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main.js
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main.js
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// ==UserScript==
// @id ingress-intel-total-conversion@jonatkins
// @name IITC: Ingress intel map total conversion
// @version 0.16.1.@@DATETIMEVERSION@@
// @namespace https://github.com/jonatkins/ingress-intel-total-conversion
// @updateURL @@UPDATEURL@@
// @downloadURL @@DOWNLOADURL@@
// @description [@@BUILDNAME@@-@@BUILDDATE@@] Total conversion for the ingress intel map.
// @include http://www.ingress.com/intel*
// @include https://www.ingress.com/intel*
// @match http://www.ingress.com/intel*
// @match https://www.ingress.com/intel*
// @grant none
// ==/UserScript==
// REPLACE ORIG SITE ///////////////////////////////////////////////////
if(document.getElementsByTagName('html')[0].getAttribute('itemscope') != null)
throw('Ingress Intel Website is down, not a userscript issue.');
window.iitcBuildDate = '@@BUILDDATE@@';
// disable vanilla JS
window.onload = function() {};
document.body.onload = function() {};
// rescue user data from original page
var scr = document.getElementsByTagName('script');
for(var x in scr) {
var s = scr[x];
if(s.src) continue;
if(s.type !== 'text/javascript') continue;
var d = s.innerHTML.split('\n');
break;
}
if(!d) {
// page doesn’t have a script tag with player information.
if(document.getElementById('header_email')) {
// however, we are logged in.
// it used to be regularly common to get temporary 'account not enabled' messages from the intel site.
// however, this is no longer common. more common is users getting account suspended/banned - and this
// currently shows the 'not enabled' message. so it's safer to not repeatedly reload in this case
// setTimeout('location.reload();', 3*1000);
throw("Page doesn't have player data, but you are logged in.");
}
// FIXME: handle nia takedown in progress
throw("Couldn't retrieve player data. Are you logged in?");
}
for(var i = 0; i < d.length; i++) {
if(!d[i].match('var PLAYER = ')) continue;
eval(d[i].match(/^var /, 'window.'));
break;
}
// player information is now available in a hash like this:
// window.PLAYER = {"ap": "123", "energy": 123, "available_invites": 123, "nickname": "somenick", "team": "ENLIGHTENED||RESISTANCE"};
// remove complete page. We only wanted the user-data and the page’s
// security context so we can access the API easily. Setup as much as
// possible without requiring scripts.
document.getElementsByTagName('head')[0].innerHTML = ''
+ '<title>Ingress Intel Map</title>'
+ '<style>@@INCLUDESTRING:style.css@@</style>'
+ '<style>@@INCLUDESTRING:external/leaflet.css@@</style>'
//note: smartphone.css injection moved into code/smartphone.js
+ '<link rel="stylesheet" type="text/css" href="//fonts.googleapis.com/css?family=Roboto:100,100italic,300,300italic,400,400italic,500,500italic,700,700italic&subset=latin,cyrillic-ext,greek-ext,greek,vietnamese,latin-ext,cyrillic"/>';
document.getElementsByTagName('body')[0].innerHTML = ''
+ '<div id="map">Loading, please wait</div>'
+ '<div id="chatcontrols" style="display:none">'
+ ' <a><span class="toggle expand"></span></a>'
+ '<a>full</a><a>compact</a><a>public</a><a class="active">faction</a>'
+ '</div>'
+ '<div id="chat" style="display:none">'
+ ' <div id="chatfaction"></div>'
+ ' <div id="chatpublic"></div>'
+ ' <div id="chatcompact"></div>'
+ ' <div id="chatfull"></div>'
+ '</div>'
+ '<form id="chatinput" style="display:none"><table><tr>'
+ ' <td><time></time></td>'
+ ' <td><mark>tell faction:</mark></td>'
+ ' <td><input id="chattext" type="text" maxlength="256" /></td>'
+ '</tr></table></form>'
+ '<a id="sidebartoggle"><span class="toggle close"></span></a>'
+ '<div id="scrollwrapper">' // enable scrolling for small screens
+ ' <div id="sidebar" style="display: none">'
+ ' <div id="playerstat">t</div>'
+ ' <div id="gamestat"> loading global control stats</div>'
+ ' <div id="geosearchwrapper">'
+ ' <input id="geosearch" placeholder="Search location…" type="text"/>'
+ ' <img src="@@INCLUDEIMAGE:images/current-location.png@@"/ title="Current Location">'
+ ' </div>'
+ ' <div id="portaldetails"></div>'
// redeeming removed from stock site, so commented out for now. it may return...
// + ' <input id="redeem" placeholder="Redeem code…" type="text"/>'
+ ' <div id="toolbox">'
+ ' <a onmouseover="setPermaLink(this)" onclick="setPermaLink(this);return androidPermalink()" title="URL link to this map view">Permalink</a>'
+ ' <a onclick="window.aboutIITC()" style="cursor: help">About IITC</a>'
+ ' </div>'
+ ' </div>'
+ '</div>'
+ '<div id="updatestatus"><div id="innerstatus"></div></div>'
// avoid error by stock JS
+ '<div id="play_button"></div>';
// putting everything in a wrapper function that in turn is placed in a
// script tag on the website allows us to execute in the site’s context
// instead of in the Greasemonkey/Extension/etc. context.
function wrapper(info) {
// a cut-down version of GM_info is passed as a parameter to the script
// (not the full GM_info - it contains the ENTIRE script source!)
window.script_info = info;
// LEAFLET PREFER CANVAS ///////////////////////////////////////////////
// Set to true if Leaflet should draw things using Canvas instead of SVG
// Disabled for now because it has several bugs: flickering, constant
// CPU usage and it continuously fires the moveend event.
L_PREFER_CANVAS = false;
// CONFIG OPTIONS ////////////////////////////////////////////////////
window.REFRESH = 30; // refresh view every 30s (base time)
window.ZOOM_LEVEL_ADJ = 5; // add 5 seconds per zoom level
window.ON_MOVE_REFRESH = 2.5; //refresh time to use after a movement event
window.MINIMUM_OVERRIDE_REFRESH = 10; //limit on refresh time since previous refresh, limiting repeated move refresh rate
window.REFRESH_GAME_SCORE = 15*60; // refresh game score every 15 minutes
window.MAX_IDLE_TIME = 4*60; // stop updating map after 4min idling
window.PRECACHE_PLAYER_NAMES_ZOOM = 17; // zoom level to start pre-resolving player names
window.HIDDEN_SCROLLBAR_ASSUMED_WIDTH = 20;
window.SIDEBAR_WIDTH = 300;
// chat messages are requested for the visible viewport. On high zoom
// levels this gets pretty pointless, so request messages in at least a
// X km radius.
window.CHAT_MIN_RANGE = 6;
// this controls how far data is being drawn outside the viewport. Set
// it 0 to only draw entities that intersect the current view. A value
// of one will render an area twice the size of the viewport (or some-
// thing like that, Leaflet doc isn’t too specific). Setting it too low
// makes the missing data on move/zoom out more obvious. Setting it too
// high causes too many items to be drawn, making drag&drop sluggish.
window.VIEWPORT_PAD_RATIO = 0.3;
// how many items to request each query
window.CHAT_PUBLIC_ITEMS = 50;
window.CHAT_FACTION_ITEMS = 50;
// how many pixels to the top before requesting new data
window.CHAT_REQUEST_SCROLL_TOP = 200;
window.CHAT_SHRINKED = 60;
// Minimum area to zoom ratio that field MU's will display
window.FIELD_MU_DISPLAY_AREA_ZOOM_RATIO = 0.001;
// Point tolerance for displaying MU's
window.FIELD_MU_DISPLAY_POINT_TOLERANCE = 60
window.COLOR_SELECTED_PORTAL = '#f0f';
window.COLORS = ['#FF9900', '#0088FF', '#03DC03']; // none, res, enl
window.COLORS_LVL = ['#000', '#FECE5A', '#FFA630', '#FF7315', '#E40000', '#FD2992', '#EB26CD', '#C124E0', '#9627F4'];
window.COLORS_MOD = {VERY_RARE: '#F78AF6', RARE: '#AD8AFF', COMMON: '#84FBBD'};
window.MOD_TYPE = {RES_SHIELD:'Shield', MULTIHACK:'Multi-hack', FORCE_AMP:'Force Amp', HEATSINK:'Heat Sink', TURRET:'Turret', LINK_AMPLIFIER: 'Link Amp'};
// circles around a selected portal that show from where you can hack
// it and how far the portal reaches (i.e. how far links may be made
// from this portal)
window.ACCESS_INDICATOR_COLOR = 'orange';
window.RANGE_INDICATOR_COLOR = 'red'
// by how much pixels should the portal range be expanded on mobile
// devices. This should make clicking them easier.
window.PORTAL_RADIUS_ENLARGE_MOBILE = 5;
window.DEFAULT_PORTAL_IMG = '//commondatastorage.googleapis.com/ingress.com/img/default-portal-image.png';
window.NOMINATIM = 'http://nominatim.openstreetmap.org/search?format=json&limit=1&q=';
// INGRESS CONSTANTS /////////////////////////////////////////////////
// http://decodeingress.me/2012/11/18/ingress-portal-levels-and-link-range/
window.RESO_NRG = [0, 1000, 1500, 2000, 2500, 3000, 4000, 5000, 6000];
window.MAX_XM_PER_LEVEL = [0, 3000, 4000, 5000, 6000, 7000, 8000, 9000, 10000];
window.MIN_AP_FOR_LEVEL = [0, 10000, 30000, 70000, 150000, 300000, 600000, 1200000];
window.HACK_RANGE = 40; // in meters, max. distance from portal to be able to access it
window.OCTANTS = ['E', 'NE', 'N', 'NW', 'W', 'SW', 'S', 'SE'];
window.OCTANTS_ARROW = ['→', '↗', '↑', '↖', '←', '↙', '↓', '↘'];
window.DESTROY_RESONATOR = 75; //AP for destroying portal
window.DESTROY_LINK = 187; //AP for destroying link
window.DESTROY_FIELD = 750; //AP for destroying field
window.CAPTURE_PORTAL = 500; //AP for capturing a portal
window.DEPLOY_RESONATOR = 125; //AP for deploying a resonator
window.COMPLETION_BONUS = 250; //AP for deploying all resonators on portal
window.UPGRADE_ANOTHERS_RESONATOR = 65; //AP for upgrading another's resonator
window.MAX_PORTAL_LEVEL = 8;
window.MAX_RESO_PER_PLAYER = [0, 8, 4, 4, 4, 2, 2, 1, 1];
// OTHER MORE-OR-LESS CONSTANTS //////////////////////////////////////
window.TEAM_NONE = 0;
window.TEAM_RES = 1;
window.TEAM_ENL = 2;
window.TEAM_TO_CSS = ['none', 'res', 'enl'];
window.SLOT_TO_LAT = [0, Math.sqrt(2)/2, 1, Math.sqrt(2)/2, 0, -Math.sqrt(2)/2, -1, -Math.sqrt(2)/2];
window.SLOT_TO_LNG = [1, Math.sqrt(2)/2, 0, -Math.sqrt(2)/2, -1, -Math.sqrt(2)/2, 0, Math.sqrt(2)/2];
window.EARTH_RADIUS=6378137;
window.DEG2RAD = Math.PI / 180;
// STORAGE ///////////////////////////////////////////////////////////
// global variables used for storage. Most likely READ ONLY. Proper
// way would be to encapsulate them in an anonymous function and write
// getters/setters, but if you are careful enough, this works.
window.refreshTimeout = undefined;
window.urlPortal = null;
window.playersToResolve = [];
window.playersInResolving = [];
window.selectedPortal = null;
window.portalRangeIndicator = null;
window.portalAccessIndicator = null;
window.mapRunsUserAction = false;
//var portalsLayers, linksLayer, fieldsLayer;
var portalsFactionLayers, linksFactionLayers, fieldsFactionLayers;
// contain references to all entities loaded from the server. If render limits are hit,
// not all may be added to the leaflet layers
window.portals = {};
window.links = {};
window.fields = {};
window.resonators = {};
// contain current status(on/off) of overlay layerGroups.
// But you should use isLayerGroupDisplayed(name) to check the status
window.overlayStatus = {};
// plugin framework. Plugins may load earlier than iitc, so don’t
// overwrite data
if(typeof window.plugin !== 'function') window.plugin = function() {};
@@INJECTCODE@@
} // end of wrapper
// inject code into site context
var script = document.createElement('script');
var info = { buildName: '@@BUILDNAME@@', dateTimeVersion: '@@DATETIMEVERSION@@' };
if (this.GM_info && this.GM_info.script) info.script = { version: GM_info.script.version, name: GM_info.script.name, description: GM_info.script.description };
script.appendChild(document.createTextNode('('+ wrapper +')('+JSON.stringify(info)+');'));
(document.body || document.head || document.documentElement).appendChild(script);