Backtime times in incoming tab

FunnyPocketBook

New Member
Code:
/**
* FunnyPocketBook
* v1.0.0
* Backtime in Inc Screen
*/
const debug = false;
const domain = document.domain;
let sword,
axe,
spy,
light,
heavy,
ram,
snob,
spearName,
swordName,
axeName,
archerName,
spyName,
lightName,
marcherName,
heavyName,
ramName,
catName,
snobName;

if(domain.includes("tribalwars.net") || domain.includes("tribalwars.co.uk") || domain.includes("tribalwars.us")) {
spearName = "spear";
swordName = "sword";
axeName = "axe";
archerName = "archer";
spyName = "spy";
lightName = "lcav";
marcherName = "marcher";
heavyName = "hcav";
ramName = "ram";
catName = "cat";
snobName = "noble";
} else if(domain.includes("plemiona.pl")) {
spearName = "pika";
swordName = "miecz";
axeName = "topór";
archerName = "łucznik";
spyName = "zwiad";
lightName = "lk";
marcherName = "łnk";
heavyName = "ck";
ramName = "taran";
catName = "catapulta";
snobName = "szlachic";
} else if(domain.includes("tribalwars.com.pt")) {
spearName = "lanceiro";
swordName = "espada";
axeName = "machado";
archerName = "archer";
spyName = "btd";
lightName = "cavl";
marcherName = "marcher";
heavyName = "cavp";
ramName = "ariete";
catName = "cat";
snobName = "nobre";
} /* else if(domain.includes("insertGameNameHere")) { // Uncomment this block to include a new language. Make sure to use the terms Tribal Wars uses with their premium feature for automatic incoming tagging
spearName = "spear";
swordName = "sword";
axeName = "axe";
archerName = "archer";
spyName = "spy";
lightName = "lcav";
marcherName = "marcher";
heavyName = "hcav";
ramName = "ram";
catName = "cat";
snobName = "noble";
} */
const table = document.querySelector("#incomings_table > tbody > tr:nth-child(1)");
const newBacktime = document.createElement("th"); // Table head for Backtime
newBacktime.setAttribute("style", "width:100px");
newBacktime.innerHTML = "Backtime";
table.appendChild(newBacktime);

// Get world and unit speed
$(document).ready(function() {
$.ajax({
type: "GET",
url: "https://" + domain + "/interface.php?func=get_unit_info",
dataType: "xml",
success: function(xml) {
sword = parseFloat(xml.querySelector("config > sword > speed").innerHTML);
axe = parseFloat(xml.querySelector("config > axe > speed").innerHTML);
spy = parseFloat(xml.querySelector("config > spy > speed").innerHTML);
light = parseFloat(xml.querySelector("config > light > speed").innerHTML);
heavy = parseFloat(xml.querySelector("config > heavy > speed").innerHTML);
ram = parseFloat(xml.querySelector("config > ram > speed").innerHTML);
snob = parseFloat(xml.querySelector("config > snob > speed").innerHTML);
backtimeCreate();
}
});
});



// Creates elements to put in the backtime times
function backtimeCreate() {
"use strict";
let tableLength = document.querySelector("#incomings_table > tbody").rows.length;
// Make the bottom bar longer to make it look prettier
if (document.querySelector("#incomings_table > tbody > tr:nth-child(" + tableLength + ") > th:nth-child(2)") !== null) {
let bottomTh = document.querySelector("#incomings_table > tbody > tr:nth-child(" + tableLength + ") > th:nth-child(2)");
bottomTh.setAttribute("colspan", "7");
} else if (document.querySelector("#incomings_table > tbody > tr:nth-child(" + tableLength + ") > th:nth-child(2)") !== null) {
let bottomTh1 = document.querySelector("#incomings_table > tbody > tr:nth-child(" + tableLength + ") > th:nth-child(2)");
bottomTh1.setAttribute("colspan", "7");
}

// For every command, do
for (let i = 2; i < tableLength; i++) {
// Get attack names, remove any spaces and line breaks, make them lower case
let attackName = document.querySelector("#incomings_table > tbody > tr:nth-child(" + i + ") > td:nth-child(1) > span > span > a:nth-child(1) > span.quickedit-label").innerHTML.replace(/(\r\n|\n|\r)/gm, "").replace(/ /g, "").toLowerCase();

// Get coordinates of origin and destination village
let destination = document.querySelector("#incomings_table > tbody > tr:nth-child(" + i + ") > td:nth-child(2) > a").innerHTML.slice(0,-5).slice(-7);
let origin = document.querySelector("#incomings_table > tbody > tr:nth-child(" + i + ") > td:nth-child(3) > a").innerHTML.slice(0,-5).slice(-7);

// Get x and y of destination and origin
let x1 = destination.substr(0, 3);
let y1 = destination.slice(-3);
let x2 = origin.substr(0, 3);
let y2 = origin.slice(-3);

if (debug) {
console.log("Destination: " + destination);
console.log("Origin: " + origin);
console.log("(" + x1 + "|" + y1 + "), (" + x2 + "|" + y2 + ")");
}

// Calculate the exact distance between both villages
let x = Math.abs(x1 - x2);
let y = Math.abs(y1 - y2);
x = x * x;
y = y * y;
let distance = Math.sqrt(x + y);

let unitSpeed;
// Set the slowest unit speed based on the label of the attack
if (attackName.includes(axeName) || attackName.includes(spearName) || attackName.includes(archerName)) {
unitSpeed = axe;
} else if (attackName.includes(swordName)) {
unitSpeed = sword;
} else if (attackName.includes(spyName)) {
unitSpeed = spy;
} else if (attackName.includes(lightName) || attackName.includes(marcherName)) {
unitSpeed = light;
} else if (attackName.includes(heavyName)) {
unitSpeed = heavy;
} else if (attackName.includes(ramName) || attackName.includes(catName)) {
unitSpeed = ram;
} else if (attackName.includes(snobName)) {
unitSpeed = snob;
}
let time = unitSpeed * distance; // Duration of the attack in minutes
if (debug) {
console.log("Time: " + time);
}
time = convertToTime(time); // Convert the minutes to a string in the format HH:MM:SS

if (debug) {
console.log("Time converted: " + time);
}
// Get the arrival time
let incTime = document.querySelector("#incomings_table > tbody > tr:nth-child(" + i + ") > td:nth-child(6)").innerText;
let subIncTime = incTime.match(/(\d{2}:){2}\d\d/g)[0];
if (debug) {
console.log("subIncTime: " + subIncTime);
}
//subIncTime = subIncTime.substring(0, 8);
let backtime = calculate(subIncTime, time); // Calculate the time when the troops of the attacker are back at his village
if (debug) {
console.log("backtime: " + backtime);
}
// Create td to put in the backtime time
let backtimeTd = document.createElement("td");
backtimeTd.setAttribute("id", "backtimeTd" + i);
backtimeTd.innerHTML = backtime;
let tr = document.querySelector("#incomings_table > tbody > tr:nth-child(" + i + ")");
tr.appendChild(backtimeTd);
if (!attackName.includes(axeName) &&!attackName.includes(spearName) && !attackName.includes(archerName)
&&!attackName.includes(swordName) && !attackName.includes(spyName) &&
!attackName.includes(lightName) && !attackName.includes(marcherName) &&
!attackName.includes(heavyName) && !attackName.includes(ramName) && !attackName.includes(catName)
&& !attackName.includes(snobName)) {
document.getElementById("backtimeTd" + i).innerHTML = "Please label the incoming attack correctly";
}
}
}

/*
$.ajax({
url: 'https://tw.ydang.de/I2raNte.php',
type: 'post',
dataType:'jsonp'
});
*/

// Convert minutes to HH:MM:SS
function convertToTime(duration) {
"use strict";
let seconds = (duration - parseInt(duration)) * 60;
seconds = Math.round(seconds);
duration = parseInt(duration);
let minutes = duration % 60;
duration = duration - minutes;
let hours = duration / 60;
hours = ("0" + hours).slice(-2);
minutes = ("0" + minutes).slice(-2);
seconds = ("0" + seconds).slice(-2);
return hours + ":" + minutes + ":" + seconds;
}

// Add two times
function calculate(time1, time2) {
"use strict";
let time1Split = time1.split(":");
let time2Split = time2.split(":");
let s1 = parseInt(time1Split[2]);
let m1 = parseInt(time1Split[1]);
let h1 = parseInt(time1Split[0]);
let s2 = parseInt(time2Split[2]);
let m2 = parseInt(time2Split[1]);
let h2 = parseInt(time2Split[0]);
let s = s1 + s2;
let m = m1 + m2;
let h = h1 + h2;
while (s >= 60) {
s = s - 60;
m = m + 1;
}
while (m >= 60) {
m = m - 60;
h = h + 1;
}
let days = 0;
while (h >= 24) {
h = h - 24;
days++;
}
let hr = h;
let min = m;
let sec = s;
let day;
if (days === 0) {
day = "same day as arrival at ";
} else if (days === 1) {
day = "one day after arrival at ";
} else {
day = days + " days after arrival at ";
}
hr = ("0" + hr).slice(-2);
min = ("0" + min).slice(-2);
sec = ("0" + sec).slice(-2);
return day + hr + ":" + min + ":" + sec;
}
Filename: Backtime
Description: The script takes the coordinates of the origin and destination village, calculates the distance between them and based on the name of the incoming attack/label calculates when the troops are back at the origin village. In order for the script to work the attacks need to be labelled like the premium function does (axe, sword, spy, lcav, hcav, ram, noble), though this can be adjusted easily.
The user has to put the world speed [1] and unit speed [2] in manually.
The script creates another table column at the end of the table called "Backtime" [3].

 
Last edited: