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DeletedUser1401

Guest
That's not a tw2 tools map. he made some other way. how did you make it guny?
 

DeletedUser1401

Guest
Thank you sir for answering his question!
i don't want to have to count on Guny being on every world to supply me information. What if he doesn't join a world or doesn't feel like supplying all the information to all the other players out there. then how do we get the information on our own?
 

DeletedUser2441

Guest
We aren't quite sure yet. That's something we've heard a lot. Currently there is no other way for you guys to see it without TW2. We will be glad to take this to upper management for suggestions on what can be done
 

DeletedUser2441

Guest
Heimdal decided that he would no longer host it as he was paying for it himself and doing the upkeep so unfortunately he has decided to close the website :(
 

DeletedUser1401

Guest
still waiting on guny to tell us how he made that map without tw2 tools.
 

DeletedUser2650

Guest
Jest some JavaScript

[
define('two/minimap', [
'two/locale',
'two/eventQueue',
'two/ready',
'Lockr',
'struct/MapData',
'conf/conf',
'helper/time',
'helper/mapconvert',
'cdn'
], function (
Locale,
eventQueue,
ready,
Lockr,
$mapData,
$conf,
$timeHelper,
$mapconvert,
$cdn
) {
/**
* All villages/players/tribes highlights.
*
* @type {Object}
*/
var highlights

/**
* Size of a village icon in pixels.
*
* @type {Number}
*/
var villageSize = 5

/**
* Margin between village icons in pixels.
*
* @type {Object}
*/
var villageMargin = 1

/**
* Hex color regex validator.
*
* @type {RegExp}
*/
var rhex = /^#([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/

/**
* Store loaded villages and it's respective owners/tribes in
* a easy access mode.
*
* @type {Object}
*/
var cache = {
village: {},
character: {},
tribe: {}
}

/**
* Cached villages from previous loaded maps.
* Used to draw the "ghost" villages on the map.
*
* @type {Object}
*/
var cachedVillages = {}

/**
* Data of the village that the user is hovering on the minimap.
*
* @type {Object}
*/
var hoverVillage = null

/**
* Main canvas element.
*
* @type {Element}
*/
var $viewport
var $viewportContext

/**
* Main canvas cache element.
* All village are draw here and applied to the main canvas by the render.
*
* @type {Element}
*/
var $viewportCache
var $viewportCacheContext

/**
* Cross canvas element.
* Current position on map is draw here.
*
* @type {Element}
*/
var $cross
var $crossContext

/**
* Game main canvas map.
* Used to calculate the position cross position based on canvas size.
*
* @type {Element}
*/
var $map

/**
* Player data.
*
* @type {Object}
*/
var $player

/**
* Tribe diplomacy helper.
*
* @type {Object}
*/
var $tribeRelations

/**
* Current selected village by the player.
*/
var selectedVillage

/**
* Current position in the minimap in pixels.
*
* @type {Object}
*/
var currentPosition = {}

/**
* Main canvas size.
*
* @type {Object}
*/
var frameSize = {}

/**
* Used to block the jump-to-position when the minimap
* is dragged and not just clicked.
*
* @type {Boolean}
*/
var allowJump = true

/**
* Map data structure buffer.
*
* @type {ArrayBuffer}
*/
var dataView

/**
* Minimap settings.
*
* @type {Object}
*/
var settings = {}

/**
* Calcule the coords from clicked position in the canvas.
*
* @param {Object} event - Canvas click event.
* @return {Object} X and Y coordinates.
*/
var getCoords = function (event) {
var villageBlock = Minimap.getVillageBlock()
var villageOffsetX = Minimap.getVillageAxisOffset()
var rawX = Math.ceil(currentPosition.x + event.offsetX)
var rawY = Math.ceil(currentPosition.y + event.offsetY)
var adjustLine = Math.floor((rawY / villageBlock) % 2)

if (adjustLine % 2) {
rawX -= villageOffsetX
}

rawX -= rawX % villageBlock
rawY -= rawY % villageBlock

return {
x: Math.ceil((rawX - frameSize.x / 2) / villageBlock),
y: Math.ceil((rawY - frameSize.y / 2) / villageBlock)
}
}

/**
* Convert pixel wide map position to coords
*
* @param {Number} x - X pixel position.
* @param {Number} y - Y pixel position.
* @return {Object} Y and Y coordinates.
*/
var pixel2Tiles = function (x, y) {
return {
x: (x / $conf.TILESIZE.x),
y: (y / $conf.TILESIZE.y / $conf.TILESIZE.off)
}
}

/**
* Calculate the coords based on zoom.
*
* @param {Array[x, y, canvasW, canvasH]} rect - Coords and canvas size.
* @param {Number} zoom - Current zoom used to display the game original map.
* @return {Array} Calculated coords.
*/
var convert = function (rect, zoom) {
zoom = 1 / (zoom || 1)

var xy = pixel2Tiles(rect[0] * zoom, rect[1] * zoom)
var wh = pixel2Tiles(rect[2] * zoom, rect[3] * zoom)

return [
xy.x - 1,
xy.y - 1,
(wh.x + 3) || 1,
(wh.y + 3) || 1
]
}

/**
* Events related to minimap canvas.
* - Keep the minimap current position based on mouse movement.
* - Keep the minimap size accordly to the window size.
* - Handle minimap clicks.
*/
var canvasListeners = function () {
var allowMove = false
var dragStart = {}

$cross.addEventListener('mousedown', function (event) {
event.preventDefault()

allowJump = true
allowMove = true
dragStart = {
x: currentPosition.x + event.pageX,
y: currentPosition.y + event.pageY
}

if (hoverVillage) {
eventQueue.trigger('minimap/villageClick', [hoverVillage, event])

// right click
if (event.which === 3) {
easyHighlight(hoverVillage)
}
}
})

$cross.addEventListener('mouseup', function () {
allowMove = false
dragStart = {}

if (!allowJump) {
eventQueue.trigger('minimap/stop-move')
}
})

$cross.addEventListener('mousemove', function (event) {
var coords
var village
var highlighted

allowJump = false

if (allowMove) {
currentPosition.x = dragStart.x - event.pageX
currentPosition.y = dragStart.y - event.pageY
eventQueue.trigger('minimap/start-move')
}

coords = getCoords(event)

if (coords.x in cache.village) {
if (coords.y in cache.village[coords.x]) {
village = $mapData.getTownAt(coords.x, coords.y)

// ignore barbarian villages
if (!settings.showBarbarians && !village.character_id) {
return false
}

// check if the village is custom highlighted
if (settings.showOnlyCustomHighlights) {
highlighted = false

if (village.id in highlights.village) {
highlighted = true
} else if (village.character_id in highlights.character) {
highlighted = true
} else if (village.tribe_id in highlights.tribe) {
highlighted = true
}

if (!highlighted) {
return false
}
}

return onHoverVillage(coords, event)
}
}

onBlurVillage()
})

$cross.addEventListener('mouseleave', function () {
if (hoverVillage) {
onBlurVillage()
}

eventQueue.trigger('minimap/mouseLeave')
})

$cross.addEventListener('click', function (event) {
if (!allowJump) {
return false
}

var coords = getCoords(event)
rootScope.$broadcast(eventTypeProvider.MAP_CENTER_ON_POSITION, coords.x, coords.y, true)
preloadSectors(2, coords.x, coords.y)
})

$cross.addEventListener('contextmenu', function (event) {
event.preventDefault()
return false
})
}

/**
* Draw a village set on canvas.
*
* @param {Array} villages
* @param {String=} _color - Force the village to use the
* specified color.
*/
var drawVillages = function (villages, _color) {
var v
var x
var y
var color
var pid = $player.getId()
var tid = $player.getTribeId()
var villageBlock = Minimap.getVillageBlock()
var villageSize = Minimap.getVillageSize()
var villageOffsetX = Minimap.getVillageAxisOffset()

for (var i = 0; i < villages.length; i++) {
v = villages

// meta village
if (v.id < 0) {
continue
}

if (_color) {
color = _color

x = v[0] * villageBlock
y = v[1] * villageBlock

if (v[1] % 2) {
x += villageOffsetX
}
} else {
x = v.x * villageBlock
y = v.y * villageBlock

if (v.y % 2) {
x += villageOffsetX
}

if (settings.showOnlyCustomHighlights) {
if (v.id in highlights.village) {
color = highlights.village[v.id].color
} else if (v.character_id in highlights.character) {
color = highlights.character[v.character_id].color
} else if (v.tribe_id in highlights.tribe) {
color = highlights.tribe[v.tribe_id].color
} else {
continue
}
} else {
if (v.character_id === null) {
if (!settings.showBarbarians) {
continue
}

if (v.id in highlights.village) {
color = highlights.village[v.id].color
} else {
color = settings.colorBarbarian
}
} else {
if (v.character_id === pid) {
if (v.id === selectedVillage.getId() && settings.highlightSelected) {
color = settings.colorSelected
} else if (v.character_id in highlights.character) {
color = highlights.character[v.character_id].color
} else if (settings.highlightOwn) {
color = settings.colorPlayer
} else {
color = settings.colorUgly
}
} else {
if (v.id in highlights.village) {
color = highlights.village[v.id].color
} else if (v.character_id in highlights.character) {
color = highlights.character[v.character_id].color
} else if (v.tribe_id in highlights.tribe) {
color = highlights.tribe[v.tribe_id].color
} else if (tid && tid === v.tribe_id && settings.highlightDiplomacy) {
color = settings.colorTribe
} else if ($tribeRelations && settings.highlightDiplomacy) {
if ($tribeRelations.isAlly(v.tribe_id)) {
color = settings.colorAlly
} else if ($tribeRelations.isEnemy(v.tribe_id)) {
color = settings.colorEnemy
} else if ($tribeRelations.isNAP(v.tribe_id)) {
color = settings.colorFriendly
} else {
color = settings.colorUgly
}
} else {
color = settings.colorUgly
}
}
}
}
}

$viewportCacheContext.fillStyle = color
$viewportCacheContext.fillRect(x, y, villageSize, villageSize)
}
}

var loadMapBin = function (callback) {
var path = $cdn.getPath($conf.getMapPath())
var xhr

xhr = new XMLHttpRequest()
xhr.open('GET', path, true)
xhr.responseType = 'arraybuffer'
xhr.addEventListener('load', function (data) {
callback(xhr.response)
}, false)

xhr.send()
}

/**
* Draw the map grid.
*/
var drawGrid = function () {
var villageBlock = Minimap.getVillageBlock()
var villageOffsetX = Math.round(villageBlock / 2)
var tile
var x
var y

loadMapBin(function (bin) {
dataView = new DataView(bin)

for (x = 1; x < 999; x++) {
for (y = 1; y < 999; y++) {
tile = $mapconvert.toTile(dataView, x, y)

// is border
if (tile.key.b) {
// is continental border
if (tile.key.c) {
$viewportCacheContext.fillStyle = settings.colorContinent
$viewportCacheContext.fillRect(x * villageBlock + villageOffsetX - 1, y * villageBlock + villageOffsetX - 1, 3, 1)
$viewportCacheContext.fillRect(x * villageBlock + villageOffsetX, y * villageBlock + villageOffsetX - 2, 1, 3)
} else {
$viewportCacheContext.fillStyle = settings.colorProvince
$viewportCacheContext.fillRect(x * villageBlock + villageOffsetX, y * villageBlock + villageOffsetX - 1, 1, 1)
}
}
}
}
})
}

/**
* Draw all villages loaded befored the Minimap execution.
*/
var drawLoadedVillages = function () {
drawVillages($mapData.getTowns())
}

/**
* Draw all villages previously loaded in other runs.
*/
var drawCachedVillages = function () {
var x
var y
var i
var xx
var yy
var village
var villageBlock = Minimap.getVillageBlock()
var villageSize = Minimap.getVillageSize()
var villageOffsetX = Minimap.getVillageAxisOffset()

for (x in cachedVillages) {
for (i = 0; i < cachedVillages[x].length; i++) {
y = cachedVillages[x]
xx = x * villageBlock
yy = y * villageBlock

if (y % 2) {
xx += villageOffsetX
}

$viewportCacheContext.fillStyle = settings.colorGhost
$viewportCacheContext.fillRect(xx, yy, villageSize, villageSize)
}
}
}

/**
* Draw the viewport cache to the main canvas.
*
* @param {Object} pos - Minimap current position plus center of canvas.
*/
var drawViewport = function (pos) {
$viewportContext.drawImage($viewportCache, -pos.x, -pos.y)
}

/**
* Clear the main canvas.
*
* @return {[type]} [description]
*/
var clearViewport = function () {
$viewportContext.clearRect(0, 0, $viewport.width, $viewport.height)
}

/**
* Draw the temporation items on cross canvas.
*
* @param {Object} pos - Minimap current position plus center of canvas.
*/
var drawCross = function (pos) {
var villageBlock = Minimap.getVillageBlock()
var lineSize = Minimap.getLineSize()
var mapPosition = Minimap.getMapPosition()

var x = ((mapPosition[0] + mapPosition[2] - 2) * villageBlock) - pos.x
var y = ((mapPosition[1] + mapPosition[3] - 2) * villageBlock) - pos.y

$crossContext.fillStyle = settings.colorCross
$crossContext.fillRect(x | 0, 0, 1, lineSize)
$crossContext.fillRect(0, y | 0, lineSize, 1)
}

/**
* Clean the cross canvas.
*
* @return {[type]} [description]
*/
var clearCross = function () {
$crossContext.clearRect(0, 0, $cross.width, $cross.height)
}

/**
* Update the current selected village on cache canvas.
*/
var updateSelectedVillage = function () {
var old = {
id: selectedVillage.getId(),
x: selectedVillage.getX(),
y: selectedVillage.getY()
}

selectedVillage = $player.getSelectedVillage()

drawVillages([{
character_id: $player.getId(),
id: old.id,
x: old.x,
y: old.y
}, {
character_id: $player.getId(),
id: selectedVillage.getId(),
x: selectedVillage.getX(),
y: selectedVillage.getY()
}])
}

/**
* Main and cross canvas render loop.
*/
var renderStep = function () {
if(Minimap.interface.isVisible('minimap')) {
var pos = {
x: currentPosition.x - (frameSize.x / 2),
y: currentPosition.y - (frameSize.y / 2)
}

clearViewport()
clearCross()

drawViewport(pos)

if (settings.showCross) {
drawCross(pos)
}
}

window.requestAnimationFrame(renderStep)
}

/**
* Load some sectors of villages on map.
*
* @param {Number} sectors - Amount of sectors to be loaded,
* each sector has a size of 25x25 fields.
* @param {Number=} x Optional load center X
* @param {Number=} y Optional load center Y
*/
var preloadSectors = function (sectors, _x, _y) {
var size = sectors * 25
var x = (_x || selectedVillage.getX()) - (size / 2)
var y = (_y || selectedVillage.getY()) - (size / 2)

$mapData.loadTownDataAsync(x, y, size, size, function () {})
}

/**
* Parse the loaded villages to a quick access object.
*
* @param {Array} villages
*/
var cacheVillages = function (villages) {
for (var i = 0; i < villages.length; i++) {
var v = villages

// meta village
if (v.id < 0) {
continue
}

if (!(v.x in cache.village)) {
cache.village[v.x] = {}
}

if (!(v.x in cachedVillages)) {
cachedVillages[v.x] = []
}

cache.village[v.x][v.y] = v.character_id || 0
cachedVillages[v.x].push(v.y)

if (v.character_id) {
if (v.character_id in cache.character) {
cache.character[v.character_id].push([v.x, v.y])
} else {
cache.character[v.character_id] = [[v.x, v.y]]
}

if (v.tribe_id) {
if (v.tribe_id in cache.tribe) {
cache.tribe[v.tribe_id].push(v.character_id)
} else {
cache.tribe[v.tribe_id] = [v.character_id]
}
}
}
}

Lockr.set('minimap-cacheVillages', cachedVillages)
}

/**
* Executed when a village is hovered on minimap.
*
* @param {Object} coords - hovered village X and Y.
*/
var onHoverVillage = function (coords, event) {
if (hoverVillage) {
if (hoverVillage.x === coords.x && hoverVillage.y === coords.y) {
return false
} else {
onBlurVillage()
}
}

eventQueue.trigger('minimap/villageHover', [
$mapData.getTownAt(coords.x, coords.y),
event
])

hoverVillage = {
x: coords.x,
y: coords.y
}

var pid = cache.village[coords.x][coords.y]

if (pid) {
highlightVillages(cache.character[pid])
} else {
highlightVillages([[coords.x, coords.y]])
}
}

/**
* Executed when the mouse leave a village on minimap.
*/
var onBlurVillage = function () {
if (!hoverVillage) {
return false
}

var pid = cache.village[hoverVillage.x][hoverVillage.y]

if (pid) {
unhighlightVillages(cache.character[pid])
} else {
unhighlightVillages([[hoverVillage.x, hoverVillage.y]])
}

hoverVillage = false
eventQueue.trigger('minimap/villageBlur')
}

/**
* Temporally highlight all villages from the hovered players.
*
* @param {Array} villages - Array of villages to be highlighted.
*/
var highlightVillages = function (villages) {
drawVillages(villages, settings.colorQuickHighlight)
}

/**
* Unhighlight the temporally highlighted villages.
*
* @param {Array} villages - Array of villages to be highlighted.
*/
var unhighlightVillages = function (villages) {
var _villages = []

for (var i = 0; i < villages.length; i++) {
_villages.push($mapData.getTownAt(villages[0], villages[1]))
}

drawVillages(_villages)
}

var easyHighlight = function (coords) {
var village = $mapData.getTownAt(coords.x, coords.y)
var action = settings.rightClickAction
var type
var id

if (!village) {
return false
}

switch (settings.rightClickAction) {
case 'highlight-player':
if (!village.character_id) {
return false
}

type = 'character'
id = village.character_id

break
case 'highlight-tribe':
if (!village.tribe_id) {
return false
}

type = 'tribe'
id = village.tribe_id

break
case 'highlight-village':
type = 'village'
id = village.id

break
}

Minimap.addHighlight({
type: type,
id: id
}, Minimap.colorPalette.random())
}

/**
* Minimap
*
* @type {Object}
*/
var Minimap = {}

/**
* Minimap version
*
* @type {String}
*/
Minimap.version = '__minimap_version'

/**
* Pre-loaded palette colors.
*
* @type {Array}
*/
Minimap.colorPalette = [
'#000000', '#FFFFFF', '#969696', '#F0C800', '#0000DB', '#00A0F4', '#ED1212', '#BF4DA4', '#A96534', '#3E551C', '#436213', '#CCCCCC',
'#868900', '#5100AF', '#7CC600', '#CC4DFF', '#DEC701', '#0120B0', '#98AB00', '#D512D7', '#01C46F', '#FF63FB', '#009132', '#190086',
'#95D86F', '#0045CF', '#C7CD53', '#6C75FF', '#CC8F00', '#008FFA', '#DF0004', '#22CBFF', '#FF3F28', '#00B184', '#99009F', '#96D68E',
'#DD0080', '#0E5200', '#FF77E8', '#00602D', '#FF477C', '#01ACA2', '#C80030', '#01AFB8', '#BD3100', '#006AC3', '#DC5B00', '#031A70',
'#EAC162', '#381058', '#FF9949', '#98B1FF', '#9A6B00', '#FAABFE', '#5F5500', '#FF78C3', '#94D3B9', '#BA004C', '#CAC0F0', '#6B2E00',
'#EEB3EF', '#4A1F00', '#F8B5BC', '#43152D', '#FFAE82', '#6C004C', '#DEC2A0', '#990066', '#E6B9A8', '#8D0025', '#9B7892', '#FF745C'
]

/**
* @type {Object}
*/
Minimap.settingsMap = {
rightClickAction: {
default: 'highlight-player',
inputType: 'select',
update: false
},
floatingMinimap: {
default: false,
inputType: 'checkbox',
update: false
},
showCross: {
default: true,
inputType: 'checkbox',
update: true
},
showDemarcations: {
default: true,
inputType: 'checkbox',
update: true
},
showBarbarians: {
default: true,
inputType: 'checkbox',
update: true
},
showGhostVillages: {
default: true,
inputType: 'checkbox',
update: true
},
showOnlyCustomHighlights: {
default: false,
inputType: 'checkbox',
update: true
},
highlightOwn: {
default: true,
inputType: 'checkbox',
update: true
},
highlightSelected: {
default: true,
inputType: 'checkbox',
update: true
},
highlightDiplomacy: {
default: true,
inputType: 'checkbox',
update: true
},
colorSelected: {
default: '#ffffff',
inputType: 'colorPicker',
update: true
},
colorBarbarian: {
default: '#969696',
inputType: 'colorPicker',
update: true
},
colorPlayer: {
default: '#f0c800',
inputType: 'colorPicker',
update: true
},
colorTribe: {
default: '#0000DB',
inputType: 'colorPicker',
update: true
},
colorAlly: {
default: '#00a0f4',
inputType: 'colorPicker',
update: true
},
colorEnemy: {
default: '#ED1212',
inputType: 'colorPicker',
update: true
},
colorFriendly: {
default: '#BF4DA4',
inputType: 'colorPicker',
update: true
},
colorUgly: {
default: '#A96534',
inputType: 'colorPicker',
update: true
},
colorGhost: {
default: '#3E551C',
inputType: 'colorPicker',
update: true
},
colorQuickHighlight: {
default: '#ffffff',
inputType: 'colorPicker',
update: true
},
colorBackground: {
default: '#436213',
inputType: 'colorPicker',
update: true
},
colorProvince: {
default: '#ffffff',
inputType: 'colorPicker',
update: true
},
colorContinent: {
default: '#cccccc',
inputType: 'colorPicker',
update: true
},
colorCross: {
default: '#999999',
inputType: 'colorPicker',
update: true
}
}

/**
* Set the size of a village on minimap in pixels.
* Recomened to be a even number.
*
* @type {Number} value
*/
Minimap.setVillageSize = function (value) {
villageSize = value
}

/**
* Get the village size on minimap.
*
* @return {Number}
*/
Minimap.getVillageSize = function () {
return villageSize
}

/**
* Set the margin between the villages on minimap in pixels.
*
* @type {Number} value
*/
Minimap.setVillageMargin = function (value) {
villageMargin = value
}

/**
* Get the margin between the villages on minimap.
*
* @return {Number}
*/
Minimap.getVillageMargin = function () {
return villageMargin
}

/**
* Get the size used by each village on minimap in pixels.
*
* @return {Number}
*/
Minimap.getVillageBlock = function () {
return villageSize + villageMargin
}

/**
* Get the size of the minimap based on villages size.
*
* @return {Number}
*/
Minimap.getLineSize = function () {
return 1000 * (villageSize + villageMargin)
}

/**
* Get the center position of a village icon.
*
* @return {Number}
*/
Minimap.getVillageAxisOffset = function () {
return Math.round(villageSize / 2)
}

/**
* @param {Object} data - Highlight data.
* @param {String} data.type - village, player or tribe
* @param {String} data.id - village/player/tribe id
* @param {Number=} data.x - village X coord.
* @param {Number=} data.y - village Y coord.
* @param {String} color - Hex color
*
* @return {Boolean} true if successfully added
*/
Minimap.addHighlight = function (data, color) {
var update = false

if (!data.type || !data.id) {
eventQueue.trigger('minimap/highlight/add/error/no-entry')
return false
}

if (!rhex.test(color)) {
eventQueue.trigger('minimap/highlight/add/error/invalid-color')
return false
}

if (highlights[data.type].hasOwnProperty(data.id)) {
update = true
}

var _data = { color: color}

if (data.type === 'village') {
_data.x = data.x
_data.y = data.y
}

highlights[data.type][data.id] = _data
Lockr.set('minimap-highlights', highlights)

if (update) {
eventQueue.trigger('minimap/highlight/update', [data, color])
} else {
eventQueue.trigger('minimap/highlight/add', [data, color])
}

drawLoadedVillages()

return true
}

/**
* @param {Object} data - Highlight data.
* @param {String} data.type - village, player or tribe
* @param {String} data.id - village/player/tribe id
*
* @return {Boolean} true if successfully removed
*/
Minimap.removeHighlight = function (data) {
if (highlights[data.type][data.id]) {
delete highlights[data.type][data.id]
Lockr.set('minimap-highlights', highlights)
eventQueue.trigger('minimap/highlight/remove', [data])

drawLoadedVillages()

return true
}

return false
}

/**
* @param {String} type - village, player or tribe
* @param {String} item - village id, player name or tribe tag
* @return {Object}
*/
Minimap.getHighlight = function (type, item) {
if (highlights[type].hasOwnProperty(item)) {
return highlights[type][item]
} else {
return false
}
}

/**
* @return {Object}
*/
Minimap.getHighlights = function () {
return highlights
}

/**
* @param {Function} callback
*/
Minimap.eachHighlight = function (callback) {
for (var type in highlights) {
for (var id in highlights[type]) {
callback(type, id, highlights[type][id])
}
}
}

/**
* Set the viewport canvas element (main canvas);
*
* @param {Element} element - The canvas.
*/
Minimap.setViewport = function (element) {
$viewport = element
$viewport.style.background = settings.colorBackground
$viewportContext = $viewport.getContext('2d')
}

/**
* Set the cross canvas element;
*
* @param {Element} element - The canvas.
*/
Minimap.setCross = function (element) {
$cross = element
$crossContext = $cross.getContext('2d')
}

/**
* Set the current position of the minimap view.
*
* @param {Number} x
* @param {Number} y
*/
Minimap.setCurrentPosition = function (x, y) {
var block = Minimap.getVillageBlock()

currentPosition.x = x * block + 50
currentPosition.y = y * block + (1000 - ((document.body.clientHeight - 238) / 2)) + 50
}

/**
* Calculate the coords of the current position of the map.
*
* @return {Array}
*/
Minimap.getMapPosition = function () {
var view = window.twx.game.map.engine.getView()

return convert([
-view.x,
-view.y,
$map.width / 2,
$map.height / 2
], view.z)
}

/**
* @param {Object} changes - New settings.
* @return {Boolean} True if the internal settings changed.
*/
Minimap.updateSettings = function (changes) {
var newValue
var key
var settingMap
var updateMinimap = false

for (key in changes) {
settingMap = Minimap.settingsMap[key]
newValue = changes[key]

if (!settingMap || angular.equals(settings[key], newValue)) {
continue
}

if (settingMap.update) {
updateMinimap = true
}

settings[key] = newValue
}

Lockr.set('minimap-settings', settings)

if (updateMinimap) {
Minimap.update()
}

return true
}

Minimap.resetSettings = function () {
for (var key in Minimap.settingsMap) {
settings[key] = Minimap.settingsMap[key].default
}

highlights = {
village: {},
character: {},
tribe: {}
}

Lockr.set('minimap-settings', settings)
Lockr.set('minimap-highlights', highlights)

Minimap.update()

eventQueue.trigger('minimap/settings/reset')
}

/**
* Minimap settings.
*/
Minimap.getSettings = function () {
return settings
}

/**
* Clear the viewport cache and redraw with the current settings.
*/
Minimap.update = function () {
var villageBlock = Minimap.getVillageBlock()

$viewport.style.background = settings.colorBackground
$viewportCacheContext.clearRect(0, 0, $viewportCache.width, $viewportCache.height)

if (settings.showDemarcations) {
drawGrid()
}

if (settings.showGhostVillages) {
drawCachedVillages()
}

drawLoadedVillages()
}

/**
* Init the Minimap.
*/
Minimap.init = function () {
Locale.create('minimap', __minimap_locale, 'en')

Minimap.initialized = true

$viewportCache = document.createElement('canvas')
$viewportCacheContext = $viewportCache.getContext('2d')
var localSettings = Lockr.get('minimap-settings', {}, true)

for (var key in Minimap.settingsMap) {
var defaultValue = Minimap.settingsMap[key].default

settings[key] = localSettings.hasOwnProperty(key)
? localSettings[key]
: defaultValue
}

highlights = Lockr.get('minimap-highlights', {
village: {},
character: {},
tribe: {}
}, true)
}

/**
* Run the Minimap after the interface is loaded.
*/
Minimap.run = function () {
if (!Minimap.interfaceInitialized) {
throw new Error('Minimap interface not initialized')
}

ready(function () {
$map = document.getElementById('main-canvas')
$player = modelDataService.getSelectedCharacter()
$tribeRelations = $player.getTribeRelations()
cachedVillages = Lockr.get('minimap-cacheVillages', {}, true)

var villageBlock = Minimap.getVillageBlock()

currentPosition.x = 500 * villageBlock
currentPosition.y = 500 * villageBlock

frameSize.x = 686
frameSize.y = 2000

$viewport.setAttribute('width', frameSize.x)
$viewport.setAttribute('height', frameSize.y)
$viewportContext.imageSmoothingEnabled = false

$viewportCache.setAttribute('width', 1000 * villageBlock)
$viewportCache.setAttribute('height', 1000 * villageBlock)
$viewportCache.imageSmoothingEnabled = false

$cross.setAttribute('width', frameSize.x)
$cross.setAttribute('height', frameSize.y)
$crossContext.imageSmoothingEnabled = false

selectedVillage = $player.getSelectedVillage()
currentPosition.x = selectedVillage.getX() * villageBlock
currentPosition.y = selectedVillage.getY() * villageBlock

if (settings.showDemarcations) {
drawGrid()
}

if (settings.showGhostVillages) {
drawCachedVillages()
}

canvasListeners()
drawLoadedVillages()
cacheVillages($mapData.getTowns())
preloadSectors(2)
renderStep()

rootScope.$on(eventTypeProvider.MAP_VILLAGE_DATA, function (event, data) {
drawVillages(data.villages)
cacheVillages(data.villages)
})

rootScope.$on(eventTypeProvider.VILLAGE_SELECTED_CHANGED, function () {
updateSelectedVillage()
})

rootScope.$on(eventTypeProvider.TRIBE_RELATION_CHANGED, function (event, data) {
drawLoadedVillages()
})
}, ['initial_village', 'tribe_relations'])
}

return Minimap
})

/SPOILER]
 

DeletedUser

Guest
We aren't quite sure yet. That's something we've heard a lot. Currently there is no other way for you guys to see it without TW2. We will be glad to take this to upper management for suggestions on what can be done
You guys should put him on the payroll to host your own. It would be a lot cheaper than making one yourself and then maintaining it.
 

DeletedUser

Guest
Man inno should just honest with us and let us know it's not going to be replaced in any way.
 

DeletedUser2441

Guest
I completely understand where you're coming from. I'm sorry I can't do more.
 

DeletedUser2650

Guest
I bet you wish you could. I feel you. Talking to Inno is like talking to a wall.
 

DeletedUser2590

Guest
Jest some JavaScript

[
define('two/minimap', [
'two/locale',
'two/eventQueue',
'two/ready',
'Lockr',
'struct/MapData',
'conf/conf',
'helper/time',
'helper/mapconvert',
'cdn'
], function (
Locale,
eventQueue,
ready,
Lockr,
$mapData,
$conf,
$timeHelper,
$mapconvert,
$cdn
) {
/**
* All villages/players/tribes highlights.
*
* @type {Object}
*/
var highlights

/**
* Size of a village icon in pixels.
*
* @type {Number}
*/
var villageSize = 5

/**
* Margin between village icons in pixels.
*
* @type {Object}
*/
var villageMargin = 1

/**
* Hex color regex validator.
*
* @type {RegExp}
*/
var rhex = /^#([A-Fa-f0-9]{6}|[A-Fa-f0-9]{3})$/

/**
* Store loaded villages and it's respective owners/tribes in
* a easy access mode.
*
* @type {Object}
*/
var cache = {
village: {},
character: {},
tribe: {}
}

/**
* Cached villages from previous loaded maps.
* Used to draw the "ghost" villages on the map.
*
* @type {Object}
*/
var cachedVillages = {}

/**
* Data of the village that the user is hovering on the minimap.
*
* @type {Object}
*/
var hoverVillage = null

/**
* Main canvas element.
*
* @type {Element}
*/
var $viewport
var $viewportContext

/**
* Main canvas cache element.
* All village are draw here and applied to the main canvas by the render.
*
* @type {Element}
*/
var $viewportCache
var $viewportCacheContext

/**
* Cross canvas element.
* Current position on map is draw here.
*
* @type {Element}
*/
var $cross
var $crossContext

/**
* Game main canvas map.
* Used to calculate the position cross position based on canvas size.
*
* @type {Element}
*/
var $map

/**
* Player data.
*
* @type {Object}
*/
var $player

/**
* Tribe diplomacy helper.
*
* @type {Object}
*/
var $tribeRelations

/**
* Current selected village by the player.
*/
var selectedVillage

/**
* Current position in the minimap in pixels.
*
* @type {Object}
*/
var currentPosition = {}

/**
* Main canvas size.
*
* @type {Object}
*/
var frameSize = {}

/**
* Used to block the jump-to-position when the minimap
* is dragged and not just clicked.
*
* @type {Boolean}
*/
var allowJump = true

/**
* Map data structure buffer.
*
* @type {ArrayBuffer}
*/
var dataView

/**
* Minimap settings.
*
* @type {Object}
*/
var settings = {}

/**
* Calcule the coords from clicked position in the canvas.
*
* @param {Object} event - Canvas click event.
* @return {Object} X and Y coordinates.
*/
var getCoords = function (event) {
var villageBlock = Minimap.getVillageBlock()
var villageOffsetX = Minimap.getVillageAxisOffset()
var rawX = Math.ceil(currentPosition.x + event.offsetX)
var rawY = Math.ceil(currentPosition.y + event.offsetY)
var adjustLine = Math.floor((rawY / villageBlock) % 2)

if (adjustLine % 2) {
rawX -= villageOffsetX
}

rawX -= rawX % villageBlock
rawY -= rawY % villageBlock

return {
x: Math.ceil((rawX - frameSize.x / 2) / villageBlock),
y: Math.ceil((rawY - frameSize.y / 2) / villageBlock)
}
}

/**
* Convert pixel wide map position to coords
*
* @param {Number} x - X pixel position.
* @param {Number} y - Y pixel position.
* @return {Object} Y and Y coordinates.
*/
var pixel2Tiles = function (x, y) {
return {
x: (x / $conf.TILESIZE.x),
y: (y / $conf.TILESIZE.y / $conf.TILESIZE.off)
}
}

/**
* Calculate the coords based on zoom.
*
* @param {Array[x, y, canvasW, canvasH]} rect - Coords and canvas size.
* @param {Number} zoom - Current zoom used to display the game original map.
* @return {Array} Calculated coords.
*/
var convert = function (rect, zoom) {
zoom = 1 / (zoom || 1)

var xy = pixel2Tiles(rect[0] * zoom, rect[1] * zoom)
var wh = pixel2Tiles(rect[2] * zoom, rect[3] * zoom)

return [
xy.x - 1,
xy.y - 1,
(wh.x + 3) || 1,
(wh.y + 3) || 1
]
}

/**
* Events related to minimap canvas.
* - Keep the minimap current position based on mouse movement.
* - Keep the minimap size accordly to the window size.
* - Handle minimap clicks.
*/
var canvasListeners = function () {
var allowMove = false
var dragStart = {}

$cross.addEventListener('mousedown', function (event) {
event.preventDefault()

allowJump = true
allowMove = true
dragStart = {
x: currentPosition.x + event.pageX,
y: currentPosition.y + event.pageY
}

if (hoverVillage) {
eventQueue.trigger('minimap/villageClick', [hoverVillage, event])

// right click
if (event.which === 3) {
easyHighlight(hoverVillage)
}
}
})

$cross.addEventListener('mouseup', function () {
allowMove = false
dragStart = {}

if (!allowJump) {
eventQueue.trigger('minimap/stop-move')
}
})

$cross.addEventListener('mousemove', function (event) {
var coords
var village
var highlighted

allowJump = false

if (allowMove) {
currentPosition.x = dragStart.x - event.pageX
currentPosition.y = dragStart.y - event.pageY
eventQueue.trigger('minimap/start-move')
}

coords = getCoords(event)

if (coords.x in cache.village) {
if (coords.y in cache.village[coords.x]) {
village = $mapData.getTownAt(coords.x, coords.y)

// ignore barbarian villages
if (!settings.showBarbarians && !village.character_id) {
return false
}

// check if the village is custom highlighted
if (settings.showOnlyCustomHighlights) {
highlighted = false

if (village.id in highlights.village) {
highlighted = true
} else if (village.character_id in highlights.character) {
highlighted = true
} else if (village.tribe_id in highlights.tribe) {
highlighted = true
}

if (!highlighted) {
return false
}
}

return onHoverVillage(coords, event)
}
}

onBlurVillage()
})

$cross.addEventListener('mouseleave', function () {
if (hoverVillage) {
onBlurVillage()
}

eventQueue.trigger('minimap/mouseLeave')
})

$cross.addEventListener('click', function (event) {
if (!allowJump) {
return false
}

var coords = getCoords(event)
rootScope.$broadcast(eventTypeProvider.MAP_CENTER_ON_POSITION, coords.x, coords.y, true)
preloadSectors(2, coords.x, coords.y)
})

$cross.addEventListener('contextmenu', function (event) {
event.preventDefault()
return false
})
}

/**
* Draw a village set on canvas.
*
* @param {Array} villages
* @param {String=} _color - Force the village to use the
* specified color.
*/
var drawVillages = function (villages, _color) {
var v
var x
var y
var color
var pid = $player.getId()
var tid = $player.getTribeId()
var villageBlock = Minimap.getVillageBlock()
var villageSize = Minimap.getVillageSize()
var villageOffsetX = Minimap.getVillageAxisOffset()

for (var i = 0; i < villages.length; i++) {
v = villages

// meta village
if (v.id < 0) {
continue
}

if (_color) {
color = _color

x = v[0] * villageBlock
y = v[1] * villageBlock

if (v[1] % 2) {
x += villageOffsetX
}
} else {
x = v.x * villageBlock
y = v.y * villageBlock

if (v.y % 2) {
x += villageOffsetX
}

if (settings.showOnlyCustomHighlights) {
if (v.id in highlights.village) {
color = highlights.village[v.id].color
} else if (v.character_id in highlights.character) {
color = highlights.character[v.character_id].color
} else if (v.tribe_id in highlights.tribe) {
color = highlights.tribe[v.tribe_id].color
} else {
continue
}
} else {
if (v.character_id === null) {
if (!settings.showBarbarians) {
continue
}

if (v.id in highlights.village) {
color = highlights.village[v.id].color
} else {
color = settings.colorBarbarian
}
} else {
if (v.character_id === pid) {
if (v.id === selectedVillage.getId() && settings.highlightSelected) {
color = settings.colorSelected
} else if (v.character_id in highlights.character) {
color = highlights.character[v.character_id].color
} else if (settings.highlightOwn) {
color = settings.colorPlayer
} else {
color = settings.colorUgly
}
} else {
if (v.id in highlights.village) {
color = highlights.village[v.id].color
} else if (v.character_id in highlights.character) {
color = highlights.character[v.character_id].color
} else if (v.tribe_id in highlights.tribe) {
color = highlights.tribe[v.tribe_id].color
} else if (tid && tid === v.tribe_id && settings.highlightDiplomacy) {
color = settings.colorTribe
} else if ($tribeRelations && settings.highlightDiplomacy) {
if ($tribeRelations.isAlly(v.tribe_id)) {
color = settings.colorAlly
} else if ($tribeRelations.isEnemy(v.tribe_id)) {
color = settings.colorEnemy
} else if ($tribeRelations.isNAP(v.tribe_id)) {
color = settings.colorFriendly
} else {
color = settings.colorUgly
}
} else {
color = settings.colorUgly
}
}
}
}
}

$viewportCacheContext.fillStyle = color
$viewportCacheContext.fillRect(x, y, villageSize, villageSize)
}
}

var loadMapBin = function (callback) {
var path = $cdn.getPath($conf.getMapPath())
var xhr

xhr = new XMLHttpRequest()
xhr.open('GET', path, true)
xhr.responseType = 'arraybuffer'
xhr.addEventListener('load', function (data) {
callback(xhr.response)
}, false)

xhr.send()
}

/**
* Draw the map grid.
*/
var drawGrid = function () {
var villageBlock = Minimap.getVillageBlock()
var villageOffsetX = Math.round(villageBlock / 2)
var tile
var x
var y

loadMapBin(function (bin) {
dataView = new DataView(bin)

for (x = 1; x < 999; x++) {
for (y = 1; y < 999; y++) {
tile = $mapconvert.toTile(dataView, x, y)

// is border
if (tile.key.b) {
// is continental border
if (tile.key.c) {
$viewportCacheContext.fillStyle = settings.colorContinent
$viewportCacheContext.fillRect(x * villageBlock + villageOffsetX - 1, y * villageBlock + villageOffsetX - 1, 3, 1)
$viewportCacheContext.fillRect(x * villageBlock + villageOffsetX, y * villageBlock + villageOffsetX - 2, 1, 3)
} else {
$viewportCacheContext.fillStyle = settings.colorProvince
$viewportCacheContext.fillRect(x * villageBlock + villageOffsetX, y * villageBlock + villageOffsetX - 1, 1, 1)
}
}
}
}
})
}

/**
* Draw all villages loaded befored the Minimap execution.
*/
var drawLoadedVillages = function () {
drawVillages($mapData.getTowns())
}

/**
* Draw all villages previously loaded in other runs.
*/
var drawCachedVillages = function () {
var x
var y
var i
var xx
var yy
var village
var villageBlock = Minimap.getVillageBlock()
var villageSize = Minimap.getVillageSize()
var villageOffsetX = Minimap.getVillageAxisOffset()

for (x in cachedVillages) {
for (i = 0; i < cachedVillages[x].length; i++) {
y = cachedVillages[x]
xx = x * villageBlock
yy = y * villageBlock

if (y % 2) {
xx += villageOffsetX
}

$viewportCacheContext.fillStyle = settings.colorGhost
$viewportCacheContext.fillRect(xx, yy, villageSize, villageSize)
}
}
}

/**
* Draw the viewport cache to the main canvas.
*
* @param {Object} pos - Minimap current position plus center of canvas.
*/
var drawViewport = function (pos) {
$viewportContext.drawImage($viewportCache, -pos.x, -pos.y)
}

/**
* Clear the main canvas.
*
* @return {[type]} [description]
*/
var clearViewport = function () {
$viewportContext.clearRect(0, 0, $viewport.width, $viewport.height)
}

/**
* Draw the temporation items on cross canvas.
*
* @param {Object} pos - Minimap current position plus center of canvas.
*/
var drawCross = function (pos) {
var villageBlock = Minimap.getVillageBlock()
var lineSize = Minimap.getLineSize()
var mapPosition = Minimap.getMapPosition()

var x = ((mapPosition[0] + mapPosition[2] - 2) * villageBlock) - pos.x
var y = ((mapPosition[1] + mapPosition[3] - 2) * villageBlock) - pos.y

$crossContext.fillStyle = settings.colorCross
$crossContext.fillRect(x | 0, 0, 1, lineSize)
$crossContext.fillRect(0, y | 0, lineSize, 1)
}

/**
* Clean the cross canvas.
*
* @return {[type]} [description]
*/
var clearCross = function () {
$crossContext.clearRect(0, 0, $cross.width, $cross.height)
}

/**
* Update the current selected village on cache canvas.
*/
var updateSelectedVillage = function () {
var old = {
id: selectedVillage.getId(),
x: selectedVillage.getX(),
y: selectedVillage.getY()
}

selectedVillage = $player.getSelectedVillage()

drawVillages([{
character_id: $player.getId(),
id: old.id,
x: old.x,
y: old.y
}, {
character_id: $player.getId(),
id: selectedVillage.getId(),
x: selectedVillage.getX(),
y: selectedVillage.getY()
}])
}

/**
* Main and cross canvas render loop.
*/
var renderStep = function () {
if(Minimap.interface.isVisible('minimap')) {
var pos = {
x: currentPosition.x - (frameSize.x / 2),
y: currentPosition.y - (frameSize.y / 2)
}

clearViewport()
clearCross()

drawViewport(pos)

if (settings.showCross) {
drawCross(pos)
}
}

window.requestAnimationFrame(renderStep)
}

/**
* Load some sectors of villages on map.
*
* @param {Number} sectors - Amount of sectors to be loaded,
* each sector has a size of 25x25 fields.
* @param {Number=} x Optional load center X
* @param {Number=} y Optional load center Y
*/
var preloadSectors = function (sectors, _x, _y) {
var size = sectors * 25
var x = (_x || selectedVillage.getX()) - (size / 2)
var y = (_y || selectedVillage.getY()) - (size / 2)

$mapData.loadTownDataAsync(x, y, size, size, function () {})
}

/**
* Parse the loaded villages to a quick access object.
*
* @param {Array} villages
*/
var cacheVillages = function (villages) {
for (var i = 0; i < villages.length; i++) {
var v = villages

// meta village
if (v.id < 0) {
continue
}

if (!(v.x in cache.village)) {
cache.village[v.x] = {}
}

if (!(v.x in cachedVillages)) {
cachedVillages[v.x] = []
}

cache.village[v.x][v.y] = v.character_id || 0
cachedVillages[v.x].push(v.y)

if (v.character_id) {
if (v.character_id in cache.character) {
cache.character[v.character_id].push([v.x, v.y])
} else {
cache.character[v.character_id] = [[v.x, v.y]]
}

if (v.tribe_id) {
if (v.tribe_id in cache.tribe) {
cache.tribe[v.tribe_id].push(v.character_id)
} else {
cache.tribe[v.tribe_id] = [v.character_id]
}
}
}
}

Lockr.set('minimap-cacheVillages', cachedVillages)
}

/**
* Executed when a village is hovered on minimap.
*
* @param {Object} coords - hovered village X and Y.
*/
var onHoverVillage = function (coords, event) {
if (hoverVillage) {
if (hoverVillage.x === coords.x && hoverVillage.y === coords.y) {
return false
} else {
onBlurVillage()
}
}

eventQueue.trigger('minimap/villageHover', [
$mapData.getTownAt(coords.x, coords.y),
event
])

hoverVillage = {
x: coords.x,
y: coords.y
}

var pid = cache.village[coords.x][coords.y]

if (pid) {
highlightVillages(cache.character[pid])
} else {
highlightVillages([[coords.x, coords.y]])
}
}

/**
* Executed when the mouse leave a village on minimap.
*/
var onBlurVillage = function () {
if (!hoverVillage) {
return false
}

var pid = cache.village[hoverVillage.x][hoverVillage.y]

if (pid) {
unhighlightVillages(cache.character[pid])
} else {
unhighlightVillages([[hoverVillage.x, hoverVillage.y]])
}

hoverVillage = false
eventQueue.trigger('minimap/villageBlur')
}

/**
* Temporally highlight all villages from the hovered players.
*
* @param {Array} villages - Array of villages to be highlighted.
*/
var highlightVillages = function (villages) {
drawVillages(villages, settings.colorQuickHighlight)
}

/**
* Unhighlight the temporally highlighted villages.
*
* @param {Array} villages - Array of villages to be highlighted.
*/
var unhighlightVillages = function (villages) {
var _villages = []

for (var i = 0; i < villages.length; i++) {
_villages.push($mapData.getTownAt(villages[0], villages[1]))
}

drawVillages(_villages)
}

var easyHighlight = function (coords) {
var village = $mapData.getTownAt(coords.x, coords.y)
var action = settings.rightClickAction
var type
var id

if (!village) {
return false
}

switch (settings.rightClickAction) {
case 'highlight-player':
if (!village.character_id) {
return false
}

type = 'character'
id = village.character_id

break
case 'highlight-tribe':
if (!village.tribe_id) {
return false
}

type = 'tribe'
id = village.tribe_id

break
case 'highlight-village':
type = 'village'
id = village.id

break
}

Minimap.addHighlight({
type: type,
id: id
}, Minimap.colorPalette.random())
}

/**
* Minimap
*
* @type {Object}
*/
var Minimap = {}

/**
* Minimap version
*
* @type {String}
*/
Minimap.version = '__minimap_version'

/**
* Pre-loaded palette colors.
*
* @type {Array}
*/
Minimap.colorPalette = [
'#000000', '#FFFFFF', '#969696', '#F0C800', '#0000DB', '#00A0F4', '#ED1212', '#BF4DA4', '#A96534', '#3E551C', '#436213', '#CCCCCC',
'#868900', '#5100AF', '#7CC600', '#CC4DFF', '#DEC701', '#0120B0', '#98AB00', '#D512D7', '#01C46F', '#FF63FB', '#009132', '#190086',
'#95D86F', '#0045CF', '#C7CD53', '#6C75FF', '#CC8F00', '#008FFA', '#DF0004', '#22CBFF', '#FF3F28', '#00B184', '#99009F', '#96D68E',
'#DD0080', '#0E5200', '#FF77E8', '#00602D', '#FF477C', '#01ACA2', '#C80030', '#01AFB8', '#BD3100', '#006AC3', '#DC5B00', '#031A70',
'#EAC162', '#381058', '#FF9949', '#98B1FF', '#9A6B00', '#FAABFE', '#5F5500', '#FF78C3', '#94D3B9', '#BA004C', '#CAC0F0', '#6B2E00',
'#EEB3EF', '#4A1F00', '#F8B5BC', '#43152D', '#FFAE82', '#6C004C', '#DEC2A0', '#990066', '#E6B9A8', '#8D0025', '#9B7892', '#FF745C'
]

/**
* @type {Object}
*/
Minimap.settingsMap = {
rightClickAction: {
default: 'highlight-player',
inputType: 'select',
update: false
},
floatingMinimap: {
default: false,
inputType: 'checkbox',
update: false
},
showCross: {
default: true,
inputType: 'checkbox',
update: true
},
showDemarcations: {
default: true,
inputType: 'checkbox',
update: true
},
showBarbarians: {
default: true,
inputType: 'checkbox',
update: true
},
showGhostVillages: {
default: true,
inputType: 'checkbox',
update: true
},
showOnlyCustomHighlights: {
default: false,
inputType: 'checkbox',
update: true
},
highlightOwn: {
default: true,
inputType: 'checkbox',
update: true
},
highlightSelected: {
default: true,
inputType: 'checkbox',
update: true
},
highlightDiplomacy: {
default: true,
inputType: 'checkbox',
update: true
},
colorSelected: {
default: '#ffffff',
inputType: 'colorPicker',
update: true
},
colorBarbarian: {
default: '#969696',
inputType: 'colorPicker',
update: true
},
colorPlayer: {
default: '#f0c800',
inputType: 'colorPicker',
update: true
},
colorTribe: {
default: '#0000DB',
inputType: 'colorPicker',
update: true
},
colorAlly: {
default: '#00a0f4',
inputType: 'colorPicker',
update: true
},
colorEnemy: {
default: '#ED1212',
inputType: 'colorPicker',
update: true
},
colorFriendly: {
default: '#BF4DA4',
inputType: 'colorPicker',
update: true
},
colorUgly: {
default: '#A96534',
inputType: 'colorPicker',
update: true
},
colorGhost: {
default: '#3E551C',
inputType: 'colorPicker',
update: true
},
colorQuickHighlight: {
default: '#ffffff',
inputType: 'colorPicker',
update: true
},
colorBackground: {
default: '#436213',
inputType: 'colorPicker',
update: true
},
colorProvince: {
default: '#ffffff',
inputType: 'colorPicker',
update: true
},
colorContinent: {
default: '#cccccc',
inputType: 'colorPicker',
update: true
},
colorCross: {
default: '#999999',
inputType: 'colorPicker',
update: true
}
}

/**
* Set the size of a village on minimap in pixels.
* Recomened to be a even number.
*
* @type {Number} value
*/
Minimap.setVillageSize = function (value) {
villageSize = value
}

/**
* Get the village size on minimap.
*
* @return {Number}
*/
Minimap.getVillageSize = function () {
return villageSize
}

/**
* Set the margin between the villages on minimap in pixels.
*
* @type {Number} value
*/
Minimap.setVillageMargin = function (value) {
villageMargin = value
}

/**
* Get the margin between the villages on minimap.
*
* @return {Number}
*/
Minimap.getVillageMargin = function () {
return villageMargin
}

/**
* Get the size used by each village on minimap in pixels.
*
* @return {Number}
*/
Minimap.getVillageBlock = function () {
return villageSize + villageMargin
}

/**
* Get the size of the minimap based on villages size.
*
* @return {Number}
*/
Minimap.getLineSize = function () {
return 1000 * (villageSize + villageMargin)
}

/**
* Get the center position of a village icon.
*
* @return {Number}
*/
Minimap.getVillageAxisOffset = function () {
return Math.round(villageSize / 2)
}

/**
* @param {Object} data - Highlight data.
* @param {String} data.type - village, player or tribe
* @param {String} data.id - village/player/tribe id
* @param {Number=} data.x - village X coord.
* @param {Number=} data.y - village Y coord.
* @param {String} color - Hex color
*
* @return {Boolean} true if successfully added
*/
Minimap.addHighlight = function (data, color) {
var update = false

if (!data.type || !data.id) {
eventQueue.trigger('minimap/highlight/add/error/no-entry')
return false
}

if (!rhex.test(color)) {
eventQueue.trigger('minimap/highlight/add/error/invalid-color')
return false
}

if (highlights[data.type].hasOwnProperty(data.id)) {
update = true
}

var _data = { color: color}

if (data.type === 'village') {
_data.x = data.x
_data.y = data.y
}

highlights[data.type][data.id] = _data
Lockr.set('minimap-highlights', highlights)

if (update) {
eventQueue.trigger('minimap/highlight/update', [data, color])
} else {
eventQueue.trigger('minimap/highlight/add', [data, color])
}

drawLoadedVillages()

return true
}

/**
* @param {Object} data - Highlight data.
* @param {String} data.type - village, player or tribe
* @param {String} data.id - village/player/tribe id
*
* @return {Boolean} true if successfully removed
*/
Minimap.removeHighlight = function (data) {
if (highlights[data.type][data.id]) {
delete highlights[data.type][data.id]
Lockr.set('minimap-highlights', highlights)
eventQueue.trigger('minimap/highlight/remove', [data])

drawLoadedVillages()

return true
}

return false
}

/**
* @param {String} type - village, player or tribe
* @param {String} item - village id, player name or tribe tag
* @return {Object}
*/
Minimap.getHighlight = function (type, item) {
if (highlights[type].hasOwnProperty(item)) {
return highlights[type][item]
} else {
return false
}
}

/**
* @return {Object}
*/
Minimap.getHighlights = function () {
return highlights
}

/**
* @param {Function} callback
*/
Minimap.eachHighlight = function (callback) {
for (var type in highlights) {
for (var id in highlights[type]) {
callback(type, id, highlights[type][id])
}
}
}

/**
* Set the viewport canvas element (main canvas);
*
* @param {Element} element - The canvas.
*/
Minimap.setViewport = function (element) {
$viewport = element
$viewport.style.background = settings.colorBackground
$viewportContext = $viewport.getContext('2d')
}

/**
* Set the cross canvas element;
*
* @param {Element} element - The canvas.
*/
Minimap.setCross = function (element) {
$cross = element
$crossContext = $cross.getContext('2d')
}

/**
* Set the current position of the minimap view.
*
* @param {Number} x
* @param {Number} y
*/
Minimap.setCurrentPosition = function (x, y) {
var block = Minimap.getVillageBlock()

currentPosition.x = x * block + 50
currentPosition.y = y * block + (1000 - ((document.body.clientHeight - 238) / 2)) + 50
}

/**
* Calculate the coords of the current position of the map.
*
* @return {Array}
*/
Minimap.getMapPosition = function () {
var view = window.twx.game.map.engine.getView()

return convert([
-view.x,
-view.y,
$map.width / 2,
$map.height / 2
], view.z)
}

/**
* @param {Object} changes - New settings.
* @return {Boolean} True if the internal settings changed.
*/
Minimap.updateSettings = function (changes) {
var newValue
var key
var settingMap
var updateMinimap = false

for (key in changes) {
settingMap = Minimap.settingsMap[key]
newValue = changes[key]

if (!settingMap || angular.equals(settings[key], newValue)) {
continue
}

if (settingMap.update) {
updateMinimap = true
}

settings[key] = newValue
}

Lockr.set('minimap-settings', settings)

if (updateMinimap) {
Minimap.update()
}

return true
}

Minimap.resetSettings = function () {
for (var key in Minimap.settingsMap) {
settings[key] = Minimap.settingsMap[key].default
}

highlights = {
village: {},
character: {},
tribe: {}
}

Lockr.set('minimap-settings', settings)
Lockr.set('minimap-highlights', highlights)

Minimap.update()

eventQueue.trigger('minimap/settings/reset')
}

/**
* Minimap settings.
*/
Minimap.getSettings = function () {
return settings
}

/**
* Clear the viewport cache and redraw with the current settings.
*/
Minimap.update = function () {
var villageBlock = Minimap.getVillageBlock()

$viewport.style.background = settings.colorBackground
$viewportCacheContext.clearRect(0, 0, $viewportCache.width, $viewportCache.height)

if (settings.showDemarcations) {
drawGrid()
}

if (settings.showGhostVillages) {
drawCachedVillages()
}

drawLoadedVillages()
}

/**
* Init the Minimap.
*/
Minimap.init = function () {
Locale.create('minimap', __minimap_locale, 'en')

Minimap.initialized = true

$viewportCache = document.createElement('canvas')
$viewportCacheContext = $viewportCache.getContext('2d')
var localSettings = Lockr.get('minimap-settings', {}, true)

for (var key in Minimap.settingsMap) {
var defaultValue = Minimap.settingsMap[key].default

settings[key] = localSettings.hasOwnProperty(key)
? localSettings[key]
: defaultValue
}

highlights = Lockr.get('minimap-highlights', {
village: {},
character: {},
tribe: {}
}, true)
}

/**
* Run the Minimap after the interface is loaded.
*/
Minimap.run = function () {
if (!Minimap.interfaceInitialized) {
throw new Error('Minimap interface not initialized')
}

ready(function () {
$map = document.getElementById('main-canvas')
$player = modelDataService.getSelectedCharacter()
$tribeRelations = $player.getTribeRelations()
cachedVillages = Lockr.get('minimap-cacheVillages', {}, true)

var villageBlock = Minimap.getVillageBlock()

currentPosition.x = 500 * villageBlock
currentPosition.y = 500 * villageBlock

frameSize.x = 686
frameSize.y = 2000

$viewport.setAttribute('width', frameSize.x)
$viewport.setAttribute('height', frameSize.y)
$viewportContext.imageSmoothingEnabled = false

$viewportCache.setAttribute('width', 1000 * villageBlock)
$viewportCache.setAttribute('height', 1000 * villageBlock)
$viewportCache.imageSmoothingEnabled = false

$cross.setAttribute('width', frameSize.x)
$cross.setAttribute('height', frameSize.y)
$crossContext.imageSmoothingEnabled = false

selectedVillage = $player.getSelectedVillage()
currentPosition.x = selectedVillage.getX() * villageBlock
currentPosition.y = selectedVillage.getY() * villageBlock

if (settings.showDemarcations) {
drawGrid()
}

if (settings.showGhostVillages) {
drawCachedVillages()
}

canvasListeners()
drawLoadedVillages()
cacheVillages($mapData.getTowns())
preloadSectors(2)
renderStep()

rootScope.$on(eventTypeProvider.MAP_VILLAGE_DATA, function (event, data) {
drawVillages(data.villages)
cacheVillages(data.villages)
})

rootScope.$on(eventTypeProvider.VILLAGE_SELECTED_CHANGED, function () {
updateSelectedVillage()
})

rootScope.$on(eventTypeProvider.TRIBE_RELATION_CHANGED, function (event, data) {
drawLoadedVillages()
})
}, ['initial_village', 'tribe_relations'])
}

return Minimap
})

/SPOILER]

so its been a few days now. Are the mods gunna do anything about what this guy just posted or question where he got this from? Do you even know what that this? smh
 

DeletedUser2633

Guest
inb4 inno starts banning people for using these kind of scripts to help themselves out, but still doesn't provide anything else to the players
 

DeletedUser1401

Guest
Why try to create your own site. If you wanted to run a site yourself why not just ask Heimdall if he would let you take over running and maintaining his site. I'm not a programmer or I.T. guy but i would think that transferring an existing site over to you that already works great would be easier than starting from scratch and creating a new site. Isn't the cost of running a new site about the same as the cost of taking his over and running it. But i'm not a tech person so i really have no idea what all is involved to do these types of things.
 

DeletedUser2260

Guest
Why try to create your own site. If you wanted to run a site yourself why not just ask Heimdall if he would let you take over running and maintaining his site. I'm not a programmer or I.T. guy but i would think that transferring an existing site over to you that already works great would be easier than starting from scratch and creating a new site. Isn't the cost of running a new site about the same as the cost of taking his over and running it. But i'm not a tech person so i really have no idea what all is involved to do these types of things.
Oh, because it's his site? and we have own? (about 2 years) programmers don't like to "copy" someone job, they like to create something new :)

Like this night mode for tw2 ;)
Screenshot 2018-12-15 08-09-20.jpg
 
Last edited by a moderator:

DeletedUser2158

Guest
This is awesome dude!! Give me the desire to come back haha
 
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