At a glance high level indicator of portals in disrepair. Opacity is used to denote how much it's hurting. (Bright means needs the most attention.) Factors in current energy, missing shields, or missing resonators. Red means it needs attention. Orange means the same thing, except that it's down at least one resonator. I realise this is in opposition to game convention where dim == almost dead, but I tried it that way, and it just made no sense to me to do it that way. The whole point is a high level way to quickly identify portals that most need repairing. If opacity isn't done this way your eyes are most drawn to the portals that least need your attention.
450 lines
15 KiB
JavaScript
450 lines
15 KiB
JavaScript
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// MAP DATA //////////////////////////////////////////////////////////
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// these functions handle how and which entities are displayed on the
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// map. They also keep them up to date, unless interrupted by user
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// action.
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// requests map data for current viewport. For details on how this
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// works, refer to the description in “MAP DATA REQUEST CALCULATORS”
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window.requestData = function() {
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console.log('refreshing data');
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requests.abort();
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cleanUp();
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var magic = convertCenterLat(map.getCenter().lat);
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var R = calculateR(magic);
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var bounds = map.getBounds();
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// convert to point values
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topRight = convertLatLngToPoint(bounds.getNorthEast(), magic, R);
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bottomLeft = convertLatLngToPoint(bounds.getSouthWest() , magic, R);
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// how many quadrants intersect the current view?
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quadsX = Math.abs(bottomLeft.x - topRight.x);
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quadsY = Math.abs(bottomLeft.y - topRight.y);
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// will group requests by second-last quad-key quadrant
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tiles = {};
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// walk in x-direction, starts right goes left
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for(var i = 0; i <= quadsX; i++) {
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var x = Math.abs(topRight.x - i);
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var qk = pointToQuadKey(x, topRight.y);
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var bnds = convertPointToLatLng(x, topRight.y, magic, R);
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if(!tiles[qk.slice(0, -1)]) tiles[qk.slice(0, -1)] = [];
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tiles[qk.slice(0, -1)].push(generateBoundsParams(qk, bnds));
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// walk in y-direction, starts top, goes down
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for(var j = 1; j <= quadsY; j++) {
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var qk = pointToQuadKey(x, topRight.y + j);
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var bnds = convertPointToLatLng(x, topRight.y + j, magic, R);
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if(!tiles[qk.slice(0, -1)]) tiles[qk.slice(0, -1)] = [];
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tiles[qk.slice(0, -1)].push(generateBoundsParams(qk, bnds));
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}
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}
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// finally send ajax requests
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$.each(tiles, function(ind, tls) {
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data = { minLevelOfDetail: -1 };
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data.boundsParamsList = tls;
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window.requests.add(window.postAjax('getThinnedEntitiesV2', data, window.handleDataResponse));
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});
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}
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// works on map data response and ensures entities are drawn/updated.
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window.handleDataResponse = function(data, textStatus, jqXHR) {
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// remove from active ajax queries list
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if(!data || !data.result) {
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window.failedRequestCount++;
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console.warn(data);
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return;
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}
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var portalUpdateAvailable = false;
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var portalInUrlAvailable = false;
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var m = data.result.map;
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// defer rendering of portals because there is no z-index in SVG.
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// this means that what’s rendered last ends up on top. While the
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// portals can be brought to front, this costs extra time. They need
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// to be in the foreground, or they cannot be clicked. See
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// https://github.com/Leaflet/Leaflet/issues/185
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var ppp = [];
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var p2f = {};
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$.each(m, function(qk, val) {
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$.each(val.deletedGameEntityGuids, function(ind, guid) {
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if(getTypeByGuid(guid) === TYPE_FIELD && window.fields[guid] !== undefined) {
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$.each(window.fields[guid].options.vertices, function(ind, vertex) {
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if(window.portals[vertex.guid] === undefined) return true;
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fieldArray = window.portals[vertex.guid].options.portalV2.linkedFields;
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fieldArray.splice($.inArray(guid, fieldArray), 1);
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});
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}
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window.removeByGuid(guid);
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});
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$.each(val.gameEntities, function(ind, ent) {
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// ent = [GUID, id(?), details]
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// format for links: { controllingTeam, creator, edge }
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// format for portals: { controllingTeam, turret }
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if(ent[2].turret !== undefined) {
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if(selectedPortal == ent[0]) portalUpdateAvailable = true;
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if(urlPortal && ent[0] == urlPortal) portalInUrlAvailable = true;
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var latlng = [ent[2].locationE6.latE6/1E6, ent[2].locationE6.lngE6/1E6];
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if(!window.getPaddedBounds().contains(latlng)
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&& selectedPortal != ent[0]
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&& urlPortal != ent[0]
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) return;
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ppp.push(ent); // delay portal render
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} else if(ent[2].edge !== undefined) {
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renderLink(ent);
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} else if(ent[2].capturedRegion !== undefined) {
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$.each(ent[2].capturedRegion, function(ind, vertex) {
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if(p2f[vertex.guid] === undefined)
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p2f[vertex.guid] = new Array();
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p2f[vertex.guid].push(ent[0]);
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});
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renderField(ent);
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} else {
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throw('Unknown entity: ' + JSON.stringify(ent));
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}
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});
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});
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$.each(ppp, function(ind, portal) {
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if(portal[2].portalV2['linkedFields'] === undefined) {
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portal[2].portalV2['linkedFields'] = [];
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}
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if(p2f[portal[0]] !== undefined) {
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$.merge(p2f[portal[0]], portal[2].portalV2['linkedFields']);
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portal[2].portalV2['linkedFields'] = uniqueArray(p2f[portal[0]]);
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}
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});
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$.each(ppp, function(ind, portal) { renderPortal(portal); });
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if(portals[selectedPortal]) {
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try {
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portals[selectedPortal].bringToFront();
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} catch(e) { /* portal is now visible, catch Leaflet error */ }
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}
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if(portalInUrlAvailable) {
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renderPortalDetails(urlPortal);
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urlPortal = null; // select it only once
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}
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if(portalUpdateAvailable) renderPortalDetails(selectedPortal);
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resolvePlayerNames();
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}
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// removes entities that are still handled by Leaflet, although they
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// do not intersect the current viewport.
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window.cleanUp = function() {
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var cnt = [0,0,0];
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var b = getPaddedBounds();
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var minlvl = getMinPortalLevel();
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for(var i = 0; i < portalsLayers.length; i++) {
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// i is also the portal level
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portalsLayers[i].eachLayer(function(item) {
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var itemGuid = item.options.guid;
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// check if 'item' is a portal
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if(getTypeByGuid(itemGuid) != TYPE_PORTAL) return true;
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// portal must be in bounds and have a high enough level. Also don’t
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// remove if it is selected.
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if(itemGuid == window.selectedPortal ||
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(b.contains(item.getLatLng()) && i >= minlvl)) return true;
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cnt[0]++;
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portalsLayers[i].removeLayer(item);
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});
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}
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linksLayer.eachLayer(function(link) {
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if(b.intersects(link.getBounds())) return;
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cnt[1]++;
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linksLayer.removeLayer(link);
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});
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fieldsLayer.eachLayer(function(field) {
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if(b.intersects(field.getBounds())) return;
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cnt[2]++;
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fieldsLayer.removeLayer(field);
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});
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console.log('removed out-of-bounds: '+cnt[0]+' portals, '+cnt[1]+' links, '+cnt[2]+' fields');
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}
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// removes given entity from map
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window.removeByGuid = function(guid) {
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switch(getTypeByGuid(guid)) {
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case TYPE_PORTAL:
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if(!window.portals[guid]) return;
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var p = window.portals[guid];
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for(var i = 0; i < portalsLayers.length; i++)
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portalsLayers[i].removeLayer(p);
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break;
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case TYPE_LINK:
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if(!window.links[guid]) return;
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linksLayer.removeLayer(window.links[guid]);
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break;
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case TYPE_FIELD:
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if(!window.fields[guid]) return;
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fieldsLayer.removeLayer(window.fields[guid]);
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break;
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case TYPE_RESONATOR:
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if(!window.resonators[guid]) return;
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var r = window.resonators[guid];
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for(var i = 1; i < portalsLayers.length; i++)
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portalsLayers[i].removeLayer(r);
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break;
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default:
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console.warn('unknown GUID type: ' + guid);
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//window.debug.printStackTrace();
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}
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}
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// renders a portal on the map from the given entity
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window.renderPortal = function(ent) {
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if(Object.keys(portals).length >= MAX_DRAWN_PORTALS && ent[0] != selectedPortal)
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return removeByGuid(ent[0]);
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// hide low level portals on low zooms
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var portalLevel = getPortalLevel(ent[2]);
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if(portalLevel < getMinPortalLevel() && ent[0] != selectedPortal)
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return removeByGuid(ent[0]);
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var team = getTeam(ent[2]);
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// do nothing if portal did not change
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var layerGroup = portalsLayers[parseInt(portalLevel)];
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var old = findEntityInLeaflet(layerGroup, window.portals, ent[0]);
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if(old) {
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var oo = old.options;
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var u = oo.team !== team;
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u = u || oo.level !== portalLevel;
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// nothing for the portal changed, so don’t update. Let resonators
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// manage themselves if they want to be updated.
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if(!u) return renderResonators(ent);
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// there were changes, remove old portal
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removeByGuid(ent[0]);
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}
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var latlng = [ent[2].locationE6.latE6/1E6, ent[2].locationE6.lngE6/1E6];
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// pre-loads player names for high zoom levels
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loadPlayerNamesForPortal(ent[2]);
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var lvWeight = Math.max(2, portalLevel / 1.5);
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var lvRadius = Math.max(portalLevel + 3, 5);
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var p = L.circleMarker(latlng, {
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radius: lvRadius,
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color: ent[0] == selectedPortal ? COLOR_SELECTED_PORTAL : COLORS[team],
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opacity: 1,
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weight: lvWeight,
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fillColor: COLORS[team],
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fillOpacity: 0.5,
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clickable: true,
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level: portalLevel,
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team: team,
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details: ent[2],
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guid: ent[0]});
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p.on('remove', function() {
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var portalGuid = this.options.guid
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// remove attached resonators, skip if
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// all resonators have already removed by zooming
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if(isResonatorsShow()) {
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for(var i = 0; i <= 7; i++)
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removeByGuid(portalResonatorGuid(portalGuid,i));
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}
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delete window.portals[portalGuid];
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if(window.selectedPortal === portalGuid) {
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window.unselectOldPortal();
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window.map.removeLayer(window.portalAccessIndicator);
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window.portalAccessIndicator = null;
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}
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});
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p.on('add', function() {
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// enable for debugging
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if(window.portals[this.options.guid]) throw('duplicate portal detected');
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window.portals[this.options.guid] = this;
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// handles the case where a selected portal gets removed from the
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// map by hiding all portals with said level
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if(window.selectedPortal != this.options.guid)
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window.portalResetColor(this);
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});
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p.on('click', function() { window.renderPortalDetails(ent[0]); });
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p.on('dblclick', function() {
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window.renderPortalDetails(ent[0]);
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window.map.setView(latlng, 17);
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});
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window.renderResonators(ent);
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window.runHooks('portalAdded', {portal: p});
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// portalLevel contains a float, need to round down
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p.addTo(layerGroup);
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}
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window.renderResonators = function(ent) {
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var portalLevel = getPortalLevel(ent[2]);
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if(portalLevel < getMinPortalLevel() && ent[0] != selectedPortal) return;
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if(!isResonatorsShow()) return;
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for(var i=0; i < ent[2].resonatorArray.resonators.length; i++) {
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var rdata = ent[2].resonatorArray.resonators[i];
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if(rdata == null) continue;
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if(window.resonators[portalResonatorGuid(ent[0],i)]) continue;
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// offset in meters
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var dn = rdata.distanceToPortal*SLOT_TO_LAT[rdata.slot];
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var de = rdata.distanceToPortal*SLOT_TO_LNG[rdata.slot];
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// Coordinate offset in radians
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var dLat = dn/EARTH_RADIUS;
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var dLon = de/(EARTH_RADIUS*Math.cos(Math.PI/180*(ent[2].locationE6.latE6/1E6)));
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// OffsetPosition, decimal degrees
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var lat0 = ent[2].locationE6.latE6/1E6 + dLat * 180/Math.PI;
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var lon0 = ent[2].locationE6.lngE6/1E6 + dLon * 180/Math.PI;
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var Rlatlng = [lat0, lon0];
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var r = L.circleMarker(Rlatlng, {
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radius: 3,
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// #AAAAAA outline seems easier to see the fill opacity
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color: '#AAAAAA',
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opacity: 1,
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weight: 1,
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fillColor: COLORS_LVL[rdata.level],
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fillOpacity: rdata.energyTotal/RESO_NRG[rdata.level],
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clickable: false,
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level: rdata.level,
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details: rdata,
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pDetails: ent[2],
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guid: portalResonatorGuid(ent[0],i) });
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r.on('remove', function() { delete window.resonators[this.options.guid]; });
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r.on('add', function() { window.resonators[this.options.guid] = this; });
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r.addTo(portalsLayers[parseInt(portalLevel)]);
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}
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}
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// append portal guid with -resonator-[slot] to get guid for resonators
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window.portalResonatorGuid = function(portalGuid, slot) {
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return portalGuid + '-resonator-' + slot;
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}
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window.isResonatorsShow = function() {
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return map.getZoom() >= RESONATOR_DISPLAY_ZOOM_LEVEL;
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}
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window.portalResetColor = function(portal) {
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portal.setStyle({color: COLORS[getTeam(portal.options.details)]});
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}
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// renders a link on the map from the given entity
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window.renderLink = function(ent) {
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if(Object.keys(links).length >= MAX_DRAWN_LINKS)
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return removeByGuid(ent[0]);
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// assume that links never change. If they do, they will have a
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// different ID.
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if(findEntityInLeaflet(linksLayer, links, ent[0])) return;
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var team = getTeam(ent[2]);
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var edge = ent[2].edge;
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var latlngs = [
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[edge.originPortalLocation.latE6/1E6, edge.originPortalLocation.lngE6/1E6],
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[edge.destinationPortalLocation.latE6/1E6, edge.destinationPortalLocation.lngE6/1E6]
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];
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var poly = L.polyline(latlngs, {
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color: COLORS[team],
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opacity: 1,
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weight:2,
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clickable: false,
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guid: ent[0],
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smoothFactor: 10
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});
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if(!getPaddedBounds().intersects(poly.getBounds())) return;
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poly.on('remove', function() { delete window.links[this.options.guid]; });
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poly.on('add', function() {
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// enable for debugging
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if(window.links[this.options.guid]) throw('duplicate link detected');
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window.links[this.options.guid] = this;
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this.bringToBack();
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});
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poly.addTo(linksLayer);
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}
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// renders a field on the map from a given entity
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window.renderField = function(ent) {
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if(Object.keys(fields).length >= MAX_DRAWN_FIELDS)
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return window.removeByGuid(ent[0]);
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// assume that fields never change. If they do, they will have a
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// different ID.
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if(findEntityInLeaflet(fieldsLayer, fields, ent[0])) return;
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var team = getTeam(ent[2]);
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var reg = ent[2].capturedRegion;
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var latlngs = [
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[reg.vertexA.location.latE6/1E6, reg.vertexA.location.lngE6/1E6],
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[reg.vertexB.location.latE6/1E6, reg.vertexB.location.lngE6/1E6],
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[reg.vertexC.location.latE6/1E6, reg.vertexC.location.lngE6/1E6]
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];
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var poly = L.polygon(latlngs, {
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fillColor: COLORS[team],
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fillOpacity: 0.25,
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stroke: false,
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clickable: false,
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smoothFactor: 10,
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vertices: ent[2].capturedRegion,
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lastUpdate: ent[1],
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guid: ent[0]});
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if(!getPaddedBounds().intersects(poly.getBounds())) return;
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poly.on('remove', function() { delete window.fields[this.options.guid]; });
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poly.on('add', function() {
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// enable for debugging
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if(window.fields[this.options.guid]) console.warn('duplicate field detected');
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window.fields[this.options.guid] = this;
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this.bringToBack();
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});
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poly.addTo(fieldsLayer);
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}
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// looks for the GUID in either the layerGroup or entityHash, depending
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// on which is faster. Will either return the Leaflet entity or null, if
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// it does not exist.
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// For example, to find a field use the function like this:
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// field = findEntityInLeaflet(fieldsLayer, fields, 'asdasdasd');
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window.findEntityInLeaflet = function(layerGroup, entityHash, guid) {
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// fast way
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if(map.hasLayer(layerGroup)) return entityHash[guid] || null;
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// slow way in case the layer is currently hidden
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var ent = null;
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layerGroup.eachLayer(function(entity) {
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if(entity.options.guid !== guid) return true;
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ent = entity;
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return false;
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});
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return ent;
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}
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