2015-06-23 20:05:35 +02:00

366 lines
10 KiB
JavaScript

// 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.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.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.resonators, function(ind, reso) {
if(!reso) return true;
nrg += parseInt(reso.energy);
});
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;
// currently we get a short resonator array when some are missing
if (d.resonators.length < 8) {
resoMissing = true;
}
// but in the past we used to always get an array of 8, but will 'null' objects for some entries. maybe that will return?
$.each(d.resonators, function(ind, reso) {
if(!reso) {
resoMissing = true;
return;
}
});
var range = {
base: 160*Math.pow(getPortalLevel(d), 4),
boost: getLinkAmpRangeBoost(d)
};
range.range = range.boost * range.base;
range.isLinkable = !resoMissing;
return range;
}
window.getLinkAmpRangeBoost = function(d) {
// additional range boost calculation
// link amps scale: first is full, second a quarter, the last two an eighth
var scale = [1.0, 0.25, 0.125, 0.125];
var boost = 0.0; // initial boost is 0.0 (i.e. no boost over standard range)
var linkAmps = getPortalModsByType(d, 'LINK_AMPLIFIER');
linkAmps.forEach(function(mod, i) {
// link amp stat LINK_RANGE_MULTIPLIER is 2000 for rare, and gives 2x boost to the range
// and very-rare is 7000 and gives 7x the range
var baseMultiplier = mod.stats.LINK_RANGE_MULTIPLIER/1000;
boost += baseMultiplier*scale[i];
});
return (linkAmps.length > 0) ? boost : 1.0;
}
window.getAttackApGain = function(d,fieldCount,linkCount) {
if (!fieldCount) fieldCount = 0;
var resoCount = 0;
var maxResonators = MAX_RESO_PER_PLAYER.slice(0);
var curResonators = [ 0, 0, 0, 0, 0, 0, 0, 0, 0];
for(var n = PLAYER.level + 1; n < 9; n++) {
maxResonators[n] = 0;
}
$.each(d.resonators, function(ind, reso) {
if(!reso)
return true;
resoCount += 1;
var reslevel=parseInt(reso.level);
if(reso.owner === PLAYER.nickname) {
if(maxResonators[reslevel] > 0) {
maxResonators[reslevel] -= 1;
}
} else {
curResonators[reslevel] += 1;
}
});
var resoAp = resoCount * DESTROY_RESONATOR;
var linkAp = linkCount * DESTROY_LINK;
var fieldAp = fieldCount * DESTROY_FIELD;
var destroyAp = resoAp + linkAp + fieldAp;
var captureAp = CAPTURE_PORTAL + 8 * DEPLOY_RESONATOR + COMPLETION_BONUS;
var enemyAp = destroyAp + captureAp;
var deployCount = 8 - resoCount;
var completionAp = (deployCount > 0) ? COMPLETION_BONUS : 0;
var upgradeCount = 0;
var upgradeAvailable = maxResonators[8];
for(var n = 7; n >= 0; n--) {
upgradeCount += curResonators[n];
if(upgradeAvailable < upgradeCount) {
upgradeCount -= (upgradeCount - upgradeAvailable);
}
upgradeAvailable += maxResonators[n];
}
var friendlyAp = deployCount * DEPLOY_RESONATOR + upgradeCount * UPGRADE_ANOTHERS_RESONATOR + completionAp;
return {
friendlyAp: friendlyAp,
deployCount: deployCount,
upgradeCount: upgradeCount,
enemyAp: enemyAp,
destroyAp: destroyAp,
resoAp: resoAp,
captureAp: captureAp
};
}
//This function will return the potential level a player can upgrade it to
window.potentialPortalLevel = function(d) {
var current_level = getPortalLevel(d);
var potential_level = current_level;
if(PLAYER.team === d.team) {
var resonators_on_portal = d.resonators;
var resonator_levels = new Array();
// figure out how many of each of these resonators can be placed by the player
var player_resontators = new Array();
for(var i=1;i<=MAX_PORTAL_LEVEL; i++) {
player_resontators[i] = i > PLAYER.level ? 0 : MAX_RESO_PER_PLAYER[i];
}
$.each(resonators_on_portal, function(ind, reso) {
if(reso !== null && reso.owner === window.PLAYER.nickname) {
player_resontators[reso.level]--;
}
resonator_levels.push(reso === null ? 0 : reso.level);
});
resonator_levels.sort(function(a, b) {
return(a - b);
});
// Max out portal
var install_index = 0;
for(var i=MAX_PORTAL_LEVEL;i>=1; i--) {
for(var install = player_resontators[i]; install>0; install--) {
if(resonator_levels[install_index] < i) {
resonator_levels[install_index] = i;
install_index++;
}
}
}
//console.log(resonator_levels);
potential_level = resonator_levels.reduce(function(a, b) {return a + b;}) / 8;
}
return(potential_level);
}
window.fixPortalImageUrl = function(url) {
if (url) {
if (window.location.protocol === 'https:') {
url = url.indexOf('www.panoramio.com') !== -1
? url.replace(/^http:\/\/www/, 'https://ssl').replace('small', 'medium')
: url.replace(/^http:\/\//, '//');
}
return url;
} else {
return DEFAULT_PORTAL_IMG;
}
}
window.getPortalModsByType = function(d, type) {
var mods = [];
var typeToStat = {
RES_SHIELD: 'MITIGATION',
FORCE_AMP: 'FORCE_AMPLIFIER',
TURRET: 'HIT_BONUS', // and/or ATTACK_FREQUENCY??
HEATSINK: 'HACK_SPEED',
MULTIHACK: 'BURNOUT_INSULATION',
LINK_AMPLIFIER: 'LINK_RANGE_MULTIPLIER',
ULTRA_LINK_AMP: 'OUTGOING_LINKS_BONUS', // and/or LINK_DEFENSE_BOOST??
};
var stat = typeToStat[type];
$.each(d.mods || [], function(i,mod) {
if (mod && mod.stats.hasOwnProperty(stat)) mods.push(mod);
});
// sorting mods by the stat keeps code simpler, when calculating combined mod effects
mods.sort (function(a,b) {
return b.stats[stat] - a.stats[stat];
});
return mods;
}
window.getPortalShieldMitigation = function(d) {
var shields = getPortalModsByType(d, 'RES_SHIELD');
var mitigation = 0;
$.each(shields, function(i,s) {
mitigation += parseInt(s.stats.MITIGATION);
});
return mitigation;
}
window.getPortalLinksMitigation = function(linkCount) {
var mitigation = Math.round(400/9*Math.atan(linkCount/Math.E));
return mitigation;
}
window.getPortalMitigationDetails = function(d,linkCount) {
var mitigation = {
shields: getPortalShieldMitigation(d),
links: getPortalLinksMitigation(linkCount)
};
// mitigation is limited to 95% (as confirmed by Brandon Badger on G+)
mitigation.total = Math.min(95, mitigation.shields+mitigation.links);
mitigation.excess = (mitigation.shields+mitigation.links) - mitigation.total;
return mitigation;
}
window.getMaxOutgoingLinks = function(d) {
var linkAmps = getPortalModsByType(d, 'ULTRA_LINK_AMP');
var links = 8;
linkAmps.forEach(function(mod, i) {
links += parseInt(mod.stats.OUTGOING_LINKS_BONUS);
});
return links;
};
window.getPortalHackDetails = function(d) {
var heatsinks = getPortalModsByType(d, 'HEATSINK');
var multihacks = getPortalModsByType(d, 'MULTIHACK');
// first mod of type is fully effective, the others are only 50% effective
var effectivenessReduction = [ 1, 0.5, 0.5, 0.5 ];
var cooldownTime = 300; // 5 mins - 300 seconds
$.each(heatsinks, function(index,mod) {
var hackSpeed = parseInt(mod.stats.HACK_SPEED)/1000000;
cooldownTime = Math.round(cooldownTime * (1 - hackSpeed * effectivenessReduction[index]));
});
var numHacks = 4; // default hacks
$.each(multihacks, function(index,mod) {
var extraHacks = parseInt(mod.stats.BURNOUT_INSULATION);
numHacks = numHacks + (extraHacks * effectivenessReduction[index]);
});
return {cooldown: cooldownTime, hacks: numHacks, burnout: cooldownTime*(numHacks-1)};
}
// given a detailed portal structure, return summary portal data, as seen in the map tile data
window.getPortalSummaryData = function(d) {
// NOTE: the summary data reports unclaimed portals as level 1 - not zero as elsewhere in IITC
var level = parseInt(getPortalLevel(d));
if (level == 0) level = 1; //niantic returns neutral portals as level 1, not 0 as used throughout IITC elsewhere
var resCount = 0;
if (d.resonators) {
for (var x in d.resonators) {
if (d.resonators[x]) resCount++;
}
}
var maxEnergy = getTotalPortalEnergy(d);
var curEnergy = getCurrentPortalEnergy(d);
var health = maxEnergy>0 ? parseInt(curEnergy/maxEnergy*100) : 0;
return {
level: level,
title: d.title,
image: d.image,
resCount: resCount,
latE6: d.latE6,
health: health,
team: d.team,
lngE6: d.lngE6,
type: 'portal'
};
}
window.getPortalAttackValues = function(d) {
var forceamps = getPortalModsByType(d, 'FORCE_AMP');
var turrets = getPortalModsByType(d, 'TURRET');
// at the time of writing, only rare force amps and turrets have been seen in the wild, so there's a little guesswork
// at how the stats work and combine
// algorithm has been compied from getLinkAmpRangeBoost
// FIXME: only extract stats and put the calculation in a method to be used for link range, force amplifier and attack
// frequency
// note: scanner shows rounded values (adding a second FA shows: 2.5x+0.2x=2.8x, which should be 2.5x+0.25x=2.75x)
// amplifier scale: first is full, second a quarter, the last two an eighth
var scale = [1.0, 0.25, 0.125, 0.125];
var attackValues = {
hit_bonus: 0,
force_amplifier: 0,
attack_frequency: 0,
};
forceamps.forEach(function(mod, i) {
// force amp stat FORCE_AMPLIFIER is 2000 for rare, and gives 2x boost to the range
var baseMultiplier = mod.stats.FORCE_AMPLIFIER / 1000;
attackValues.force_amplifier += baseMultiplier * scale[i];
});
turrets.forEach(function(mod, i) {
// turret stat ATTACK_FREQUENCY is 2000 for rare, and gives 2x boost to the range
var baseMultiplier = mod.stats.ATTACK_FREQUENCY / 1000;
attackValues.attack_frequency += baseMultiplier * scale[i];
attackValues.hit_bonus += mod.stats.HIT_BONUS / 10000;
});
return attackValues;
}