// ==UserScript==
if (typeof GM_info !== "undefined" && (GM_info.scriptHandler || "Greasemonkey") == "Greasemonkey") { alert("It's not possible to support Greasemonkey, please try Tampermonkey or ViolentMonkey.");
}
(function(context) {
"use strict";
CSalien.prototype.UpdateCustomizations = function()
{ this.SetBodyType(BODY_TYPES[gSalienData.body_type]); this.LoadAttachments();
}
const APP = context.gApp;
const GAME = context.gGame;
const SERVER = context.gServer;
const PIXI = context.PIXI;
const Option = function Option(name, def) { if (window.localStorage[name] === undefined) { context.localStorage[name] = def; } return context.localStorage[name];
}
Option("forceLevellingMode", false);
const SetMouse = function SetMouse(x, y) { APP.renderer.plugins.interaction.mouse.global.x = x; APP.renderer.plugins.interaction.mouse.global.y = y;
}
const EnemyManager = function EnemyManager() { return GAME.m_State.m_EnemyManager;
}
const AttackManager = function AttackManager() { return GAME.m_State.m_AttackManager;
}
let isJoining = false;
const TryContinue = function TryContinue() { let continued = false; if (GAME.m_State.m_VictoryScreen) { GAME.m_State.m_VictoryScreen.children.forEach(function(child) { if (child.visible && child.x == 155 && child.y == 300) {// TODO: not this continued = true; child.click(); } }) } if (GAME.m_State.m_LevelUpScreen) { continued = false; GAME.m_State.m_LevelUpScreen.children.forEach(function(child) { if (child.visible && child.x == 155 && child.y == 300) {// TODO: not this continued = true; child.click(); } }) } if (GAME.m_State instanceof CBootState) { // First screen gGame.m_State.button.click(); } if (GAME.m_State instanceof CPlanetSelectionState && !isJoining) { // Planet Selectiong GAME.m_State.m_rgPlanetSprites[0].click(); isJoining = true; setTimeout(() => isJoining = false, 1000); continued = true; } if (GAME.m_State instanceof CBattleSelectionState && !isJoining) { let bestZoneIdx = GetBestZone(); if(bestZoneIdx) { console.log(GAME.m_State.m_SalienInfoBox.m_LevelText.text, GAME.m_State.m_SalienInfoBox.m_XPValueText.text); console.log("join to zone", bestZoneIdx); isJoining = true; SERVER.JoinZone( bestZoneIdx, (results) => { GAME.ChangeState(new CBattleState(GAME.m_State.m_PlanetData, bestZoneIdx)); isJoining = false; console.log(results); }, () => { console.log("fail"); isJoining = false; } ); } console.log(bestZoneIdx); return; } return continued;
}
const CanAttack = function CanAttack(attackname) { let Manager = AttackManager().m_mapCooldowns.get(attackname); let lastUsed = Manager.m_rtAttackLastUsed; let canAttack = Manager.BAttack(); Manager.m_rtAttackLastUsed = lastUsed; return canAttack;
}
const GetBestZone = function GetBestZone() { let bestZoneIdx; let highestDifficulty = -1; let isLevelling = context.gPlayerInfo.level < 9 || Option("forceLevellingMode"); let maxProgress = isLevelling ? 10000 : 0; for (let idx = 0; idx < GAME.m_State.m_Grid.m_Tiles.length; idx++) { let zone = GAME.m_State.m_Grid.m_Tiles[idx].Info; if (!zone.captured) { if (zone.boss) { console.log(`zone ${idx} (${bestZoneIdx % k_NumMapTilesW}, ${(bestZoneIdx / k_NumMapTilesW) | 0}) with boss`); return idx; } if(isLevelling) { if(zone.difficulty > highestDifficulty) { highestDifficulty = zone.difficulty; maxProgress = zone.progress; bestZoneIdx = idx; } else if(zone.difficulty < highestDifficulty) continue; if(zone.progress < maxProgress) { maxProgress = zone.progress; bestZoneIdx = idx; } } else { if(zone.progress > maxProgress) { maxProgress = zone.progress; bestZoneIdx = idx; } } } } if(bestZoneIdx !== undefined) { console.log(`${GAME.m_State.m_PlanetData.state.name} zone ${bestZoneIdx} (${bestZoneIdx % k_NumMapTilesW}, ${(bestZoneIdx / k_NumMapTilesW) | 0}) progress: ${GAME.m_State.m_Grid.m_Tiles[bestZoneIdx].Info.progress} difficulty: ${GAME.m_State.m_Grid.m_Tiles[bestZoneIdx].Info.difficulty}`); } return bestZoneIdx;
}
const GetBestPlanet = function GetBestPlanet() { let bestPlanet; let maxProgress = 0; if (!GAME.m_State.m_mapPlanets) return; for (let planetKV of GAME.m_State.m_mapPlanets) { let planet = planetKV[1]; if(planet.state.active && !planet.state.captured && planet.state.capture_progress > maxProgress) { maxProgress = planet.state.capture_progress; bestPlanet = planet; } } if(bestPlanet) { console.log(`selecting planet ${bestPlanet.state.name} with progress: ${bestPlanet.state.capture_progress}`); return bestPlanet.id; }
}
const CLICKS_PER_SECOND = 15;
const InGame = function InGame() { return GAME.m_State.m_bRunning;
}
const WORST_SCORE = -1 / 0;
const START_POS = APP.renderer.width;
const EnemySpeed = function EnemySpeed(enemy) { return enemy.m_Sprite.vx;
}
const EnemyDistance = function EnemyDistance(enemy) { return (enemy.m_Sprite.x - k_nDamagePointx) / (START_POS - k_nDamagePointx);
}
const EnemyCenter = function EnemyCenter(enemy) { return [ enemy.m_Sprite.x + enemy.m_Sprite.width / 2, enemy.m_Sprite.y + enemy.m_Sprite.height / 2 ];
}
class Attack { constructor() { this.nextAttackDelta = 0; } shouldAttack(delta, enemies) { throw new Error("shouldAttack not implemented"); } process(enemies) { throw new Error("process not implemented"); } getAttackName() { throw new Error("no current attack name"); } canAttack() { return CanAttack(this.getAttackName()); } getAttackData() { return AttackManager().m_AttackData[this.getAttackName()]; }
}
class ClickAttack extends Attack { shouldAttack(delta) { if (GAME.m_State.m_PlayerHealth <= 0) return false; this.nextAttackDelta -= delta; return this.nextAttackDelta <= 0;; } score(enemy) { if (enemy.m_bDead) return WORST_SCORE; return 1 - EnemyDistance(enemy); } process(enemies) { let target, target_score = WORST_SCORE; enemies.forEach((enemy) => { if (!enemy.m_Sprite.visible) return; let now_score = this.score(enemy); if (now_score > target_score) { target = enemy, target_score = now_score; } }); if (target) this.attack(target); } attack(enemy) { enemy.m_Sprite.click(); this.nextAttackDelta = 1 / CLICKS_PER_SECOND; }
}
class ProjectileAttack extends Attack { shouldAttack(delta) { return CanAttack(this.getAttackName()); } score(enemy) { if (enemy.m_bDead) return WORST_SCORE; return enemy.m_nHealth; } process(enemies) { let target, target_score = WORST_SCORE; enemies.forEach((enemy) => { if (!enemy.m_Sprite.visible) return; let now_score = this.score(enemy); if (now_score > target_score) { target = enemy, target_score = now_score; } }); if (target) this.attack.apply(this, EnemyCenter(target)); } attack(x, y) { SetMouse(x, y) AttackManager().m_mapKeyCodeToAttacks.get(this.getAttackData().keycode)() }
}
class SpecialAttack extends ProjectileAttack { getAttackName() { if (gSalien.m_BodyType == "slime") return "slimeattack"; else if (gSalien.m_BodyType == "beast") return "beastattack"; else return "psychicattack"; }
}
class BombAttack extends ProjectileAttack { getAttackName() { return "explosion"; }
}
class BlackholeAttack extends ProjectileAttack { getAttackName() { return "blackhole"; }
}
class FreezeAttack extends Attack { getCurrent() { return "flashfreeze"; } shouldAttack(delta, enemies) { let shouldAttack = false; if (CanAttack(this.getCurrent())) { enemies.forEach((enemy) => { if (EnemyDistance(enemy) <= 0.05) { shouldAttack = true; } }); } return shouldAttack; } getData() { return AttackManager().m_AttackData[this.getCurrent()]; } process() { AttackManager().m_mapKeyCodeToAttacks.get(this.getData().keycode)() }
}
let attacks = [ new ClickAttack(), new SpecialAttack(), new FreezeAttack(), new BombAttack(), new BlackholeAttack()
]
if (context.BOT_FUNCTION) { APP.ticker.remove(context.BOT_FUNCTION); context.BOT_FUNCTION = undefined;
}
let reloadingPage = false;
context.BOT_FUNCTION = function ticker(delta) { delta /= 100; let difficulties = PIXI.loader.resources['level_config']; if (difficulties) for (let difficulty in difficulties.data) { let freq = difficulties.data[difficulty].enemies.spawn_frequency; freq.min = freq.max; } let buttonsOnErrorMessage = document.getElementsByClassName("btn_grey_white_innerfade btn_medium"); if(buttonsOnErrorMessage[0] != null) { if (!reloadingPage) { setTimeout(() => buttonsOnErrorMessage[0].click(), 1000); } return; } if(GAME.m_IsStateLoading || !context.gPlayerInfo) { return; } if (!InGame()) { if (TryContinue()) { console.log("continued!"); } return; } let state = EnemyManager(); let enemies = state.m_rgEnemies; for (let attack of attacks) if (attack.shouldAttack(delta, enemies)) attack.process(enemies);
}
APP.ticker.add(context.BOT_FUNCTION);
})(window);