120 lines
3.4 KiB
JavaScript
120 lines
3.4 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;
|
|
return 160*Math.pow(getPortalLevel(d), 4);
|
|
}
|
|
|
|
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;
|
|
if(reso.ownerGuid === PLAYER.guid) {
|
|
maxResonators[parseInt(reso.level)] -= 1;
|
|
} else {
|
|
curResonators[parseInt(reso.level)] += 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
|
|
};
|
|
}
|