您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Clicks through battles, with adjustable speed and a toggle button, and provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes, now both with settings to disable graphics for performance.
当前为
// ==UserScript== // @name [Pokeclicker] Enhanced Auto Clicker // @namespace Pokeclicker Scripts // @author Optimatum (Original/Credit: Ephenia, Ivan Lay, Novie53, andrew951, Kaias26, kevingrillet) // @description Clicks through battles, with adjustable speed and a toggle button, and provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes, now both with settings to disable graphics for performance. // @copyright https://github.com/Ephenia // @license GPL-3.0 License // @version 3.3 // @homepageURL https://github.com/Ephenia/Pokeclicker-Scripts/ // @supportURL https://github.com/Ephenia/Pokeclicker-Scripts/issues // @match https://www.pokeclicker.com/ // @icon https://www.google.com/s2/favicons?domain=pokeclicker.com // @grant none // @run-at document-idle // ==/UserScript== var scriptName = 'enhancedautoclicker'; const ticksPerSecond = 20; const maxClickMultiplier = 5; // Auto Clicker var autoClickState = ko.observable(false); var autoClickMultiplier; var autoClickerLoop; // Auto Gym var autoGymState = ko.observable(false); var autoGymSelect; // Auto Dungeon var autoDungeonState = ko.observable(false); var autoDungeonMode; var autoDungeonLootTier; var dungeonID = 0; var dungeonFloor; var dungeonCoords; var dungeonBossCoords; var dungeonChestCoords; var dungeonFloorSize; var dungeonFlashDistance; var dungeonFlashCols; // Clicker statistics calculator var calculatorLoop; var calculatorEfficiencyDisplay; var calculatorDamageDisplay var calcLastUpdate; var calcPlayerState = -1; var calcPlayerLocation; var calcTicks; var calcClicks; var calcEnemies; var calcAreaHealth; // Visual settings var gymGraphicsDisabled = ko.observable(false); var dungeonGraphicsDisabled = ko.observable(false); /* Initialization */ function initAutoClicker() { const battleView = document.getElementsByClassName('battle-view')[0]; var elemAC = document.createElement("table"); elemAC.innerHTML = `<tbody><tr><td colspan="4"> <button id="auto-click-start" class="btn btn-${autoClickState() ? 'success' : 'danger'} btn-block" style="font-size:8pt;"> Auto Click [${autoClickState() ? 'ON' : 'OFF'}]<br> <div id="auto-click-info"> <!-- calculator display will be set by resetCalculator() --> </div> </button> <div id="click-rate-cont"> <div id="auto-click-rate-info">Click Attack Rate: ${(ticksPerSecond * autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2})}/s</div> <input id="auto-click-rate" type="range" min="1" max="${maxClickMultiplier}" value="${autoClickMultiplier}"> </div> </td></tr> <tr style="display: flex;"> <td style="flex: auto;"> <button id="auto-dungeon-start" class="btn btn-block btn-${autoDungeonState() ? 'success' : 'danger'}" style="font-size: 8pt;"> Auto Dungeon [${autoDungeonState() ? 'ON' : 'OFF'}]</button> </td> <td style="display: flex; flex-direction: column;"> <select id="auto-dungeon-mode" style="flex: auto;"> <option value="0">F</option> <option value="1">B</option> </select> </td> <td style="display: flex; flex-direction: column;"> <div id="auto-dungeon-loottier" class="dropdown show"> <button type="button" class="text-left custom-select col-12 btn btn-dropdown" data-toggle="dropdown" aria-haspopup="true" aria-expanded="false" style="max-height:30px; display:flex; flex:1; align-items:center;"> <div id="auto-dungeon-loottier-text" ${autoDungeonLootTier > -1 ? 'style="display:none;"' : ''}>None</div> <img id="auto-dungeon-loottier-img" src="${autoDungeonLootTier > -1 ? `assets/images/dungeons/chest-${Object.keys(baseLootTierChance)[autoDungeonLootTier]}.png` : ''}" style="height:100%; ${autoDungeonLootTier > -1 ? '' : 'display:none;'}"> </button> <div id="auto-dungeon-loottier-dropdown" class="border-secondary dropdown-menu col-12"> <div class="dropdown-item dropdown-text" value="-1">None</div> ${Object.keys(baseLootTierChance).reduce((options, tier, i) => { return options + `<div class="dropdown-item" value="${i}">` + `<img src="assets/images/dungeons/chest-${tier}.png"></div>\n`; }, '').trim()} </div> </div> </td> <td style="flex: auto;"> <button id="auto-gym-start" class="btn btn-block btn-${autoGymState() ? 'success' : 'danger'}" style="font-size: 8pt;"> Auto Gym [${autoGymState() ? 'ON' : 'OFF'}] </button> </td> <td style="display: flex; flex-direction: column;"> <select id="auto-gym-select" style="flex: auto;"> <option value="0">#1</option> <option value="1">#2</option> <option value="2">#3</option> <option value="3">#4</option> <option value="4">#5</option> </select> </td> </tr> </tbody>`; battleView.before(elemAC); resetCalculator(); // initializes calculator display var scriptSettings = document.getElementById('settings-scripts'); // Create scripts settings tab if it doesn't exist yet if (!scriptSettings) { // Fixes the Scripts nav item getting wrapped to the bottom by increasing the max width of the window document.getElementById('settingsModal').querySelector('div').style.maxWidth = '850px'; // Create and attach script settings tab link const settingTabs = document.querySelector('#settingsModal ul.nav-tabs'); let li = document.createElement('li'); li.classList.add('nav-item'); li.innerHTML = `<a class="nav-link" href="#settings-scripts" data-toggle="tab">Scripts</a>`; settingTabs.appendChild(li); // Create and attach script settings tab contents const tabContent = document.querySelector('#settingsModal .tab-content'); scriptSettings = document.createElement('div'); scriptSettings.classList.add('tab-pane'); scriptSettings.setAttribute('id', 'settings-scripts'); tabContent.appendChild(scriptSettings); } let table = document.createElement('table'); table.classList.add('table', 'table-striped', 'table-hover', 'm-0'); scriptSettings.prepend(table); let header = document.createElement('thead'); header.innerHTML = '<tr><th colspan="2">Enhanced Auto Clicker</th></tr>'; table.appendChild(header); let settingsBody = document.createElement('tbody'); settingsBody.setAttribute('id', 'settings-scripts-enhancedautoclicker'); table.appendChild(settingsBody); var settingsElems = []; settingsElems.push(document.createElement('tr')); settingsElems.at(-1).innerHTML = `<td class="p-2 col-md-8"> Auto Clicker efficiency display mode </td> <td class="p-0 col-md-4"> <select id="select-calculatorEfficiencyDisplay" class="form-control"> <option value="0">Percentage</option> <option value="1">Ticks/s</option> </select> </td>`; settingsElems.push(document.createElement('tr')); settingsElems.at(-1).innerHTML = `<td class="p-2 col-md-8"> Auto Clicker damage display mode </td> <td class="p-0 col-md-4"> <select id="select-calculatorDamageDisplay" class="form-control"> <option value="0">Click Attacks</option> <option value="1">Damage</option> </select> </td>`; settingsElems.push(document.createElement('tr')); settingsElems.at(-1).innerHTML = `<td class="p-2 col-md-8"> <label class="m-0" for="checkbox-gymGraphicsDisabled">Disable Auto Gym graphics</label> </td><td class="p-2 col-md-4"> <input id="checkbox-gymGraphicsDisabled" type="checkbox"> </td>`; settingsElems.push(document.createElement('tr')); settingsElems.at(-1).innerHTML = `<td class="p-2 col-md-8"> <label class="m-0" for="checkbox-dungeonGraphicsDisabled">Disable Auto Dungeon graphics</label> </td><td class="p-2 col-md-4"> <input id="checkbox-dungeonGraphicsDisabled" type="checkbox"> </td>`; settingsBody.append(...settingsElems); document.getElementById('auto-gym-select').value = autoGymSelect; document.getElementById('auto-dungeon-mode').value = autoDungeonMode; document.getElementById('select-calculatorEfficiencyDisplay').value = calculatorEfficiencyDisplay; document.getElementById('select-calculatorDamageDisplay').value = calculatorDamageDisplay; document.getElementById('checkbox-gymGraphicsDisabled').checked = gymGraphicsDisabled(); document.getElementById('checkbox-dungeonGraphicsDisabled').checked = dungeonGraphicsDisabled(); document.getElementById('auto-click-start').addEventListener('click', () => { toggleAutoClick(); }); document.getElementById('auto-click-rate').addEventListener('change', (event) => { changeClickMultiplier(event); }); document.getElementById('auto-gym-start').addEventListener('click', () => { toggleAutoGym(); }); document.getElementById('auto-gym-select').addEventListener('change', (event) => { changeSelectedGym(event); }); document.getElementById('auto-dungeon-start').addEventListener('click', () => { toggleAutoDungeon(); }); document.getElementById('auto-dungeon-mode').addEventListener('change', (event) => { changeDungeonMode(event); }); document.getElementById('auto-dungeon-loottier').addEventListener('change', (event) => { changeDungeonLootTier(event); }); document.getElementById('checkbox-gymGraphicsDisabled').addEventListener('change', (event) => { toggleAutoGymGraphics(event); } ); document.getElementById('checkbox-dungeonGraphicsDisabled').addEventListener('change', (event) => { toggleAutoDungeonGraphics(event); } ); document.getElementById('select-calculatorEfficiencyDisplay').addEventListener('change', (event) => { changeCalcEfficiencyDisplay(event); } ); document.getElementById('select-calculatorDamageDisplay').addEventListener('change', (event) => { changeCalcDamageDisplay(event); } ); document.querySelectorAll('#auto-dungeon-loottier-dropdown > div').forEach((elem) => { elem.addEventListener('click', () => { changeDungeonLootTier(elem.getAttribute('value')); }); }); addGlobalStyle('#auto-click-info { display: flex;flex-direction: row;justify-content: center; }'); addGlobalStyle('#auto-click-info > div { width: 33.3%; }'); addGlobalStyle('#click-rate-cont { display: flex; flex-direction: column; align-items: stretch;}'); addGlobalStyle('#auto-dungeon-loottier-dropdown img { max-height: 30px; width: auto; }') overrideGymRunner() overrideDungeonRunner(); if (autoClickState()) { autoClicker(); } } function addGlobalStyle(css) { var head = document.getElementsByTagName('head')[0]; if (!head) { return; } var style = document.createElement('style'); style.type = 'text/css'; style.innerHTML = css; head.appendChild(style); } /* Settings event handlers */ function toggleAutoClick() { const element = document.getElementById('auto-click-start'); autoClickState(!autoClickState()); localStorage.setItem('autoClickState', autoClickState()); autoClickState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); autoClicker(); } function changeClickMultiplier(event) { // TODO decide on a better range / function const multiplier = +event.target.value; if (Number.isInteger(multiplier) && multiplier > 0) { autoClickMultiplier = multiplier; localStorage.setItem("autoClickMultiplier", autoClickMultiplier); var displayNum = (ticksPerSecond * autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2}) document.getElementById('auto-click-rate-info').innerText = `Click Attack Rate: ${displayNum}/s`; autoClicker(); } } function toggleAutoGym() { const element = document.getElementById('auto-gym-start'); autoGymState(!autoGymState()); localStorage.setItem('autoGymState', autoGymState()); autoGymState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); element.textContent = `Auto Gym [${autoGymState() ? 'ON' : 'OFF'}]`; if (autoClickState() && !autoGymState()) { // Only break out of this script's auto restart, not the built-in one GymRunner.autoRestart(false); } } function changeSelectedGym(event) { const val = +event.target.value; if ([0, 1, 2, 3, 4].includes(val)) { autoGymSelect = val; localStorage.setItem("autoGymSelect", autoGymSelect); // In case currently fighting a gym if (autoClickState() && autoGymState()) { // Only break out of this script's auto restart, not the built-in one GymRunner.autoRestart(false); } } } function toggleAutoDungeon() { const element = document.getElementById('auto-dungeon-start'); autoDungeonState(!autoDungeonState()); localStorage.setItem('autoDungeonState', autoDungeonState()); autoDungeonState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); element.textContent = `Auto Dungeon [${autoDungeonState() ? 'ON' : 'OFF'}]`; } function changeDungeonMode(event) { const val = +event.target.value; // Extra value-has-changed check to avoid repeat pathfinding if (val != autoDungeonMode && [0, 1].includes(val)) { dungeonCoords = null; autoDungeonMode = val; localStorage.setItem("autoDungeonMode", autoDungeonMode); } } function changeDungeonLootTier(tier) { const val = +tier; if ([-1, ...Object.keys(baseLootTierChance).keys()].includes(val)) { autoDungeonLootTier = val; if (val > -1) { document.getElementById('auto-dungeon-loottier-img').setAttribute('src', `assets/images/dungeons/chest-${Object.keys(baseLootTierChance)[val]}.png`); document.getElementById('auto-dungeon-loottier-img').style.removeProperty('display'); document.getElementById('auto-dungeon-loottier-text').style.setProperty('display', 'none'); } else { document.getElementById('auto-dungeon-loottier-img').setAttribute('src', ''); document.getElementById('auto-dungeon-loottier-img').style.setProperty('display', 'none'); document.getElementById('auto-dungeon-loottier-text').style.removeProperty('display'); } localStorage.setItem("autoDungeonLootTier", autoDungeonLootTier); } } function toggleAutoGymGraphics(event) { gymGraphicsDisabled(event.target.checked); localStorage.setItem('gymGraphicsDisabled', gymGraphicsDisabled()); } function toggleAutoDungeonGraphics(event) { dungeonGraphicsDisabled(event.target.checked); localStorage.setItem('dungeonGraphicsDisabled', dungeonGraphicsDisabled()); } function changeCalcEfficiencyDisplay(event) { const val = +event.target.value; if (val != calculatorEfficiencyDisplay && [0, 1].includes(val)) { calculatorEfficiencyDisplay = val; localStorage.setItem('calculatorEfficiencyDisplay', calculatorEfficiencyDisplay); resetCalculator(); } } function changeCalcDamageDisplay(event) { const val = +event.target.value; if (val != calculatorDamageDisplay && [0, 1].includes(val)) { calculatorDamageDisplay = val; localStorage.setItem('calculatorDamageDisplay', calculatorDamageDisplay); resetCalculator(); } } /* Auto Clicker */ /** * Resets and, if enabled, restarts autoclicker * -While enabled, clicks <ticksPerSecond> times per second in active battle * -Outside battles, runs Auto Dungeon and Auto Gym */ function autoClicker() { var delay = Math.ceil(1000 / ticksPerSecond); clearInterval(autoClickerLoop); // Restart stats calculator calcClickStats(); // Only use click multiplier while autoclicking overrideClickAttack(autoClickState() ? autoClickMultiplier : 1); if (autoClickState()) { // Start autoclicker loop autoClickerLoop = setInterval(function () { // Click while in a normal battle if (App.game.gameState === GameConstants.GameState.fighting) { Battle.clickAttack(autoClickMultiplier); } // ...or gym battle else if (App.game.gameState === GameConstants.GameState.gym) { GymBattle.clickAttack(autoClickMultiplier); } // ...or dungeon battle else if (App.game.gameState === GameConstants.GameState.dungeon && DungeonRunner.fighting()) { DungeonBattle.clickAttack(autoClickMultiplier); } // ...or temporary battle else if (App.game.gameState === GameConstants.GameState.temporaryBattle) { TemporaryBattleBattle.clickAttack(autoClickMultiplier); } // If not battling, progress through dungeon else if (autoDungeonState()) { autoDungeon(); } // If not battling gym, start battling else if (autoGymState()) { autoGym(); } calcTicks[0]++; }, delay); } else { if (autoGymState()) { GymRunner.autoRestart(false); } } } /** * Override the game's function for Click Attack to: * - make multiple clicks at once via multiplier * - support changing the attack speed cap for higher tick speeds */ function overrideClickAttack(clickMultiplier = 1) { // Set delay based on the autoclicker's tick rate // (lower to give setInterval some wiggle room) var delay = Math.min(Math.ceil(1000 / ticksPerSecond) - 10, 50); var clickDamageCached = 0; var lastCached = 0; Battle.clickAttack = function () { // click attacks disabled and we already beat the starter if (App.game.challenges.list.disableClickAttack.active() && player.regionStarters[GameConstants.Region.kanto]() != GameConstants.Starter.None) { return; } const now = Date.now(); if (now - this.lastClickAttack < delay) { return; } this.lastClickAttack = now; if (!this.enemyPokemon()?.isAlive()) { return; } // Avoid recalculating damage 20 times per second if (now - lastCached > 1000) { clickDamageCached = App.game.party.calculateClickAttack(true); lastCached = now; } // Don't autoclick more than needed for lethal var clicks = Math.min(clickMultiplier, Math.ceil(this.enemyPokemon().health() / clickDamageCached)); GameHelper.incrementObservable(App.game.statistics.clickAttacks, clicks); this.enemyPokemon().damage(clickDamageCached * clicks); if (!this.enemyPokemon().isAlive()) { this.defeatPokemon(); } } } /* Auto Gym */ /** * Starts selected gym with auto restart enabled */ function autoGym() { if (App.game.gameState === GameConstants.GameState.town) { // Find all unlocked gyms in the current town var gymList = player.town().content.filter((c) => (c.constructor.name == "Gym" && c.isUnlocked())); if (gymList.length > 0) { var gymIndex = Math.min(autoGymSelect, gymList.length - 1); // Start in auto restart mode GymRunner.startGym(gymList[gymIndex], true); return; } } // Disable if we aren't in a location with unlocked gyms toggleAutoGym(); } /** * Override GymRunner built-in functions: * -Add auto gym equivalent of gymWon() to save on performance by not loading town between */ function overrideGymRunner() { GymRunner.gymWonNormal = GymRunner.gymWon; // Version with free auto restart GymRunner.gymWonAuto = function(gym) { if (GymRunner.running()) { GymRunner.running(false); // First time defeating this gym if (!App.game.badgeCase.hasBadge(gym.badgeReward)) { gym.firstWinReward(); } GameHelper.incrementObservable(App.game.statistics.gymsDefeated[GameConstants.getGymIndex(gym.town)]); // Award money for defeating gym as we're auto clicking App.game.wallet.gainMoney(gym.moneyReward); if (GymRunner.autoRestart()) { // Unlike the original function, autoclicker doesn't charge the player money GymRunner.startGym(GymRunner.gymObservable(), GymRunner.autoRestart(), false); return; } // Send the player back to the town they were in player.town(gym.parent); App.game.gameState = GameConstants.GameState.town; } } // Only use our version when auto gym is running GymRunner.gymWon = function(...args) { if (autoClickState() && autoGymState()) { GymRunner.gymWonAuto(...args); } else { GymRunner.gymWonNormal(...args); } } } /* Auto Dungeon */ /** * Automatically begins and progresses through dungeons with multiple pathfinding options */ function autoDungeon() { // TODO more thoroughly test switching between modes and enabling/disabling within a dungeon // Progress through dungeon if (App.game.gameState === GameConstants.GameState.dungeon) { if (DungeonBattle.catching()) { return; } // Scan each new dungeon floor if (dungeonID !== DungeonRunner.dungeonID || dungeonFloor !== DungeonRunner.map.playerPosition().floor) { dungeonID = DungeonRunner.dungeonID; dungeonCoords = null; scan(); } // Reset pathfinding coordinates to entrance if (dungeonCoords == null) { dungeonCoords = new Point(Math.floor(dungeonFloorSize / 2), dungeonFloorSize - 1); } // Explore using selected mode if (autoDungeonMode == 0) { fullClear(); } else if (autoDungeonMode == 1) { seekBoss(); } } // Begin dungeon else if (App.game.gameState === GameConstants.GameState.town) { if (player.town() instanceof DungeonTown) { const dungeon = player.town().dungeon; // Enter dungeon if unlocked and affordable if (dungeon?.isUnlocked() && App.game.wallet.hasAmount(new Amount(dungeon.tokenCost, GameConstants.Currency.dungeonToken))) { DungeonRunner.initializeDungeon(dungeon); return; } } // Disable if locked, can't afford entry cost, or there's no dungeon here toggleAutoDungeon(); } } /** * Scans current dungeon floor for relevant locations and pathfinding data */ function scan() { var dungeonBoard = DungeonRunner.map.board()[DungeonRunner.map.playerPosition().floor]; dungeonFloor = DungeonRunner.map.playerPosition().floor; dungeonFloorSize = DungeonRunner.map.floorSizes[DungeonRunner.map.playerPosition().floor]; dungeonChestCoords = []; // Scan for chest and boss coordinates for (var y = 0; y < dungeonBoard.length; y++) { for (var x = 0; x < dungeonBoard[y].length; x++) { if (dungeonBoard[y][x].type() == GameConstants.DungeonTile.chest) { let lootTier = Object.keys(baseLootTierChance).indexOf(dungeonBoard[y][x].metadata.tier); dungeonChestCoords.push({'pos': new Point(x, y), 'tier': lootTier}); } if (dungeonBoard[y][x].type() == GameConstants.DungeonTile.boss || dungeonBoard[y][x].type() == GameConstants.DungeonTile.ladder) { dungeonBossCoords = new Point(x, y); } } } // Sort chests by descending rarity dungeonChestCoords.sort((a, b) => b.tier - a.tier); // TODO find a more future-proof way to get flash distance dungeonFlashDistance = DungeonRunner.map.flash?.playerOffset[0] ?? 0; dungeonFlashCols = []; // Calculate minimum columns to fully reveal dungeon with Flash if (dungeonFlashDistance > 0) { var i = 0; var j = dungeonFloorSize - 1; while (i <= j) { dungeonFlashCols.push(Math.min(i + dungeonFlashDistance, j)); if (i + dungeonFlashDistance < j - dungeonFlashDistance) { dungeonFlashCols.push(j - dungeonFlashDistance); } i += dungeonFlashDistance * 2 + 1; j -= dungeonFlashDistance * 2 + 1; } dungeonFlashCols.sort((a, b) => (a - b)); } } /** * Navigate to the boss and fight it as quickly as possible, using only info visible to the player */ function seekBoss() { const dungeonBoard = DungeonRunner.map.board(); var hasMoved = false; // Seek the boss while (!hasMoved) { // Boss tile visible if (dungeonBoard[dungeonFloor][dungeonBossCoords.y][dungeonBossCoords.x].isVisible) { // Boss tile unlocked if (dungeonBoard[dungeonFloor][dungeonBossCoords.y][dungeonBossCoords.x].isVisited) { let chestIndex; if (autoDungeonLootTier > -1) { chestIndex = dungeonChestCoords.findIndex((chest) => 'visibleFrom' in chest && chest.tier >= autoDungeonLootTier); } else { chestIndex = -1; } // Open chests first if (chestIndex > -1) { let chest = dungeonChestCoords[chestIndex]; // Open chest if (dungeonBoard[dungeonFloor][chest.pos.y][chest.pos.x].isVisited) { // Remove from list dungeonChestCoords.splice(chestIndex, 1); DungeonRunner.map.moveToCoordinates(chest.pos.x, chest.pos.y); DungeonRunner.openChest(); hasMoved = true; } // Proceed to chest else { if (!('movingTowards' in chest)) { dungeonCoords.x = chest.visibleFrom.x; dungeonCoords.y = chest.visibleFrom.y; chest.movingTowards = true; } if (dungeonCoords.y != chest.pos.y) { dungeonCoords.y += (dungeonCoords.y < chest.pos.y ? 1 : -1); } else if (dungeonCoords.x != chest.pos.x) { dungeonCoords.x += (dungeonCoords.x < chest.pos.x ? 1 : -1); } } } // Start boss / move floors else { DungeonRunner.map.moveToCoordinates(dungeonBossCoords.x, dungeonBossCoords.y); if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) { DungeonRunner.startBossFight(); } else if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) { DungeonRunner.nextFloor(); } else { // Just in case console.warn('Auto Dungeon failed to recognize boss tile!'); toggleAutoDungeon(); } return; } } // Boss visible, move towards it else if (dungeonCoords.y != dungeonBossCoords.y) { dungeonCoords.y += (dungeonCoords.y < dungeonBossCoords.y ? 1 : -1); } else if (dungeonCoords.x != dungeonBossCoords.x) { dungeonCoords.x += (dungeonCoords.x < dungeonBossCoords.x ? 1 : -1); } } // Boss tile not visible, cover ground else { // End of column, move to new column if (dungeonCoords.y == 0) { dungeonCoords.y = dungeonFloorSize - 1; if (dungeonCoords.x >= (dungeonFloorSize - 1) - dungeonFlashDistance) { // Done with this side, move to other side of the entrance dungeonCoords.x = Math.floor(dungeonFloorSize / 2) - 1; } else { // Move away from the entrance dungeonCoords.x += (dungeonCoords.x >= Math.floor(dungeonFloorSize / 2) ? 1 : -1); } // Dungeon has Flash unlocked } else if (dungeonCoords.y == (dungeonFloorSize - 1) && dungeonFlashDistance > 0) { // Skip columns not in optimal flash pathing if (dungeonFlashCols.includes(dungeonCoords.x)) { dungeonCoords.y -= 1; } else { // Move away from the entrance dungeonCoords.x += (dungeonCoords.x >= Math.floor(dungeonFloorSize / 2) ? 1 : -1); } } // Move through column else { dungeonCoords.y -= 1; } } // One move per tick to look more natural if (!dungeonBoard[dungeonFloor][dungeonCoords.y][dungeonCoords.x].isVisited) { DungeonRunner.map.moveToCoordinates(dungeonCoords.x, dungeonCoords.y); hasMoved = true; } } // Mark nearby chests dungeonChestCoords.filter((chest) => { return !('visibleFrom' in chest) && dungeonBoard[dungeonFloor][chest.pos.y][chest.pos.x].isVisible; }).forEach((chest) => { chest.visibleFrom = new Point(dungeonCoords.x, dungeonCoords.y); }); } /** * Fully explores dungeon, opening all chests at end of each floor */ function fullClear() { // Fully explore floor while (dungeonCoords !== -1) { // Handles the segment to the right of the entrance if ((dungeonCoords.y == dungeonFloorSize - 1) && dungeonCoords.x >= Math.floor(dungeonFloorSize / 2)) { if (dungeonCoords.x == dungeonFloorSize - 1) { dungeonCoords.x = Math.floor(dungeonFloorSize / 2) - 1; } else { dungeonCoords.x += 1; } } // Move in one direction until reaching the wall else { var direction = (-1) ** (dungeonFloorSize - dungeonCoords.y); // End of row, move up one if ((dungeonCoords.x == (dungeonFloorSize - 1) && direction > 0) || (dungeonCoords.x == 0 && direction < 0)) { if (dungeonCoords.y == 0) { // Floor fully explored dungeonCoords = -1; break; } else { dungeonCoords.y -= 1; } } else { dungeonCoords.x += direction; } } // One move per tick to look more natural if (!DungeonRunner.map.board()[dungeonFloor][dungeonCoords.y][dungeonCoords.x].isVisited) { DungeonRunner.map.moveToCoordinates(dungeonCoords.x, dungeonCoords.y); return; } // Just in case changed to allow multiple moves per tick else if (DungeonRunner.fighting() || DungeonBattle.catching()) { return; } } // Floor explored, open chests if (dungeonChestCoords.length > 0 && dungeonChestCoords[0].tier >= autoDungeonLootTier) { var chestPos = dungeonChestCoords.shift().pos; DungeonRunner.map.moveToCoordinates(chestPos.x, chestPos.y); DungeonRunner.openChest(); } // Boss / ladder time else { DungeonRunner.map.moveToCoordinates(dungeonBossCoords.x, dungeonBossCoords.y); if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) { DungeonRunner.startBossFight(); } else if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) { DungeonRunner.nextFloor(); } } } /** * Override DungeonRunner built-in functions: * -Add dungeon ID tracking to initializeDungeon() for easier mapping * -Add auto dungeon equivalent of dungeonWon() to save on performance by restarting without loading town */ function overrideDungeonRunner() { // Differentiate between dungeons for mapping DungeonRunner.dungeonID = 0; const oldInit = DungeonRunner.initializeDungeon.bind(DungeonRunner); DungeonRunner.initializeDungeon = function (...args) { DungeonRunner.dungeonID++; return oldInit(...args); } DungeonRunner.dungeonWonNormal = DungeonRunner.dungeonWon; // Version with integrated auto-restart to avoid loading town in between dungeons DungeonRunner.dungeonWonAuto = function () { if (!DungeonRunner.dungeonFinished()) { DungeonRunner.dungeonFinished(true); // First time clearing dungeon if (!App.game.statistics.dungeonsCleared[GameConstants.getDungeonIndex(DungeonRunner.dungeon.name)]()) { DungeonRunner.dungeon.rewardFunction(); } GameHelper.incrementObservable(App.game.statistics.dungeonsCleared[GameConstants.getDungeonIndex(DungeonRunner.dungeon.name)]); // Auto restart dungeon if (DungeonRunner.hasEnoughTokens()) { // Clear old board to force map visuals refresh DungeonRunner.map.board([]); DungeonRunner.initializeDungeon(DungeonRunner.dungeon); return; } MapHelper.moveToTown(DungeonRunner.dungeon.name); } } // Only use our version when auto dungeon is running DungeonRunner.dungeonWon = function (...args) { if (autoClickState() && autoDungeonState()) { DungeonRunner.dungeonWonAuto(...args); } else { DungeonRunner.dungeonWonNormal(...args); } } } /* Clicker statistics calculator */ /** * Resets and, if auto clicker is running, restarts calculator * Shows the following statistics, averaged over the last ten seconds: * -Percentage of ticksPerSecond the autoclicker is actually executing * -Clicks per second or damage per second, depending on display mode * -Required number of clicks or click attack damage to one-shot the current location, depending on display mode * --Ignores dungeon bosses and chest health increases * -Enemies defeated per second * Statistics are reset when the player changes locations */ function calcClickStats() { clearInterval(calculatorLoop); resetCalculator(); if (autoClickState()) { calculatorLoop = setInterval(function () { if (!hasPlayerMoved()) { var elem; var clickDamage = App.game.party.calculateClickAttack(true); var actualElapsed = (Date.now() - calcLastUpdate.at(-1)) / (1000 * calcLastUpdate.length); // Percentage of maximum ticksPerSecond elem = document.getElementById('tick-efficiency'); var avgTicks = calcTicks.reduce((a, b) => a + b, 0) / calcTicks.length; avgTicks = avgTicks / actualElapsed; if (calculatorEfficiencyDisplay == 1) { // display ticks mode elem.innerHTML = avgTicks.toLocaleString('en-US', {maximumFractionDigits: 1} ); elem.style.color = 'gold'; } else { // display percentage mode var tickFraction = avgTicks / ticksPerSecond; elem.innerHTML = tickFraction.toLocaleString('en-US', {style: 'percent', maximumFractionDigits: 0} ); elem.style.color = 'gold'; } // Average clicks/damage per second elem = document.getElementById('clicks-per-second'); var avgClicks = (App.game.statistics.clickAttacks() - calcClicks.at(-1)) / calcClicks.length; avgClicks = avgClicks / actualElapsed; if (calculatorDamageDisplay == 1) { // display damage mode var avgDPS = avgClicks * clickDamage; elem.innerHTML = avgDPS.toLocaleString('en-US', {maximumFractionDigits: 0}); elem.style.color = 'gold'; } else { // display click attacks mode elem.innerHTML = avgClicks.toLocaleString('en-US', {maximumFractionDigits: 1}); elem.style.color = 'gold'; } // Required clicks/click damage elem = document.getElementById('req-clicks'); if (calcAreaHealth == 0) { // can't meaningfully calculate a value for this area/game state elem.innerHTML = '-'; elem.style.removeProperty('color'); } else if (calculatorDamageDisplay == 1) { // display damage mode var reqDamage = calcAreaHealth; elem.innerHTML = reqDamage.toLocaleString('en-US'); elem.style.color = (clickDamage >= reqDamage ? 'greenyellow' : 'darkred'); } else { // display clicks mode var reqClicks = Math.max((calcAreaHealth / clickDamage), 1); reqClicks = Math.ceil(reqClicks * 10) / 10; // round up to one decimal point elem.innerHTML = reqClicks.toLocaleString('en-US', {maximumFractionDigits: 1}); elem.style.color = (reqClicks == 1 ? 'greenyellow' : 'darkred'); } // Enemies per second elem = document.getElementById('enemies-per-second') var avgEnemies = (App.game.statistics.totalPokemonDefeated() - calcEnemies.at(-1)) / calcEnemies.length; avgEnemies = avgEnemies / actualElapsed; elem.innerHTML = avgEnemies.toLocaleString('en-US', {maximumFractionDigits: 1}); elem.style.color = 'gold'; // Make room for next second's stats tracking // Add new entries to start of array for easier incrementing calcTicks.unshift(0); if (calcTicks.length > 10) { calcTicks.pop(); } calcClicks.unshift(App.game.statistics.clickAttacks()); if (calcClicks.length > 10) { calcClicks.pop(); } calcEnemies.unshift(App.game.statistics.totalPokemonDefeated()); if (calcEnemies.length > 10) { calcEnemies.pop(); } calcLastUpdate.unshift(Date.now()); if (calcLastUpdate.length > 10) { calcLastUpdate.pop(); } } // Reset statistics on area / game state change else { resetCalculator(); } }, 1000); } } /** * Resets stats trackers and calculator info display */ function resetCalculator() { calcLastUpdate = [Date.now()]; calcTicks = [0]; calcClicks = [App.game.statistics.clickAttacks()]; calcEnemies = [App.game.statistics.totalPokemonDefeated()]; playerTown = player.town().name; playerRoute = player.route(); calculateAreaHealth(); document.getElementById('auto-click-info').innerHTML = `<div>${calculatorEfficiencyDisplay == 0 ? 'Clicker Efficiency' : 'Ticks/s'}:<br><div id="tick-efficiency" style="font-weight:bold;">-</div></div> <div>${calculatorDamageDisplay == 0 ? 'Click Attacks/s' : 'DPS'}:<br><div id="clicks-per-second" style="font-weight:bold;">-</div></div> <div>Req. ${calculatorDamageDisplay == 0 ? 'Clicks' : 'Click Damage'}:<br><div id="req-clicks" style="font-weight:bold;">-</div></div> <div>Enemies/s:<br><div id="enemies-per-second" style="font-weight:bold;">-</div></div>`; } /** * Check whether player state or location has changed */ function hasPlayerMoved() { var moved = false; if (calcPlayerState != App.game.gameState) { calcPlayerState = App.game.gameState; moved = true; } if (calcPlayerState === GameConstants.GameState.gym) { if (calcPlayerLocation != GymRunner.gymObservable().leaderName) { moved = true; } calcPlayerLocation = GymRunner.gymObservable().leaderName; } else if (calcPlayerState === GameConstants.GameState.dungeon) { if (calcPlayerLocation != DungeonRunner.dungeon.name) { moved = true; } calcPlayerLocation = DungeonRunner.dungeon.name; } else if (calcPlayerState === GameConstants.GameState.temporaryBattle) { if (calcPlayerLocation != TemporaryBattleRunner.battleObservable().name) { moved = true; } calcPlayerLocation = TemporaryBattleRunner.battleObservable().name; } else { // Conveniently, player.route() = 0 when not on a route if (calcPlayerLocation != (player.route() || player.town().name)) { moved = true; } calcPlayerLocation = player.route() || player.town().name; } return moved; } /** * Calculate max Pokemon health for the current route/gym/dungeon * -Ignores dungeon boss HP and chest HP increases */ function calculateAreaHealth() { // Calculate area max hp if (App.game.gameState === GameConstants.GameState.fighting) { calcAreaHealth = PokemonFactory.routeHealth(player.route(), player.region); // Adjust for route health variation // TODO actually calculate the route's maximum health variation calcAreaHealth = Math.round(calcAreaHealth * 1.1); } else if (App.game.gameState === GameConstants.GameState.gym) { // Get highest health gym pokemon calcAreaHealth = GymRunner.gymObservable().getPokemonList().reduce((a, b) => Math.max(a, b.maxHealth), 0); } else if (App.game.gameState === GameConstants.GameState.dungeon) { calcAreaHealth = DungeonRunner.dungeon.baseHealth; } else if (App.game.gameState === GameConstants.GameState.temporaryBattle) { // Get highest health trainer pokemon calcAreaHealth = TemporaryBattleRunner.battleObservable().getPokemonList().reduce((a, b) => Math.max(a, b.maxHealth), 0); } else { calcAreaHealth = 0; } } /* Graphics settings */ /** * Add extra Knockout data bindings to optionally disable (most) gym and dungeon graphics */ function addGraphicsBindings() { // Add computed observable functions GymRunner.autoGymOn = ko.pureComputed( () => { return autoClickState() && autoGymState(); }); GymRunner.disableAutoGymGraphics = ko.pureComputed( () => { return gymGraphicsDisabled() && GymRunner.autoGymOn(); }); DungeonRunner.disableAutoDungeonGraphics = ko.pureComputed( () => { return dungeonGraphicsDisabled() && autoClickState() && autoDungeonState(); }); // Add gymView data bindings var gymContainer = document.querySelector('div[data-bind="if: App.game.gameState === GameConstants.GameState.gym"]'); var elemsToBind = ['knockout[data-bind*="pokemonNameTemplate"]', // Pokemon name 'span[data-bind*="pokemonsDefeatedComputable"]', // Gym Pokemon counter (pt 1) 'span[data-bind*="pokemonsUndefeatedComputable"]', // Gym Pokemon counter (pt 2) 'knockout[data-bind*="pokemonSpriteTemplate"]', // Pokemon sprite 'div.progress.hitpoints', // Pokemon healthbar 'div.progress.timer' // Gym timer ]; elemsToBind.forEach((query) => { var elem = gymContainer.querySelector(query); if (elem) { elem.before(new Comment("ko ifnot: GymRunner.disableAutoGymGraphics()")); elem.after(new Comment("/ko")) } }); // Always hide stop button during autoGym, even with graphics enabled var restartButton = gymContainer.querySelector('button[data-bind="visible: GymRunner.autoRestart()"]'); restartButton.setAttribute('data-bind', 'visible: GymRunner.autoRestart() && !GymRunner.autoGymOn()'); // Add dungeonView data bindings var dungeonContainer = document.querySelector('div[data-bind="if: App.game.gameState === GameConstants.GameState.dungeon"]'); // Title bar contents dungeonContainer.querySelector('h2.pageItemTitle')?.prepend(new Comment("ko ifnot: DungeonRunner.disableAutoDungeonGraphics()")); dungeonContainer.querySelector('h2.pageItemTitle')?.append(new Comment("/ko")); // Main container sprites etc dungeonContainer.querySelector('h2.pageItemTitle')?.after(new Comment("ko ifnot: DungeonRunner.disableAutoDungeonGraphics()")); dungeonContainer.querySelector('h2.pageItemFooter')?.before(new Comment("/ko")); } /* Initializing variables from localStorage */ /** * Loads variable from localStorage * -Returns value from localStorage if it exists and is correct type * -Otherwise returns null */ function validateStorage(key, type) { try { var val = localStorage.getItem(key); val = JSON.parse(val); if (val == null || typeof val !== type) { throw new Error(); } return val; } catch (e) { return null; } } // Auto Clicker autoClickState(validateStorage('autoClickState', 'boolean') ?? false); autoClickMultiplier = validateStorage('autoClickMultiplier', 'number') ?? 1; if (!(Number.isInteger(autoClickMultiplier) && autoClickMultiplier >= 1)) { autoClickMultiplier = 1; } // Auto Gym autoGymState(validateStorage('autoGymState', 'boolean') ?? false); autoGymSelect = validateStorage('autoGymSelect', 'number') ?? 0; if (![0, 1, 2, 3, 4].includes(autoGymSelect)) { autoGymSelect = 0; } // Auto Dungeon autoDungeonState(validateStorage('autoDungeonState', 'boolean') ?? false); autoDungeonMode = validateStorage('autoDungeonMode', 'number') ?? 0; if (![0, 1].includes(autoDungeonMode)) { autoDungeonMode = 0; } autoDungeonLootTier = validateStorage('autoDungeonLootTier', 'number') ?? -1; if(![-1, ...Object.keys(baseLootTierChance).keys()].includes(autoDungeonLootTier)) { autoDungeonLootTier = -1; } // Stats calculator calculatorEfficiencyDisplay = validateStorage('calculatorEfficiencyDisplay', 'number') ?? 0; if (![0, 1].includes(calculatorEfficiencyDisplay)) { calculatorEfficiencyDisplay = 0; } calculatorDamageDisplay = validateStorage('calculatorDamageDisplay', 'number') ?? 0; if (![0, 1].includes(calculatorDamageDisplay)) { calculatorDamageDisplay = 0; } // Graphics settings gymGraphicsDisabled(validateStorage('gymGraphicsDisabled', 'boolean') ?? false); dungeonGraphicsDisabled(validateStorage('dungeonGraphicsDisabled', 'boolean') ?? false); /* Load script */ // Add data bindings before the game initializes Knockout addGraphicsBindings(); function loadScript() { const oldInit = Preload.hideSplashScreen; Preload.hideSplashScreen = function () { var result = oldInit.apply(this, arguments); initAutoClicker(); return result; } } if (!App.isUsingClient || localStorage.getItem(scriptName) === 'true') { loadScript(); }
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