checkReady

draw a ring around planets and ships that are not marked ready

Verze ze dne 13. 03. 2016. Zobrazit nejnovější verzi.

K instalaci tototo skriptu si budete muset nainstalovat rozšíření jako Tampermonkey, Greasemonkey nebo Violentmonkey.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Userscripts.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat manažer uživatelských skriptů.

(Už mám manažer uživatelských skriptů, nechte mě ho nainstalovat!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(Už mám manažer uživatelských stylů, nechte mě ho nainstalovat!)

// ==UserScript==
// @name          checkReady
// @description   draw a ring around planets and ships that are not marked ready 
// 				  can't move ships marked ready
//
// @include       http://play.planets.nu/*
// @include 	  http://test.planets.nu/*
// @include 	  http://planets.nu/*
// @version       3.0.0
// @homepage      https://greasyfork.org/en/users/32642-stephen-piper
// @namespace https://greasyfork.org/en/users/32642-stephen-piper
// ==/UserScript==

function wrapper() {
	var showReady = false;

	function checkReady() {
	}
	checkReady.prototype = {

		loadControls : function() {
			// debugger;

			this.clearData();

			vgapMap.prototype.spMenuItem("Check Ready", "checkReady",
					function() {
						showReady = !showReady;
					});

			vgapMap.prototype.spMenuItem("Clear", "_massClear", function() {
				checkReady.prototype.clearData();
			});
		},

		clearData : function() {
			showReady = false;
		},
	};

	var oldDraw = vgapMap.prototype.draw;
	vgapMap.prototype.draw = function(fast, ctx, skipUserContent, secondCanvas) {
		oldDraw.apply(this, arguments);

		if (!ctx)
			ctx = this.ctx;

		// have to redraw ships because normal draw
		// copies the planes over the ships
		// draw ships not ready
		for (var n = 0; n < vgap.ships.length; n++) {
			var E = vgap.ships[n];
			this.drawShip(E, ctx)
		}
	};

	var oldDrawPlanet = vgapMap.prototype.drawPlanet;
	vgapMap.prototype.drawPlanet = function(planet, ctx, fullrender) {
		oldDrawPlanet.apply(this, arguments);

		var x = this.screenX(planet.x);
		var y = this.screenY(planet.y);

		// draw planets not ready
		if (planet.infoturn > 0) {
			if (showReady && planet.readystatus == 0
					&& vgap.player.id == planet.ownerid) {
				this.drawCircle(ctx, x, y, 11 * this.zoom, "yellow", 2);
			}
		}
	};

	var oldDrawShip = vgapMap.prototype.drawShip;
	vgapMap.prototype.drawShip = function(ship, ctx) {
		oldDrawShip.apply(this, arguments);

		// draw ships not ready had to redraw in draw()
		// because drawplanet() wrote over them
		if (showReady && ship.readystatus == 0
				&& vgap.player.id == ship.ownerid) {
			this.drawCircle(ctx, this.screenX(ship.x), this.screenY(ship.y),
					14 * this.zoom, "orange", 2);
		}
		// if (warnings && ship.ownerid) {
		// if (ship.dist > Math.pow(ship.warp, 2)) {
		// this.drawCircle(ctx, this.screenX(ship.x), this.screenY(ship.y), 14 *
		// this.zoom, "red", 2);
		// }
		// // < required neutronium
		// }
	};

	var oldShipSelectorClick = vgapMap.prototype.shipSelectorClick;
	vgapMap.prototype.shipSelectorClick = function(event) {

		var e = this.activeShip;
		if (e.readystatus > 0)		// can't move ships marked ready
			return;

		oldShipSelectorClick.apply(this, arguments);
	};

	var oldLoadControls = vgapMap.prototype.loadControls;
	vgapMap.prototype.loadControls = function() {
		oldLoadControls.apply(this, arguments);

		checkReady.prototype.loadControls();
	};
}

var script = document.createElement("script");
script.type = "application/javascript";
script.textContent = "(" + wrapper + ")();";

document.body.appendChild(script);