2008-03-30 * triburile.ro/: game.js, game.css: reverted minimap dimensions limitation, using overflow instead * triburile.ro/game.js: limit "minimap" dimensions 2008-03-23 * triburile.ro/game.js: added building tooltips to toolbar links too * triburile.ro/: game.js, game.css: smarter building tooltips => extended usage 2008-03-06 * triburile.ro/: game.js, game.css: - reports layout tuning (loss-cost); - replace vertical sidebar with an horizontal toolbar (reports, messages, settings); 2008-02-22 * triburile.ro/game.js: drop lost villages (the convention that *all* "my" villages are shown on the "overview_villages" page still stands, so make sure you set a big enough value for "Sate pro pagină") 2008-02-21 * triburile.ro/game.js: screens for "main" buildings: replaced "level" and "points" columns with a tooltip on the "building" column, similar to the one referring to the next/previous level (which is hooked to the "action" column) * triburile.ro/: game.js, game.css: fully parse/enhance the "screen=main;mode=destroy" page 2008-02-20 * triburile.ro/game.js: parse (and compute) building destroy queue items; 2008-02-18 * triburile.ro/game.js: sort transport tables' rows by "arrival" * triburilero.user.js: refactoring 2008-02-17 * triburile.ro/: game.js, game.css: baked yet another gadget for quick switching through villages, this time map wise ;-) 2008-02-16 * triburile.ro/game.js: s/Producţie/Resurse/ (sounds more appropriate) 2008-02-14 * triburile.ro/game.js: smith queue parsing workarounds for infantry units upgrades * triburile.ro/game.js: - Window for "info_command" screens; - enhance Market transport tables; 2008-02-10 * triburile.ro/game.js: getSwitchVillageLink: easier way to override original arguments; 2008-02-09 * triburile.ro/game.js: "Production Overview" * triburile.ro/game.js: insertUnit/Number: offer even more possibilities ;-) * triburile.ro/game.js: "insertUnit" + "insertNumber": try to round-down numbers (near "max"); * triburile.ro/game.js: - Window based debugging console; - console.time & console.timeEnd; - better content filtering for popups content (+ better popup title); - turned "info" screens into popups (player, village, ally); - added icons for all "enhanced" queues; * triburile.ro/game.css: village-switch tuning * triburile.ro/game.js: - split up the "main" section cleanup function in order to be able to use it for "windowed" content too; - tweak "building" and "unit" help screens: enhanced "resources" display, enhanced "workers" display; - another "Queues Overview" tweak: grouped "icon" and "name" in order to obtain a cleaner "number" view; * triburile.ro/game.js: - show merchants travel duration in "own targets" market Window; * triburile.ro/game.css: fixed "outline" in Windows * triburile.ro/: game.js, game.css: - "Queues Overview" display fine-tuning; * triburile.ro/game.js: - unified Queue objects structure, making them easier to handle; - dropped Date object from Queues, switched to using their "serialized" version (epoch) => they can now be used across frames; - don't croak when dealing with screens for buildings which don't exist yet; - dropped the debugging "dumpQueues" method; - baked a twisted "Queues Overview" display; * triburile.ro/game.css: - more grid layout tweaks; - proper style for "prototips"; 2008-02-07 * triburile.ro/game.js: - enhance queues *before* enhancing screens so the latter could use the info discovered when parsing queues; - shrunk "În sat/total" headers; - CSS hook for "server-time" entry; - faster overview menu; - "Necesitate" columns enhancing for more screens; - use "grid" instead "elastic" wherever appropriate; - enhance "defense reports" (navigation, attack/defense tables, loss costs); - Queue structured do not use Date objects anymore, they serialize it (getTime) in order to avoid cross-frame breakage; - more preparations for the future switch to "globalStorage"; * triburile.ro/game.css: filtering out more cruft 2008-02-04 * triburile.ro/: game.js, game.css: * commiting old changes, no idea when I did them :) - some more prototyping (still musing?) regarding "overview" stats: dropped "tabbed like" approach (Gecko is too buggy for now), switched to a "multi window" approach (triggered by an ordinary menu) => lotta refactoring; 2008-01-26 * triburile.ro/game.js: - enhance popup "own targets lists" ("market" and "place") 2008-01-25 * triburile.ro/game.css: - readded "outline" clue, but constrained to "grid" rows; - integrated upstream's CSS (more work is TBD though, in order to eliminate useless rules); * triburile.ro/game.js: - [popup] prototyped "filterPopupContent"; - [attack report] proper "booty" display; 2008-01-24 * triburile.ro/game.js: [attack report] added a "[ataca cu aceleasi trupe] de *aici*" link (useful to quick switch attacks from different villages) * triburile.ro/game.css: disabled the *too* general "row highlighting" (outline) rule 2008-01-23 * triburile.ro/: game.js, game.css: - baked an ugly workaround for Gecko's bug #242998; - added a poor man's "console"; * triburile.ro/: game.js, game.css: - [overview] added "buildings" view; ! NOTE that this hits https://bugzilla.mozilla.org/show_bug.cgi?id=242998 * triburile.ro/: game.js, game.css: - [overview] added "view" controls (togglers) and adapted grid's structure for this purpose (more "views" are to be added ASAP); * triburile.ro/game.js: [overview] rewrote "enhanceScreenOverviewVillages" using a completely different approach: first parse the existing "table" populating our data structures, then create a new grid incorporating whatever info we may need; * triburile.ro/game.css: s/materials/resources/ * triburile.ro/: game.js, game.css: started layout transition from "elastic" to "grid" 2008-01-22 * triburile.ro/: controller.js, game.js, game.css: - more refactoring: no more importing from "storage" (top frame), just get what you need by calling the appropriate method, e.g., getUnit('spear'); - more efficient Village initialization approach (lotta validation code now goes away); - replaced "întrerupe" links with a graphical "button" (ok, "image"); - [smith] parse and store innovation queue; - [attack report] refactored "farming notes" into a table; - [attack] display errors inside "attack-note"; - [worldData] added "merchantSpeed" (yeah, I figured out the "ETA" computing formula) ;-) - [worldData] fixed units' "floating" speed; - [internals] added some debugging hooks (and plugged a dummy "console" too); - [initGameData, menu, toolbar, overview] updated parsing/enhancing to work with the latest upstream updates; - [queues] more flexible layout; - [villageLink, windowTitle] show coordinates when available (minimized "village name" importance, preparing for "use same name for all villages" trick); - [enhanceScreenReportAttack] better fallbacks; - [enhanceScreenMailIn] fixed "units report" tweak; - [attack reports] two columns layout, "spy stats" on the right side; - [enhanceSpyStats] more/better layout tweaks; - [queues] unit/building icons; - [overview] its loading resets "village switch"; 2008-01-11 * triburilero.user.js: dropped embedded revision logs * triburile.ro/controller.js: - added (redundant) "id" attribute for the ease of (de|re)coupling pieces; * triburile.ro/controller.js, triburile.ro/game.js, triburile.ro/game.css, triburilero.user.js: set app name to "TGC" (Triburile.ro Game Controller) * triburile.ro/game.js: - [main] parse and store building queue; - [barracks] parse and store training queue; - [garrage] parse and store training queue; - [snob] parse and store training queue; - [stable] parse and store training queue; - [village info] assume "place" is always available (similar to "main"); 2008-01-10 * triburile.ro/game.js: better title "wording" * triburile.ro/: game.css, game.js: - heavy refactoring: all screen enhancers have their own method "enhanceScreen[]"; - dropped "determineBuildingsLevels", integrated its functionality in "enhanceScreenMainBuild"; - fixed this.village.buildings usage; - [main-build] don't add "points" hint when it's not appropriate - added "storage-overflow" visual clue; - disabled Window.wiredDrag (too buggy); ... * triburile.ro/game.js: - made "parseDocument" even more flexible (leaving whoever called it to decide if its results are erroneous or not); - dropped "enhanceGameMenuRO4", integrating it into "enhanceGameMenu"; * triburile.ro/game.js: - "parseDocument" requires a "root" element where to start parsing from (allowing to parse various "documents", e.g. those loaded through XHR); * triburile.ro/game.js: - [village-switch] lazy initialization (draw it on first call, with the data available at *THAT* moment => obviously, might be incomplete if you had not visit "overview villages" yet); * triburile.ro/game.js: - [initGameData] collect info building-by-building (as in: page-by-page): if village-building info has not been previously "stored" ("main building" page for the current village was not visited/scanned yet), it's a good/lazy moment/way to get it! :) * triburile.ro/: controller.js, game.js, game.css: - [toolbar] dim (possibly) unavailable buildings (remeber, we do *lazy* data collecting -> info is gathered when user lands on the "necessary" page); - [village-switch] dim unavailable buildings; - [toolbar] link only "useful" buildings (similar to [village-switch]); - [internals] added copyright/license notice; - [internals] refactored "parseDocumentStructure", "enhanceGameMenu", "enhanceGameToolbar" and "enhanceGameTable" into more flexible bits (mainly "parseDocument", "initGameData" and "cleanupDocument"); - [internals] "this.village" is now a reference to the "current village" (this.villages[someID]) => no more "this.villageName"; - [internals] dropped "determineCurrentVillage", it was superseded by "initGameData"; - [internals] top-frame "storage" linking is done later in the process (in "initGameData") => faster bail out; - [internals] "this.document" is now a reference to the *extended* documentElement => bricks may fall; * triburilero.user.js: - added game rules infringement warning; - added copyright/license notice; 2008-01-09 * triburile.ro/game.js: - factored "isHumanRequired" for "anti-bot", "session expired", etc; * triburile.ro/game.css: - overview: changed "visual column determination" approach (replaced extra padding width "ligher" background color); 2008-01-08 * triburile.ro/game.js: - added maxWidth and maxHeight to default createWindow options; - shortened main's grid Level/Points labels (allowing thinner columns; - repositioned "overview" Window (top-left); * triburile.ro/game.js: - faster and more verbose bail-out if "premium mode" is detected; * triburile.ro/game.js: - disabled "enhanceGrids" until we'd really use that extra info; * triburile.ro/game.js: - attack reports: if spy stats are available, split screen in two columns; - main: added "idx" column; - main: added odd/even visual clue for grid's rows; * triburile.ro/game.js: - (WIP) started developing a more generic page structure parser; - trade: round up "auto inserting" values by the thousands/hundreds; * triburile.ro/game.css: "idx" for "TH" too 2008-01-07 * triburile.ro/: game.js, game.css: - overview: added row index; - overview: added table totals; * triburile.ro/game.js: - village switch: sort villages by name; * triburile.ro/controller.js, triburilero.user.js, triburile.ro/game.js, triburile.ro/game.css: - updated CHANGES (2006/12/19 - 2007/01/06); * triburile.ro/game.js: - reports: accesskeys (, and .) for previous/next report; - reports: better approach on deciding if it was really and "attack" (vs "defense") report; - reports: use a different approach for offering "attack links" for defensive reports; * triburile.ro/game.css: overview: slight left/right padding adjustments 2008-01-06 * triburilero.user.js: - dropped Proto.Menu (too clumsy for the moment); - added Prototip/Tip (usable for creating "menus"); * triburile.ro/game.js: "mail" view enhancement: parse attack troops reports * triburile.ro/game.js: minimize attack reports page length * triburile.ro/: game.js, game.css: enhanced "village switch" to allow quick switch even to a different building-view (in a different village, ofc) ;-) * triburile.ro/: game.js, game.css: - overview: more visual cues (separation between "chapter" columns); - overview: if screen is "overview_village" then use "overview"; - overview: drop "premium" advert; - dropped obsolete "popup" CSS code; - village-switch: some more visual make-up; * triburile.ro/game.js: - leave "Demolare" as it is; - Window related code refactoring; 2008-01-05 * triburile.ro/game.js: spy stats: "optimal farming" * triburile.ro/: game.js, game.css: "villages overview" layout tweaks * triburile.ro/: game.js, game.css: baked a quick village switch * triburile.ro/game.js: - switched all "popups" to using the "Window" widget; * triburilero.user.js: plugged Window and Proto.Menu * triburile.ro/game.js: - added "popup" methods for triggering custom attacks (from attack reports); * triburile.ro/game.js: - full switch to using "this.args"; - "enhanceOverviewTable" stores parsed data into "GC.villages[villageID]..."; 2008-01-04 * triburile.ro/game.js: save parsed query arguments to GC object (GC.args) * triburile.ro/: game.js, game.css: - "attack reports": report "loss cost"; - "attack reports": enhance "spy" stats; 2008-01-03 * triburile.ro/controller.js: got rid of tooooo-long line (yeah, maybe I should change my editor) 2008-01-02 * triburile.ro/: controller.js, game.js: moved "bLevels" to base frame storage and restructured it under "villages" * triburile.ro/: game.js, game.css: better "hoverview" positioning + CSS workarounds for "Lumea 4" * triburile.ro/: controller.js, game.js, game.css: - started moving (back) to the upper frame (almost) all game data; - reworked game data retrieval approach; - updated all game data (for *all* worlds!); - revamped "main" building grid layout/information; - "popup" like "overview villages" window ("pimped" layout) ;-) - (WIP) 'been prototyping some generic "grid" enhancements; 2007-12-30 * triburile.ro/game.js: #header adaptor for "Lumea 4" * triburile.ro/game.js: #menu adaptor for "Lumea 4" * triburile.ro/game.js: (even) better window title (++ villageName determination) * triburile.ro/game.css: more visible "header" * triburile.ro/: game.js, game.css: (really) highlight enemy link when about to confirm attacks * triburilero.user.js: cosmetic changes * triburile.ro/: controller.js, game.js: - moved (almost) all the code from "controller" to "game" frame script, hopefully improving Firefox 3 compatibility; * triburile.ro/game.css: - monospace "timers"; - more visible "highlight" color for "current grid row"; 2007-12-22 * triburile.ro/controller.js: more careful "astăzi la ora..." minimization (leave tags alone) * triburile.ro/game.css: colorized "Mişcări de trupe" rows 2007-12-21 * triburile.ro/: controller.js, game.css: colorized "Mişcări de trupe" rows * triburile.ro/controller.js: eliminate "mouse watch" annoyance * triburile.ro/game.js: use sweeter syntax for extending GC * triburile.ro/controller.js: bailout if "anti-bot" protection was triggered * triburile.ro/controller.js: slower, but better "hh:mm:ss" detection 2007-12-20 * triburilero.user.js: proper "ad minimization" hack for "Lumea 1" * triburile.ro/controller.js: hooked a lazier way to predetermine current village/screen * triburile.ro/controller.js: farming enhancing: autofocus "the next thing to do" button * triburile.ro/controller.js: fail tweaking "ro4" gracefully 2007-12-19 * triburilero.user.js, triburile.ro/controller.js, triburile.ro/game.js, triburile.ro/game.css: added CVS keywords * triburile.ro/controller.js, triburile.ro/game.js, triburile.ro/game.css, triburilero.user.js: Initial revision * triburile.ro/controller.js, triburile.ro/game.js, triburile.ro/game.css, triburilero.user.js: initial import