2013-05-25 00:36:16 -06:00

334 lines
12 KiB
JavaScript

// REDEEMING ///////////////////////////////////////////////////////
// Heuristic passcode redemption that tries to guess unknown items /
////////////////////////////////////////////////////////////////////
/* Abbreviates redemption items.
* Example: VERY_RARE => VR
*/
window.REDEEM_ABBREVIATE = function(tag) {return tag.split('_').map(function (i) {return i[0];}).join('');};
/* Resource type names mapped to actual names and abbreviations.
* Add more here if necessary.
* Sometimes, items will have more information than just a level. Allow for specialization.
*/
window.REDEEM_RESOURCES = {
RES_SHIELD: {
/* modResource */
format: function(acquired) {
return {long: 'Portal Shield', short: 'S'};
}
},
EMITTER_A: {
/* resourceWithLevels */
format: function(acquired) {
return {long: 'Resonator', short: 'R'};
}
},
EMP_BURSTER: {
/* resourceWithLevels */
format: function(acquired) {
return {long: 'XMP Burster', short: 'X'};
}
},
POWER_CUBE: {
/* resourceWithLevels */
format: function(acquired) {
return {long: 'Power Cube', short: 'C'};
}
},
MEDIA: {
/* resourceWithLevels */
format: function(acquired) {
return {
long: 'Media: <a href="' + (acquired.storyItem.primaryUrl || '#') + '" target="_blank">' + (acquired.storyItem.shortDescription || 'UNKNOWN') + '</a>',
short: 'M'
};
}
},
FLIP_CARD: {
decode: function(type, acquired, key) {
/* ADA or JARVIS */
return acquired.flipCard.flipCardType;
},
format: function(acquired) {
var type = acquired.flipCard.flipCardType;
return {
long: type,
short: ({ADA: 'AR', JARVIS: 'JV'}[type] || 'FC'),
prefix: '<span title="' + (acquired.displayName ? (acquired.displayName.displayDescription || '') : '') + '" class="' + ({ADA: 'res', JARVIS: 'enl'}[type] || '') + '">',
suffix: '</span>'
};
}
},
PORTAL_LINK_KEY: {
decode: function(type, acquired, key) {
/* A unique identifier for this portal. */
return acquired.portalCoupler.portalGuid;
},
format: function(acquired) {
return {
long: 'Portal Key: ' + acquired.portalCoupler.portalTitle || 'Unknown Portal',
short: 'K'
};
}
}
};
/* Redemption "handlers" handle decoding and formatting for rewards.
*
* Redemption "decoders" are used for returning the primary attribute (key) from
* different types of items. Pretty self-explanatory.
*
* Redemption "formatters" are used for formatting specific types of password rewards.
* Right now, Ingress has resourceWithLevels (leveled resources) and modResource (mods).
* Resources with levels have levels, and mods have rarity. Format them appropriately.
*/
window.REDEEM_HANDLERS = {
resource: {
decode: function(type, acquired, key) {return 'RESOURCE';},
format: function(acquired, group) {
var prefix = acquired.str.prefix || '';
var suffix = acquired.str.suffix || '';
return {
table: '<td>+</td><td>' + prefix + acquired.str.long + suffix + ' [' + acquired.count + ']</td>',
html: acquired.count + '&#215;' + prefix + acquired.str.short + suffix,
plain: acquired.count + '@' + acquired.str.short
};
}
},
// A leveled resource, such as XMPs, resonators, or power cubes.
resourceWithLevels: {
decode: function(type, acquired, key) {return acquired[key].level;},
format: function(acquired, level) {
var prefix = '<span style="color: ' + (window.COLORS_LVL[level] || 'white') + ';">';
var suffix = '</span>';
return {
table: '<td>' + prefix + 'L' + level + suffix + '</td><td>' + acquired.str.long + ' [' + acquired.count + ']</td>',
html: acquired.count + '&#215;' + acquired.str.short + prefix + level + suffix,
plain: acquired.count + '@' + acquired.str.short + level
};
}
},
// A mod, such as portal shields or link amplifiers.
modResource: {
decode: function(type, acquired, key) {return acquired[key].rarity;},
format: function(acquired, rarity) {
var prefix = '<span style="color: ' + (window.COLORS_MOD[rarity] || 'white') + ';">';
var suffix = '</span>';
var abbreviation = window.REDEEM_ABBREVIATE(rarity);
return {
table: '<td>' + prefix + abbreviation + suffix + '</td><td>' + acquired.str.long + ' [' + acquired.count + ']</td>',
html: acquired.count + '&#215;' + acquired.str.short + ':' + prefix + abbreviation + suffix,
plain: acquired.count + '@' + acquired.str.short + ':' + abbreviation
};
}
}
};
/* Redemption "hints" hint at what an unknown resource might be from its object properties.
*/
window.REDEEM_HINTS = {
level: 'resourceWithLevels',
rarity: 'modResource'
};
/* Redemption errors. Very self-explanatory.
*/
window.REDEEM_ERRORS = {
ALREADY_REDEEMED: 'The passcode has already been redeemed.',
ALREADY_REDEEMED_BY_PLAYER : 'You have already redeemed this passcode.',
INVALID_PASSCODE: 'This passcode is invalid.'
};
/* These are HTTP status codes returned by the redemption API.
* TODO: Move to another file? Use more generally across IITC?
*/
window.REDEEM_STATUSES = {
429: 'You have been rate-limited by the server. Wait a bit and try again.',
500: 'Internal server error'
};
/* Encouragement for people who got it in.
* Just for fun.
*/
window.REDEEM_ENCOURAGEMENT = [
"Passcode accepted!",
"Access granted.",
"Resources acquired.",
"Power up!",
"Asset transfer in progress.",
"Well done, Agent.",
"Make the " + {'RESISTANCE' : 'Resistance', 'ALIENS' : 'Enlightened'}[PLAYER.team] + " proud!"
];
window.handleRedeemResponse = function(data, textStatus, jqXHR) {
var passcode = this.passcode, to_dialog, to_log, dialog_title, dialog_buttons;
if(data.error) {
// What to display
to_dialog = '<strong>' + data.error + '</strong><br />' + (window.REDEEM_ERRORS[data.error] || 'There was a problem redeeming the passcode. Try again?');
to_log = '[ERROR] ' + data.error;
// Dialog options
dialog_title = 'Error: ' + passcode;
dialog_buttons = {};
} else if(data.result) {
var encouragement = window.REDEEM_ENCOURAGEMENT[Math.floor(Math.random() * window.REDEEM_ENCOURAGEMENT.length)];
var payload = {};
var inferred = [];
var results = {
'table' : ['<th colspan="2" style="text-align: left;"><strong>' + encouragement + '</strong></th>'],
'html' : [],
'plain' : []
};
// Track frequencies and levels of items
$.each(data.result.inventoryAward, function (award_idx, award) {
var acquired = award[2], handler, type, resource, key, str;
// The "what the heck is this item" heuristic
$.each(acquired, function (taxonomy, attribute) {
if('resourceType' in attribute) {
if(taxonomy in window.REDEEM_HANDLERS) {
// Cool. We know how to directly handle this item.
handler = {
functions: window.REDEEM_HANDLERS[taxonomy],
taxonomy: taxonomy,
processed_as: taxonomy
};
} else {
// Let's see if we can get a hint for how we should handle this.
$.each(attribute, function (attribute_key, attribute_value) {
if(attribute_key in window.REDEEM_HINTS) {
// We're not sure what this item is, but we can process it like another item
handler = {
functions: (window.REDEEM_HANDLERS[window.REDEEM_HINTS[attribute_key]] || window.REDEEM_HANDLERS.resource),
taxonomy: taxonomy,
processed_as: window.REDEEM_HINTS[attribute_key]
};
return false;
}
});
// Fall back to the default handler if necessary
handler = handler || {
functions: window.REDEEM_HANDLERS.resource,
taxonomy: taxonomy,
processed_as: 'resource'
};
}
// Grab the type
type = attribute.resourceType;
// Prefer the resource's native format, falling back to a generic version that applies to an entire taxonomy
resource = $.extend({format: function(acquired) {return {long: type, short: type[0]};}}, window.REDEEM_RESOURCES[type] || {});
// Get strings pertaining to this item, using server overrides for the item name if possible
str = $.extend(resource.format(acquired),
acquired.displayName && acquired.displayName.displayName ? {
long: attribute.displayName || acquired.displayName.displayName
} : {});
// Get the primary key. Once again, prefer the resource's native format, but use the generic version if we don't have one.
key = (resource.decode || handler.functions.decode)(type, acquired, handler.taxonomy);
// Decide if we inferred this resource
if(!(type in window.REDEEM_RESOURCES) || handler.taxonomy !== handler.processed_as) {
str.long += '*';
str.short += '*';
inferred.push({type: type, key: key, handler: handler});
}
return false;
}
});
// Update frequencies
payload[type] = payload[type] || {};
payload[type][key] = payload[type][key] || {};
payload[type][key].handler = payload[type][key].handler || handler;
payload[type][key].type = payload[type][key].type || type;
payload[type][key].str = payload[type][key].str || str;
payload[type][key].count = payload[type][key].count || 0;
payload[type][key].count += 1;
});
// Get AP and XM.
$.each([{label: 'AP', award: parseInt(data.result.apAward)}, {label: 'XM', award: parseInt(data.result.xmAward)}], function(idx, val) {
if(val.award > 0) {
results.table.push('<td>+</td><td>' + digits(val.award) + ' ' + val.label + '</td>');
results.html.push(val.award + ' ' + val.label);
results.plain.push(val.award + ' ' + val.label);
}
});
// Build the formatted results alphabetically
$.each(Object.keys(payload).sort(), function(type_idx, type) {
$.each(Object.keys(payload[type]).sort(), function(key_idx, key) {
var acquired = payload[type][key];
$.each(acquired.handler.functions.format(acquired, key), function(format, string) {
results[format].push(string);
});
});
});
// Let the user know if we had to guess
if(inferred.length > 0) {
results.table.push('<td>*</td><td>Guessed (check console)</td>');
$.each(inferred, function (idx, val) {
console.log(passcode +
' => [INFERRED] ' + val.type + ':' + val.key + ' :: ' +
val.handler.taxonomy + ' =~ ' + val.handler.processed_as);
});
console.log(passcode + ' => [RESPONSE] ' + JSON.stringify(data));
}
// Display formatted versions in a table, plaintext, and the console log
to_dialog = '<table class="redeem-result-table">' +
results.table.map(function(a) {return '<tr>' + a + '</tr>';}).join("\n") +
'</table>';
to_log = '[SUCCESS] ' + results.plain.join('/');
dialog_title = 'Passcode: ' + passcode;
dialog_buttons = {
'PLAINTEXT' : function() {
dialog({
title: 'Rewards: ' + passcode,
html: '<span class="redeem-result-html">' + results.html.join('/') + '</span>'
});
}
}
}
// Display it
dialog({
title: dialog_title,
buttons: dialog_buttons,
html: to_dialog
});
console.log(passcode + ' => ' + to_log);
};
window.setupRedeem = function() {
$("#redeem").keypress(function(e) {
if((e.keyCode ? e.keyCode : e.which) !== 13 || !$(this).val()) return;
var data = {passcode: $(this).val()};
window.postAjax('redeemReward', data, window.handleRedeemResponse,
function(response) {
var extra = '';
if(response.status) {
extra = (window.REDEEM_STATUSES[response.status] || 'The server indicated an error.') + ' (HTTP ' + response.status + ')';
} else {
extra = 'No status code was returned.';
}
dialog({
title: 'Request failed: ' + data.passcode,
html: '<strong>The HTTP request failed.</strong> ' + extra
});
});
});
};