193 lines
5.7 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.resonatorArray.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.resonatorArray.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.resonatorArray.resonators, function(ind, reso) {
if(!reso) return true;
nrg += parseInt(reso.energyTotal);
});
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;
$.each(d.resonatorArray.resonators, function(ind, reso) {
if(!reso) {
resoMissing = true;
return false;
}
lvl += parseInt(reso.level);
});
if(resoMissing) return 0;
var range = 160*Math.pow(getPortalLevel(d), 4);
var boost = getLinkAmpRangeBoost(d);
return range*boost;
}
window.getLinkAmpRangeBoost = function(d) {
// additional range boost calculation
// (at the time of writing, only rare link amps have been seen in the wild, so there's a little guesswork at how
// the stats work and combine - jon 2013-06-26)
// link amps scale: first is full, second half, the last two a quarter
var scale = [1.0, 0.5, 0.25, 0.25];
var boost = 1.0; // initial boost is 1.0 (i.e. no boost over standard range)
var count = 0;
$.each(d.portalV2.linkedModArray, function(ind, mod) {
if(mod && mod.type === 'LINK_AMPLIFIER' && mod.stats && mod.stats.LINK_RANGE_MULTIPLIER) {
// link amp stat LINK_RANGE_MULTIPLIER is 2000 for rare, and gives 2x boost to the range
var baseMultiplier = mod.stats.LINK_RANGE_MULTIPLIER/1000;
boost += (baseMultiplier-1)*scale[count];
count++;
}
});
return boost;
}
window.getAvgResoDist = function(d) {
var sum = 0, resos = 0;
$.each(d.resonatorArray.resonators, function(ind, reso) {
if(!reso) return true;
sum += parseInt(reso.distanceToPortal);
resos++;
});
return resos ? sum/resos : 0;
}
window.getAttackApGain = function(d) {
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.resonatorArray.resonators, function(ind, reso) {
if(!reso)
return true;
resoCount += 1;
var reslevel=parseInt(reso.level);
if(reso.ownerGuid === PLAYER.guid) {
if(maxResonators[reslevel] > 0) {
maxResonators[reslevel] -= 1;
}
} else {
curResonators[reslevel] += 1;
}
});
var linkCount = d.portalV2.linkedEdges ? d.portalV2.linkedEdges.length : 0;
var fieldCount = d.portalV2.linkedFields ? d.portalV2.linkedFields.length : 0;
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.controllingTeam.team) {
var resonators_on_portal = d.resonatorArray.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.ownerGuid === window.PLAYER.guid) {
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);
}