269 lines
8.3 KiB
JavaScript
269 lines
8.3 KiB
JavaScript
// REDEEMING ///////////////////////////////////////////////////////
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// Heuristic passcode redemption that tries to guess unknown items /
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////////////////////////////////////////////////////////////////////
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// TODO remove lots of unused code from the old redeeming method
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/* Abbreviates redemption items.
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* Example: VERY_RARE => VR
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*/
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window.REDEEM_ABBREVIATE = function(tag) {return tag.split('_').map(function (i) {return i[0];}).join('');};
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/* Resource type names mapped to actual names and abbreviations.
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* Add more here if necessary.
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* Sometimes, items will have more information than just a level. Allow for specialization.
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*/
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window.REDEEM_RESOURCES = {
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RES_SHIELD: {
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/* modResource */
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format: function(acquired) {
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return {long: 'Portal Shield', short: 'S'};
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}
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},
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FORCE_AMP: {
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format: function(acquired) {
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return {long: 'Force Amp', short: 'FA'};
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}
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},
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LINK_AMP: {
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format: function(acquired) {
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return {long: 'Link Amp', short: 'LA'};
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}
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},
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HEATSINK: {
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format: function(acquired) {
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return {long: 'Heatsink', short: 'H'};
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}
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},
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MULTIHACK: {
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format: function(acquired) {
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return {long: 'Multihack', short: 'M'};
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}
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},
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TURRET: {
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format: function(acquired) {
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return {long: 'Turret', short: 'T'};
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}
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},
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UNUSUAL: {
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format: function(acquired) {
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return {long: 'Unusual Object', short: 'U'};
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}
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},
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EMITTER_A: {
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/* resourceWithLevels */
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format: function(acquired) {
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return {long: 'Resonator', short: 'R'};
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}
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},
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EMP_BURSTER: {
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/* resourceWithLevels */
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format: function(acquired) {
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return {long: 'XMP Burster', short: 'X'};
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}
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},
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POWER_CUBE: {
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/* resourceWithLevels */
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format: function(acquired) {
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return {long: 'Power Cube', short: 'C'};
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}
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},
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MEDIA: {
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/* resourceWithLevels */
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format: function(acquired) {
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return {
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long: 'Media: <a href="' + (acquired.storyItem.primaryUrl || '#') + '" target="_blank">' + (acquired.storyItem.shortDescription || 'UNKNOWN') + '</a>',
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short: 'M'
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};
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}
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},
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FLIP_CARD: {
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decode: function(type, acquired, key) {
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/* ADA or JARVIS */
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return acquired.flipCard.flipCardType;
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},
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format: function(acquired) {
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var type = acquired.flipCard.flipCardType;
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return {
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long: type,
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short: ({ADA: 'AR', JARVIS: 'JV'}[type] || 'FC'),
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prefix: '<span title="' + (acquired.displayName ? (acquired.displayName.displayDescription || '') : '') + '" class="' + ({ADA: 'res', JARVIS: 'enl'}[type] || '') + '">',
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suffix: '</span>'
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};
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}
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},
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PORTAL_LINK_KEY: {
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decode: function(type, acquired, key) {
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/* A unique identifier for this portal. */
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return acquired.portalCoupler.portalGuid;
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},
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format: function(acquired) {
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return {
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long: 'Portal Key: ' + acquired.portalCoupler.portalTitle || 'Unknown Portal',
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short: 'K'
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};
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}
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}
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};
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/* Redemption "handlers" handle decoding and formatting for rewards.
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*
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* Redemption "decoders" are used for returning the primary attribute (key) from
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* different types of items. Pretty self-explanatory.
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*
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* Redemption "formatters" are used for formatting specific types of password rewards.
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* Right now, Ingress has resourceWithLevels (leveled resources) and modResource (mods).
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* Resources with levels have levels, and mods have rarity. Format them appropriately.
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*/
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window.REDEEM_HANDLERS = {
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resource: {
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decode: function(type, acquired, key) {return 'RESOURCE';},
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format: function(acquired, group) {
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var prefix = acquired.str.prefix || '';
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var suffix = acquired.str.suffix || '';
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return {
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table: '<td>+</td><td>' + prefix + acquired.str.long + suffix + ' [' + acquired.count + ']</td>',
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html: acquired.count + '×' + prefix + acquired.str.short + suffix,
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plain: acquired.count + '@' + acquired.str.short
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};
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}
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},
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// A leveled resource, such as XMPs, resonators, or power cubes.
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resourceWithLevels: {
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decode: function(type, acquired, key) {return acquired[key].level;},
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format: function(acquired, level) {
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var prefix = '<span style="color: ' + (window.COLORS_LVL[level] || 'white') + ';">';
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var suffix = '</span>';
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return {
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table: '<td>' + prefix + 'L' + level + suffix + '</td><td>' + acquired.str.long + ' [' + acquired.count + ']</td>',
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html: acquired.count + '×' + acquired.str.short + prefix + level + suffix,
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plain: acquired.count + '@' + acquired.str.short + level
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};
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}
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},
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// A mod, such as portal shields or link amplifiers.
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modResource: {
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decode: function(type, acquired, key) {return acquired[key].rarity;},
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format: function(acquired, rarity) {
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var prefix = '<span style="color: ' + (window.COLORS_MOD[rarity] || 'white') + ';">';
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var suffix = '</span>';
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var abbreviation = window.REDEEM_ABBREVIATE(rarity);
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return {
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table: '<td>' + prefix + abbreviation + suffix + '</td><td>' + acquired.str.long + ' [' + acquired.count + ']</td>',
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html: acquired.count + '×' + acquired.str.short + ':' + prefix + abbreviation + suffix,
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plain: acquired.count + '@' + acquired.str.short + ':' + abbreviation
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};
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}
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}
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};
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/* Redemption "hints" hint at what an unknown resource might be from its object properties.
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*/
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window.REDEEM_HINTS = {
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level: 'resourceWithLevels',
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rarity: 'modResource'
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};
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/* Redemption errors. Very self-explanatory.
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*/
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window.REDEEM_ERRORS = {
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ALREADY_REDEEMED: 'The passcode has already been redeemed.',
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ALREADY_REDEEMED_BY_PLAYER : 'You have already redeemed this passcode.',
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INVALID_PASSCODE: 'This passcode is invalid.'
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};
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/* These are HTTP status codes returned by the redemption API.
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* TODO: Move to another file? Use more generally across IITC?
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*/
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window.REDEEM_STATUSES = {
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429: 'You have been rate-limited by the server. Wait a bit and try again.',
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500: 'Internal server error'
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};
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/* Encouragement for people who got it in.
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* Just for fun.
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*/
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window.REDEEM_ENCOURAGEMENT = [
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"Passcode accepted!",
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"Access granted.",
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"Resources acquired.",
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"Power up!",
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"Asset transfer in progress.",
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"Well done, Agent.",
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"Make the " + {'RESISTANCE' : 'Resistance', 'ENLIGHTENED' : 'Enlightened'}[PLAYER.team] + " proud!"
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];
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window.handleRedeemResponse = function(data, textStatus, jqXHR) {
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var passcode = this.passcode, to_dialog, dialog_title;
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if(data.error) {
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dialog({
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title: 'Error: ' + passcode,
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html: '<strong>' + data.error + '</strong>'
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});
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return;
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}
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var encouragement = window.REDEEM_ENCOURAGEMENT[Math.floor(Math.random() * window.REDEEM_ENCOURAGEMENT.length)];
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var html = '<p><strong>' + encouragement + '</strong></p><ul class="redeemReward">';
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if(0 < data.xm)
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html += '<li>' + window.escapeHtmlSpecialChars(data.xm) + ' XM</li>';
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if(0 < data.ap)
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html += '<li>' + window.escapeHtmlSpecialChars(data.ap) + ' AP</li>';
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if(data.other) {
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data.other.forEach(function(item) {
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html += '<li>' + window.escapeHtmlSpecialChars(item) + '</li>';
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});
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}
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if(data.inventory) {
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data.inventory.forEach(function(type) {
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type.awards.forEach(function(item) {
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html += '<li>' + item.count + ' ';
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var l = item.level;
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if(0 < l) {
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l = parseInt(l);
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html += '<span class="itemlevel" style="background:' + COLORS_LVL[l] + '">L' + l + '</span> ';
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}
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html += window.escapeHtmlSpecialChars(type.name) + '</li>';
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});
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});
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}
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html += '</ul>';
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// Display it
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dialog({
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title: 'Passcode: ' + passcode,
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html: html
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});
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};
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window.setupRedeem = function() {
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$("#redeem").keypress(function(e) {
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if((e.keyCode ? e.keyCode : e.which) !== 13 || !$(this).val()) return;
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var data = {passcode: $(this).val()};
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window.postAjax('redeemReward', data, window.handleRedeemResponse,
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function(response) {
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var extra = '';
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if(response.status) {
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extra = (window.REDEEM_STATUSES[response.status] || 'The server indicated an error.') + ' (HTTP ' + response.status + ')';
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} else {
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extra = 'No status code was returned.';
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}
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dialog({
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title: 'Request failed: ' + data.passcode,
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html: '<strong>The HTTP request failed.</strong> ' + extra
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});
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});
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});
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};
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