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enhancedautoclicker.user.js
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// ==UserScript==
// @name [Pokeclicker] Enhanced Auto Clicker
// @namespace Pokeclicker Scripts
// @match https://www.pokeclicker.com/
// @grant none
// @version 1.9
// @author Ephenia (Original/Credit: Ivan Lay, Novie53, andrew951)
// @description Clicks through battles appropriately depending on the game state. Also, includes a toggle button to turn Auto Clicking on or off and various insightful statistics. Now also includes an automatic Gym battler as well as Auto Dungeon with different modes, as well as being able to adjust the speed at which the Auto CLicker can click at.
// @updateURL https://raw.githubusercontent.com/Ephenia/Pokeclicker-Scripts/master/enhancedautoclicker.user.js
// ==/UserScript==
var clickState;
var clickColor;
var awaitAutoClick;
var autoClickerLoop;
var autoClickDPS;
var clickDPS;
var reqDPS;
var enemySpeedRaw;
var enemySpeed;
var colorDPS;
var allSelectedGym = 0;
var gymState;
var gymColor;
var gymSelect;
var dungeonState;
var dungeonColor;
var dungeonSelect;
var foundBoss = false;
var foundBossX;
var foundBossY;
var newSave;
var delayAutoClick;
var trainerCards;
window.testDPS = 0;
window.defeatDPS = 0;
var battleView = document.getElementsByClassName('battle-view')[0];
function initAutoClicker() {
if (clickState == "OFF") {
clickColor = "danger"
clickDPS = 0
} else {
clickColor = "success"
clickDPS = +localStorage.getItem('storedClickDPS');
}
if (gymState == "OFF") {
gymColor = "danger"
} else {
gymColor = "success"
}
if (dungeonState == "OFF") {
dungeonColor = "danger"
} else {
dungeonColor = "success"
}
var elemAC = document.createElement("table");
elemAC.innerHTML = `<tbody><tr><td colspan="4">
<button id="auto-click-start" class="btn btn-`+ clickColor + ` btn-block" style="font-size:8pt;">
Auto Click [`+ clickState + `]<br>
<div id="auto-click-info">
<div id="click-DPS">Auto Click DPS:<br><div style="font-weight:bold;color:gold;">`+ clickDPS.toLocaleString('en-US') + `</div></div>
<div id="req-DPS">Req. DPS:<br><div style="font-weight:bold;">0</div></div>
<div id="enemy-DPS">Enemy/s:<br><div style="font-weight:bold;color:black;">0</div></div>
</div>
</button>
<div id="click-delay-cont">
<div id="auto-click-delay-info">Click Attack Delay: ` + clickDelayFixed(1000 / delayAutoClick) + `/s</div>
<input type="range" min="1" max="50" value="` + delayAutoClick + `" id="auto-click-delay">
</div>
</td></tr>
<tr>
<td style="width: 42%;">
<button id="auto-dungeon-start" class="btn btn-block btn-`+ dungeonColor + `" style="font-size: 8pt;">
Auto Dungeon [`+ dungeonState + `]</button>
</td>
<td>
<select id="dungeon-select">
<option value="0">F</option>
<option value="1">B</option>
</select>
</td>
<td style="width: 40%;">
<button id="auto-gym-start" class="btn btn-block btn-`+ gymColor + `" style="font-size: 8pt;">
Auto Gym [`+ gymState + `]
</button>
</td>
<td>
<select id="gym-select">
<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>
<option value="5">All</option>
</select>
</td>
</tr>
</tbody>`
battleView.before(elemAC)
document.getElementById('gym-select').value = gymSelect;
document.getElementById('dungeon-select').value = dungeonSelect;
$("#auto-click-start").click(toggleAutoClick)
$("#auto-gym-start").click(toggleAutoGym)
$("#gym-select").change(changeSelectedGym)
$("#auto-dungeon-start").click(toggleAutoDungeon)
$("#dungeon-select").change(changeSelectedDungeon)
document.getElementById('auto-click-delay').addEventListener('change', (event) => { changeClickDelay(event) })
addGlobalStyle('#auto-click-info { display: flex;flex-direction: row;justify-content: center; }');
addGlobalStyle('#auto-click-info > div { width: 33.3%; }');
addGlobalStyle('#dungeonMap { padding-bottom: 9.513%; }');
addGlobalStyle('#click-delay-cont { display: flex; flex-direction: column; align-items: stretch;}')
if (clickState == "ON") {
autoClicker();
calcClickDPS();
}
overideClickAttack();
}
function toggleAutoClick() {
if (clickState == "OFF") {
clickState = "ON"
document.getElementById("auto-click-start").classList.remove('btn-danger');
document.getElementById("auto-click-start").classList.add('btn-success');
clickDPS = +localStorage.getItem('storedClickDPS');
autoClicker();
calcClickDPS();
} else {
clickState = "OFF"
document.getElementById("auto-click-start").classList.remove('btn-success');
document.getElementById("auto-click-start").classList.add('btn-danger');
clickDPS = 0;
reqDPS = 0;
enemySpeedRaw = 0;
clearInterval(autoClickerLoop)
clearInterval(autoClickDPS)
}
localStorage.setItem("autoClickState", clickState);
document.getElementById('auto-click-start').innerHTML = `Auto Click [` + clickState + `]<br>
<div id="auto-click-info">
<div id="click-DPS">Auto Click DPS:<br><div style="font-weight:bold;color:gold;">`+ clickDPS.toLocaleString('en-US') + `</div></div>
<div id="req-DPS">Req. DPS:<br><div style="font-weight:bold;">0</div></div>
<div id="enemy-DPS">Enemy/s:<br><div style="font-weight:bold;color:black;">0</div></div>
</div>`
}
function toggleAutoGym() {
if (gymState == "OFF") {
gymState = "ON"
document.getElementById("auto-gym-start").classList.remove('btn-danger');
document.getElementById("auto-gym-start").classList.add('btn-success');
} else {
gymState = "OFF"
document.getElementById("auto-gym-start").classList.remove('btn-success');
document.getElementById("auto-gym-start").classList.add('btn-danger');
}
localStorage.setItem("autoGymState", gymState);
document.getElementById('auto-gym-start').innerHTML = `Auto Gym [` + gymState + `]`
}
function toggleAutoDungeon() {
if (dungeonState == "OFF") {
dungeonState = "ON"
document.getElementById("auto-dungeon-start").classList.remove('btn-danger');
document.getElementById("auto-dungeon-start").classList.add('btn-success');
} else {
dungeonState = "OFF"
document.getElementById("auto-dungeon-start").classList.remove('btn-success');
document.getElementById("auto-dungeon-start").classList.add('btn-danger');
}
localStorage.setItem("autoDungeonState", dungeonState);
document.getElementById('auto-dungeon-start').innerHTML = `Auto Dungeon [` + dungeonState + `]`
}
function changeSelectedGym() {
if (gymSelect != +document.getElementById('gym-select').value) {
gymSelect = +document.getElementById('gym-select').value
localStorage.setItem("selectedGym", gymSelect);
}
}
function changeSelectedDungeon() {
if (dungeonSelect != +document.getElementById('dungeon-select').value) {
dungeonSelect = +document.getElementById('dungeon-select').value
localStorage.setItem("selectedDungeon", dungeonSelect);
}
}
function getRandomInt(max) {
return Math.floor(Math.random() * max);
}
function calcClickDPS() {
autoClickDPS = setInterval(function () {
const clickSec = testDPS;
let enemyHealth;
try {
enemyHealth = Battle.enemyPokemon().maxHealth();
}
catch (err) {
enemyHealth = 0;
}
if (clickDPS != App.game.party.calculateClickAttack() * clickSec) {
clickDPS = App.game.party.calculateClickAttack() * clickSec;
document.getElementById('click-DPS').innerHTML = `Auto Click DPS:<br><div style="font-weight:bold;color:gold;">` + Math.floor(clickDPS).toLocaleString('en-US'); +`</div>`
localStorage.setItem('storedClickDPS', clickDPS)
}
if (reqDPS != enemyHealth * clickSec) {
reqDPS = enemyHealth * clickSec;
if (clickDPS >= reqDPS) {
colorDPS = "greenyellow"
} else {
colorDPS = "darkred"
}
document.getElementById('req-DPS').innerHTML = `Req. DPS:<br><div style="font-weight:bold;color:` + colorDPS + `">` + Math.ceil(reqDPS).toLocaleString('en-US'); +`</div>`
}
if (enemySpeedRaw != ((App.game.party.calculateClickAttack() * clickSec) / enemyHealth).toFixed(1)) {
enemySpeed = ((App.game.party.calculateClickAttack() * clickSec) / enemyHealth);
enemySpeedRaw = enemySpeed;
if (isNaN(enemySpeedRaw) || enemySpeedRaw == 'Infinity' || Battle.catching()) {
enemySpeed = 0;
}
if (enemySpeedRaw >= clickSec && enemySpeedRaw != 'Infinity' && !Battle.catching()) {
enemySpeed = defeatDPS;
}
if (!Number.isInteger(enemySpeed) && enemySpeed != 0) { enemySpeed = enemySpeed.toFixed(1).toString().replace('.0', '') }
document.getElementById('enemy-DPS').innerHTML = `Enemy/s:<br><div style="font-weight:bold;color:black;">` + enemySpeed + `</div>`
}
testDPS = 0;
defeatDPS = 0;
}, 1000);
}
function autoClicker() {
autoClickerLoop = setInterval(function () {
// Click while in a normal battle
if (App.game.gameState == GameConstants.GameState.fighting) {
Battle.clickAttack();
}
//Auto Gym checking
if (gymState == "ON") {
autoGym();
}
//Auto Dungeon checking
if (dungeonState == "ON" && DungeonRunner.fighting() == false && DungeonBattle.catching() == false) {
autoDungeon();
}
//Reset the values for the boss coordinates if we timeout or turn off autoDungeon
if ((dungeonState == "OFF" && foundBoss) || (dungeonState == "ON" && DungeonRunner.dungeonFinished() && foundBoss)){
foundBoss = false
bossCoords.length = 0
}
// Click while in a gym battle
if (App.game.gameState === GameConstants.GameState.gym) {
GymBattle.clickAttack();
}
// Click while in "Tomporary Battle" (battle ultra wormhole)
if (App.game.gameState === GameConstants.GameState.temporaryBattle) {
TemporaryBattleBattle.clickAttack();
}
// Click while in a dungeon - will also interact with non-battle tiles (e.g. chests)
if (App.game.gameState === GameConstants.GameState.dungeon) {
if (DungeonRunner.fighting() && !DungeonBattle.catching()) {
DungeonBattle.clickAttack();
}
}
}, delayAutoClick); // The app hard-caps click attacks at 50
}
function changeClickDelay(event) {
const delay = +event.target.value;
delayAutoClick = delay;
localStorage.setItem("delayAutoClick", delay);
overideClickAttack();
if (clickState == "ON") {
clearInterval(autoClickerLoop);
autoClicker();
}
let clickSec = (1000 / delayAutoClick);
document.getElementById('auto-click-delay-info').innerText = `Click Attack Delay: ` + clickDelayFixed(clickSec) + `/s`
}
function clickDelayFixed(int) {
if (int != parseInt(int)) { int = int.toFixed(2) }
return int;
}
function overideClickAttack() {
// Overiding the game's function for Click Attack
Battle.clickAttack = function() {
// click attacks disabled and we already beat the starter
if (App.game.challenges.list.disableClickAttack.active() && player.starter() != GameConstants.Starter.None) {
return;
}
// TODO: figure out a better way of handling this
// Limit click attack speed, Only allow 1 attack per 50ms (20 per second)
const now = Date.now();
if (this.lastClickAttack > now - delayAutoClick) {
return;
}
this.lastClickAttack = now;
if (!this.enemyPokemon()?.isAlive()) {
return;
}
GameHelper.incrementObservable(App.game.statistics.clickAttacks);
this.enemyPokemon().damage(App.game.party.calculateClickAttack(true));
testDPS++;
if (!this.enemyPokemon().isAlive()) {
this.defeatPokemon();
defeatDPS++;
}
}
}
function autoGym() {
if (player.town().content.length != 0) {
//Might break in some towns, needs more testing
if (player.town().content[0] instanceof Gym) {
if (MapHelper.calculateTownCssClass(player.town().name) != "currentLocation") {
MapHelper.moveToTown(player.town().name)
}
/*Don't think this can ever happen
if (player.region != player.town().region) {
player.region = player.town().region
}*/
if (App.game.gameState != GameConstants.GameState.gym) {
//Checking if Champion exists here and is unlocked
let champUnlocked;
try {champUnlocked = player.town().content[4].isUnlocked()} catch (err) { champUnlocked = false }
//If "All" is selected and the Champion is unlocked, then go through list of league fully from 0-4
if (gymSelect === 5 && champUnlocked) {
GymRunner.startGym(player.town().content[allSelectedGym])
allSelectedGym++
if(allSelectedGym === 5) {
allSelectedGym = 0
}
} else {
//If the content is a Gym or league champion and we unlocked it we fight
if ((player.town().content[gymSelect] instanceof Gym && player.town().content[gymSelect].isUnlocked()) || (player.town().content[gymSelect] instanceof Champion && player.town().content[gymSelect].isUnlocked())){
GymRunner.startGym(player.town().content[gymSelect])
}
else {
//Otherwise we try to fight the previous gyms (elite 4)
for (var i = player.town().content.length - 1; i >= 0; i--){
if ((player.town().content[i] instanceof Gym && player.town().content[i].isUnlocked()) || (player.town().content[i] instanceof Champion && player.town().content[i].isUnlocked())){
GymRunner.startGym(player.town().content[i])
break;
}
}
}
}
}
}
}
}
var bossCoords = []
function autoDungeon() {
//Rewrite
if (player.town().hasOwnProperty("dungeon") == true && player.town().dungeon !== undefined) {
var getTokens = App.game.wallet.currencies[GameConstants.Currency.dungeonToken]();
var dungeonCost = player.town().dungeon.tokenCost;
if (MapHelper.calculateTownCssClass(player.town().name) != "currentLocation") {
MapHelper.moveToTown(player.town().name)
}
//Don't think this condition is ever possible
/*if (player.region != player.town().region) {
player.region = player.town().region
}*/
if (getTokens >= dungeonCost && App.game.gameState != GameConstants.GameState.dungeon) {
DungeonRunner.initializeDungeon(player.town().dungeon)
}
if (App.game.gameState === GameConstants.GameState.dungeon) {
var dungeonBoard = DungeonRunner.map.board();
//The boss can be found at any time
if (foundBoss == false){
bossCoords = scan(dungeonBoard)
}
//Wander around until we can move to the boss tile
//Pathfinding should be implemented here, A* looks like the best algorithm
else if (foundBoss == true && dungeonSelect == 1){
wander(dungeonBoard, bossCoords)
}
else if (dungeonSelect == 0){
fullClear(dungeonBoard, bossCoords)
}
}
}
}
function scan(dungeonBoard){
/*var bossCoords = []
var playerCoords = []*/
for (var i = 0; i < dungeonBoard.length; i++){
for (var j = 0; j<dungeonBoard[i].length; j++){
if (dungeonBoard[i][j].type() == GameConstants.DungeonTile.boss){
foundBoss = true
return [i, j]
}
//Required for pathfinding, if ever implemented
/*if (dungeonBoard[i][j].hasPlayer == true){
playerCoords = [i, j]
}*/
}
}
}
function wander(dungeonBoard, bossCoords){
var moves = []
//Attempt to move to the boss if the coordinates are within movable range
DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0])
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss){
foundBoss = false
bossCoords.length = 0
DungeonRunner.startBossFight()
}
//Iterates through the board and compiles all possible moves
for (var i = 0; i < dungeonBoard.length; i++){
for (var j = 0; j < dungeonBoard[i].length; j++){
//The entrance doesn't count as visited on first entering a dungeon so this OR is required
if (dungeonBoard[i][j].isVisited == true || dungeonBoard[i][j].type() == GameConstants.DungeonTile.entrance){
//This is required because if the column doesn't exist it throws an attribute of undefined error
if (dungeonBoard[i+1] != undefined){
if (dungeonBoard[i+1][j] != undefined){
if (dungeonBoard[i+1][j].isVisited == false) moves.push([i+1, j])
}
}
if (dungeonBoard[i-1] != undefined){
if (dungeonBoard[i-1][j] != undefined){
if (dungeonBoard[i-1][j].isVisited == false) moves.push([i-1, j])
}
}
if (dungeonBoard[i][j+1] != undefined){
if (dungeonBoard[i][j+1].isVisited == false) moves.push([i, j+1])
}
if (dungeonBoard[i][j-1] != undefined){
if (dungeonBoard[i][j-1].isVisited == false) moves.push([i, j-1])
}
}
}
}
//Select a random move from compiled list of possible ones
var moveTo = moves[getRandomInt(moves.length)]
//Coordinates saved in couples of [y, x] so we swap them when we want to move
DungeonRunner.map.moveToCoordinates(moveTo[1], moveTo[0])
//Reset moves array
moves.length = 0
}
function fullClear(dungeonBoard, bossCoords){
//Get number of invisible tiles, if 0 we have the map
var invisTile = document.getElementById('dungeonMap').querySelectorAll('.tile-invisible').length;
//Chests
var getChests = document.getElementById('dungeonMap').querySelectorAll('.tile-chest').length;
//Enemies
var getEnemy = document.getElementById('dungeonMap').querySelectorAll('.tile-enemy').length;
for (var i = 0; i < dungeonBoard.length; i++){
for (var j = 0; j<dungeonBoard[i].length; j++){
//Basically just attempts to move to all tiles that aren't cleared
if (dungeonBoard[i][j].isVisited == false){
DungeonRunner.map.moveToCoordinates(j, i)
}
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.chest){
DungeonRunner.openChest()
}
}
}
//If we cleared the entire floor, move to the boss room and start the fight
if (invisTile == 0 && getChests == 0 && getEnemy == 0 && foundBoss == true){
DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0])
foundBoss = false
bossCoords.length = 0
DungeonRunner.startBossFight()
}
}
if (localStorage.getItem('autoClickState') == null) {
localStorage.setItem("autoClickState", "OFF");
}
if (localStorage.getItem('storedClickDPS') == null) {
localStorage.setItem("storedClickDPS", 0);
}
if (localStorage.getItem('autoGymState') == null) {
localStorage.setItem("autoGymState", "OFF");
}
if (localStorage.getItem('selectedGym') == null) {
localStorage.setItem("selectedGym", 0);
}
if (localStorage.getItem('autoDungeonState') == null) {
localStorage.setItem("autoDungeonState", "OFF");
}
if (localStorage.getItem('selectedDungeon') == null) {
localStorage.setItem("selectedDungeon", 0);
}
if (localStorage.getItem('delayAutoClick') == null) {
localStorage.setItem("delayAutoClick", 50);
}
clickState = localStorage.getItem('autoClickState');
gymState = localStorage.getItem('autoGymState');
gymSelect = +localStorage.getItem('selectedGym');
dungeonState = localStorage.getItem('autoDungeonState');
dungeonSelect = localStorage.getItem('selectedDungeon');
delayAutoClick = localStorage.getItem('delayAutoClick');
function loadScript(){
var oldInit = Preload.hideSplashScreen
Preload.hideSplashScreen = function(){
var result = oldInit.apply(this, arguments)
initAutoClicker()
return result
}
}
var scriptName = 'enhancedautoclicker'
if (document.getElementById('scriptHandler') != undefined){
var scriptElement = document.createElement('div')
scriptElement.id = scriptName
document.getElementById('scriptHandler').appendChild(scriptElement)
if (localStorage.getItem(scriptName) != null){
if (localStorage.getItem(scriptName) == 'true'){
loadScript()
}
}
else{
localStorage.setItem(scriptName, 'true')
loadScript()
}
}
else{
loadScript();
}
function addGlobalStyle(css) {
var head, style;
head = document.getElementsByTagName('head')[0];
if (!head) { return; }
style = document.createElement('style');
style.type = 'text/css';
style.innerHTML = css;
head.appendChild(style);
}