math.round(fillGrade) + '%)\n'
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+'level:\t' + level + '\n'
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+'owner:\t' + nick + '\n'
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: '')
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+ (slot !== null ? 'octant:\t' + OCTANTS[slot] + ' ' + OCTANTS_ARROW[slot]:'');
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var style = fillGrade ? 'width:'+fillGrade+'%; background:'+COLORS_LVL[level]+';':'';
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var color = (level < 3 ? "#9900FF" : "#FFFFFF");
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var lbar = level > 0 ? '<span class="meter-level" style="color: ' + color + ';"> L ' + level + ' </span>' : '';
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var fill = '<span style="'+style+'"></span>';
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var meter = '<span class="' + className + '" title="'+inf+'">' + fill + lbar + '</span>';
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nick = nick ? '<span class="nickname">'+nick+'</span>' : null;
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return [meter, nick || ''];
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}
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// calculate AP gain from destroying portal and then capturing it by deploying resonators
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window.getAttackApGainText = function(d,fieldCount,linkCount) {
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var breakdown = getAttackApGain(d,fieldCount,linkCount);
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var totalGain = breakdown.enemyAp;
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var t = '';
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if (teamStringToId(PLAYER.team) == teamStringToId(d.team)) {
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totalGain = breakdown.friendlyAp;
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t += 'Friendly AP:\t' + breakdown.friendlyAp + '\n';
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t += ' Deploy ' + breakdown.deployCount + ', ';
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t += 'Upgrade ' + breakdown.upgradeCount + '\n';
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t += '\n';
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}
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t += 'Enemy AP:\t' + breakdown.enemyAp + '\n';
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t += ' Destroy AP:\t' + breakdown.destroyAp + '\n';
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t += ' Capture AP:\t' + breakdown.captureAp + '\n';
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return ['AP Gain', digits(totalGain), t];
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}
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window.getHackDetailsText = function(d) {
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var hackDetails = getPortalHackDetails(d);
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var shortHackInfo = hackDetails.hacks+' @ '+formatInterval(hackDetails.cooldown);
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var title = 'Hacks available every 4 hours\n'
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+ 'Hack count:\t'+hackDetails.hacks+'\n'
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+ 'Cooldown time:\t'+formatInterval(hackDetails.cooldown)+'\n'
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+ 'Burnout time:\t'+formatInterval(hackDetails.burnout);
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return ['hacks', shortHackInfo, title];
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}
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window.getMitigationText = function(d,linkCount) {
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var mitigationDetails = getPortalMitigationDetails(d,linkCount);
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var mitigationShort = mitigationDetails.total;
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if (mitigationDetails.excess) mitigationShort += ' (+'+mitigationDetails.excess+')';
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var title = 'Total shielding:\t'+(mitigationDetails.shields+mitigationDetails.links)+'\n'
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+ '- active:\t'+mitigationDetails.total+'\n'
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+ '- excess:\t'+mitigationDetails.excess+'\n'
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+ 'From\n'
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+ '- shields:\t'+mitigationDetails.shields+'\n'
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+ '- links:\t'+mitigationDetails.links;
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return ['shielding', mitigationShort, title];
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}
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