Pods fix

For planets.nu -- Some experimental and fixes

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey, Greasemonkey alebo Violentmonkey.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie, ako napríklad Tampermonkey.

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey, % alebo Violentmonkey.

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey alebo Userscripts.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie, ako napríklad Tampermonkey.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie správcu používateľských skriptov.

(Už mám správcu používateľských skriptov, nechajte ma ho nainštalovať!)

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

(Už mám správcu používateľských štýlov, nechajte ma ho nainštalovať!)

// ==UserScript==
// @name        Pods fix
// @author      Frankie Garcia
// @license     Lesser Gnu Public License, version 3
// @homepage    https://greatest.deepsurf.us/es/users/473836-karkass
// @description For planets.nu -- Some experimental and fixes
// @match       http://planets.nu/*
// @match       https://planets.nu/*
// @match       http://*.planets.nu/*
// @match       https://*.planets.nu/*
// @namespace   https://larision.sytes.net
// @version     0.1
// @grant       none
// ==/UserScript==

/*
    Changelog:
    0.1     First Release
            Show real waypoints of accelerated pods
    */

var name = "Pods fix";
var version = "0.1";

// shorterDistOKForHyp intended for use during replay, when shorter distance is OK for the waypoint
vgaPlanets.prototype.loadWaypoints = function (shorterDistOKForHyp) {
    var sets = vgap.accountsettings;

    this.waypoints = new Array();
    for (var i = 0; i < vgap.ships.length; i++) {
        //waypoint
        var ship = vgap.ships[i];
        if (ship.ownerid != vgap.player.id && !ship.fullinfo && !vgap.editmode) {
            if (ship.heading != -1 && ship.warp != 0) {

                var relation = vgap.getRelation(ship.ownerid);
                var color = sets.enemyshipto;
                if (vgap.allied(ship.ownerid))
                    color = sets.allyshipto;
                if (relation && relation.color && relation.color != "")
                    color = "#" + relation.color;
                if (vgap.sh.isPod(ship))
                    color = colorToRGBA(color, 0.2);

                var speedfactor = 1;
                if (vgap.sh.isPod(ship) && ship.neutronium == 2)
                    speedfactor = 1.5;

                var speed = vgap.getSpeed(ship.warp, ship.hullid, speedfactor);

                var x2 = ship.x + Math.round(Math.sin(Math.toRad(ship.heading)) * speed);
                var y2 = ship.y + Math.round(Math.cos(Math.toRad(ship.heading)) * speed);
                //ship.targetx = x2;
                //ship.targety = y2;


                //color = colorToRGBA(color, 0.3);

                dasharray = [6,3];

                this.waypoints.push({ id: ship.id, x1: ship.x, y1: ship.y, x2: x2, y2: y2, color: color, dasharray: dasharray });

                //this.waypoints.push(this.paper.path("M" + this.screenX(ship.x) + " " + this.screenY(ship.y) + "L" + this.screenX(x2) + " " + this.screenY(y2)).attr({ stroke: color, "stroke-width": "2", "stroke-opacity": 0.5 }));
            }
        }
        else if (!vgap.editmode || (ship.targetx != 0 && ship.targety != 0)) {

            if (vgap.isChunnelling(ship)) {

                var x = ship.x;
                var y = ship.y;

                //we are initiating a chunnel at warp speed inside a matrix
                if (ship.warp > 0 && (ship.targetx != ship.x || ship.targety != ship.y)) {


                    var dasharray = null;
                    var color = sets.myshipto;

                    var next = vgap.getNextLoc(ship);

                    var waypoint = { id: ship.id, x1: x, y1: y, x2: next.x, y2: next.y, color: color, dasharray: dasharray };
                    this.waypoints.push(waypoint);

                    x = next.x;
                    y = next.y;
                }

                var targetId = vgap.getChunnelTarget(ship).id;
                var target = vgap.getShipClosestCopy(targetId, ship.x, ship.y);
                var dasharray = [9, 4];
                var color = "#00FFFF";
                if (ship.id < 0)
                    color = "rgba(0, 255, 255, 0.15)";
                var linewidth = 2;
                if (ship.hullid != 56 && ship.hullid != 114) {
                    dasharray = [5, 2];
                    color = "#009999";
                }
                if (vgap.isMultiChunnel(ship.x, ship.y, target.x, target.y)) {
                    linewidth = 6;
                    dasharray = [6,6];
                }

                this.waypoints.push({ id: ship.id, x1: x, y1: y, x2: target.x, y2: target.y, color: color, dasharray: dasharray, linewidth: linewidth });
            }
            else if (vgap.isTemporalLancing(ship)) {

                var x = ship.x;
                var y = ship.y;

                var target = vgap.getTemporalLanceEndPoint(ship);
                var dasharray = [9, 4];
                var color = "#FF00FF";
                var linewidth = 2;

                this.waypoints.push({ id: ship.id, x1: x, y1: y, x2: target.x, y2: target.y, color: color, dasharray: dasharray, linewidth: linewidth });
            }
            else {

                var dasharray = null;

                var color = sets.myshipto;// colorToRGBA(sets.myshipto, 0.3); //{ stroke: sets.myshipto, "stroke-width": "2", "stroke-opacity": 0.5 };
                var path = vgap.getPath(ship);

                if (vgap.isHyping(ship)) {
                    color = "#F5F5DC";
                    dasharray = [2, 2];

                    if (path.length > 0) {
                        var first = path[0];
                        var dist = Math.dist(first.x1, first.y1, first.x2, first.y2);
                        var mindist = shorterDistOKForHyp ? 0 : 339.95;
                        var maxdist = 360.05;
                        var middist = 350;
                        if (vgap.settings.isacademy) {
                            mindist = shorterDistOKForHyp ? 0 : 8;
                            maxdist = 9;
                            middist = 8.5;
                        }
                        if (dist < mindist || dist > maxdist) {
                            //now we just fly exactly 350
                            color = "#FF0000";
                            ship.heading = vgap.getHeading(first.x1, first.y1, first.x2, first.y2);
                            first.x2 = ship.x + Math.round(Math.sin(Math.toRad(ship.heading)) * middist);
                            first.y2 = ship.y + Math.round(Math.cos(Math.toRad(ship.heading)) * middist);
                        }
                        //ship.hypend = { x: first.x2, y: first.y2 };
                    }
                }

                //use tower path
                var tower = vgap.isTowTarget(ship.id);
                if (tower != null) 
                    path = vgap.getPath(tower);                    

                // We need the towees waypoint to draw in purple in drawUserChangable *sigh*
                // But we do NOT want the towee's waypoints to be drawn over the tower, when the tower runs out of fuel
                // and the towee is NOT selected. Common case when your lowest ID ship tows to evade a cloaker.
                let movingShip = tower ? tower : ship;
                var startfuel = movingShip.neutronium;
                for (var j = 0; j < path.length; j++) {
                    let hop = path[j];

                    if (vgap.isHyping(ship) && j > 0)
                        break;

                    var neededFuel = vgap.getFuelUsage(hop.x1, hop.y1, hop.x2, hop.y2, movingShip);
                    if (neededFuel > startfuel)
                        color = "#ff6600";
                    startfuel -= neededFuel;

                    //pod color
                    if (vgap.sh.isPod(ship))
                        color = colorToRGBA("#7a7a3e", 0.1);

                    var waypoint = { id: ship.id, x1: hop.x1, y1: hop.y1, x2: hop.x2, y2: hop.y2, color: color, dasharray: dasharray };
                    this.waypoints.push(waypoint);
                }
            }
        }
    }
    for (var i = 0; i < vgap.ionstorms.length; i++) {
        var storm = vgap.ionstorms[i];
        if (storm.parentid == 0) {

            var x = storm.x;
            var y = storm.y;

            var x2 = x + Math.round(Math.sin(Math.toRad(storm.heading)) * storm.warp * storm.warp);
            var y2 = y + Math.round(Math.cos(Math.toRad(storm.heading)) * storm.warp * storm.warp);

            //add 1000 to id to make sure it doesnt' match up with ship ids
            this.waypoints.push({ id: 1000 + storm.id, x1: x, y1: y, x2: x2, y2: y2, color: colorToRGBA("#FFFF00", 0.1) });
        }
    }

    if (vgap.q.isPlayingHorwasp()) {
        vgap.myplanets.forEach(planet => {
            if (vgap.pl.isBuildingPod(planet)) {
                vgap.pl.waypointsForPod(planet).forEach(wp =>
                    this.waypoints.push({id: planet.id, color: colorToRGBA("#7a7a3e", 0.5), ...wp})
                )
            }
        })
    }

}