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。
Greasy Fork is available in English.
Clicks through battles, with adjustable speed, and provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes.
// ==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 provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes. // @copyright https://github.com/Ephenia // @license GPL-3.0 License // @version 3.5.4 // @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 unsafeWindow // @run-at document-idle // ==/UserScript== class EnhancedAutoClicker { // Constants static ticksPerSecond = 20; static maxClickMultiplier = 5; // Auto Clicker static autoClickState = ko.observable(validateStorage('autoClickState', false)); static autoClickMultiplier = validateStorage('autoClickMultiplier', 1, (v) => (Number.isInteger(v) && v >= 1)); static autoClickerLoop; // Auto Gym static autoGymState = ko.observable(validateStorage('autoGymState', false)); static autoGymSelect = validateStorage('autoGymSelect', 0, [0, 1, 2, 3, 4]); // Auto Dungeon static autoDungeonState = ko.observable(validateStorage('autoDungeonState', false)); static autoDungeonFinishBeforeStopping = validateStorage('autoDungeonFinishBeforeStopping', true); static autoDungeonEncounterMode = validateStorage('autoDungeonEncounterMode', false); static autoDungeonChestMode = validateStorage('autoDungeonChestMode', false); static autoDungeonLootTier = validateStorage('autoDungeonLootTier', 0, [...Object.keys(baseLootTierChance).keys()]); static autoDungeonAlwaysOpenRareChests = validateStorage('autoDungeonAlwaysOpenRareChests', false); static autoDungeonTracker = { ID: 0, floor: null, floorSize: null, flashTier: null, flashCols: null, coords: null, bossCoords: null, encounterCoords: null, chestCoords: null, floorExplored: false, floorFinished: false, dungeonFinished: false, stopAfterFinishing: false, }; // Clicker statistics calculator static autoClickCalcLoop; static autoClickCalcEfficiencyDisplayMode = validateStorage('autoClickCalcEfficiencyDisplayMode', 0, [0, 1]); static autoClickCalcDamageDisplayMode = validateStorage('autoClickCalcDamageDisplayMode', 0, [0, 1]); static autoClickCalcTracker = { lastUpdate: null, playerState: -1, playerLocation: null, ticks: null, clicks: null, enemies: null, areaHealth: null, }; // Computed observables for visual bindings static autoGymOn = ko.pureComputed(() => { return this.autoClickState() && this.autoGymState(); }); /* Initialization */ static initOverrides() { // Add data bindings immediately, before the game initializes Knockout this.addGraphicsBindings(); // Override static class methods this.overrideGymRunner(); this.overrideDungeonRunner(); } static 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-${this.autoClickState() ? 'success' : 'danger'} btn-block" style="font-size:8pt;"> Auto Click [${this.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: ${(this.ticksPerSecond * this.autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2})}/s </div> <input id="auto-click-rate" type="range" min="1" max="${this.maxClickMultiplier}" value="${this.autoClickMultiplier}"> </div> </td> </tr> <tr> <td style="display: flex; column-gap: 2px;"> <div style="flex: auto;"> <button id="auto-dungeon-start" class="btn btn-block btn-${this.autoDungeonState() ? 'success' : 'danger'}" style="font-size: 8pt;"> Auto Dungeon [${this.autoDungeonState() ? 'ON' : 'OFF'}] </button> </div> <div id="auto-dungeon-encounter-mode" style="flex: initial; max-height: 30px; max-width: 30px; padding: 2px;"> <img title="Auto Dungeon fights mode" src="assets/images/dungeons/encounter.png" height="100%" style="${this.autoDungeonEncounterMode ? '' : 'filter: grayscale(100%);'}" /> </div> <div id="auto-dungeon-chest-mode" style="flex: initial; max-height: 30px; max-width: 40px; padding: 2px;"> <img title="Auto Dungeon chest mode" src="assets/images/dungeons/chest.png" height="100%" style="${this.autoDungeonChestMode ? '' : 'filter: grayscale(100%)'}" /> </div> <div style="flex: initial; display: flex; flex-direction: column;"> <div id="auto-dungeon-loottier" class="dropdown show"> <button type="button" class="text-left custom-select col-12 btn btn-dropdown" data-toggle="dropdown" aria-haspopup="true" aria-expanded="false" style="max-height:30px; display:flex; flex:1; align-items:center;"> <img id="auto-dungeon-loottier-img" src="assets/images/dungeons/chest-${Object.keys(baseLootTierChance)[this.autoDungeonLootTier]}.png" style="height:100%;"> </button> <div id="auto-dungeon-loottier-dropdown" class="border-secondary dropdown-menu col-12"> ${Object.keys(baseLootTierChance).map((tier, i) => `<div class="dropdown-item" value="${i}"><img src="assets/images/dungeons/chest-${tier}.png"></div>` ).join('\n')} </div> </div> </div> <div style="flex: auto;"> <button id="auto-gym-start" class="btn btn-block btn-${this.autoGymState() ? 'success' : 'danger'}" style="font-size: 8pt;"> Auto Gym [${this.autoGymState() ? 'ON' : 'OFF'}] </button> </div> <div style="flex: initial; display: flex; flex-direction: column;"> <select id="auto-gym-select" value="${this.autoGymSelect}" 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> </div> </td> </tr> </tbody>`; battleView.before(elemAC); this.resetCalculator(); // initializes calculator display const settingsBody = createScriptSettingsContainer('Enhanced Auto Clicker'); const settingsToAdd = []; // Dropdowns let dropdownsToAdd = [ ['autoClickCalcEfficiencyDisplayMode', 'Auto Clicker efficiency display mode', this.autoClickCalcEfficiencyDisplayMode, ['Percentage', 'Ticks/s']], ['autoClickCalcDamageDisplayMode', 'Auto Clicker damage display mode', this.autoClickCalcDamageDisplayMode, ['Click Attacks', 'Damage']] ]; dropdownsToAdd.forEach(([name, text, value, options]) => { const newSetting = document.createElement('tr') settingsToAdd.push(newSetting); newSetting.innerHTML = `<td class="p-2 col-md-8"> ${text} </td> <td class="p-0 col-md-4"> <select id="select-${name}" class="form-control" value="${value}"> ${options.map((desc, val) => `<option value="${val}">${desc}</option>`).join('\n')} </select> </td>`; }); // Checkboxes let checkboxesToAdd = [ ['autoDungeonFinishBeforeStopping', 'Auto Dungeon finishes dungeons before turning off', this.autoDungeonFinishBeforeStopping], ['autoDungeonAlwaysOpenRareChests', 'Always open visible targeted chests', this.autoDungeonAlwaysOpenRareChests], ]; checkboxesToAdd.forEach(([name, text, isChecked]) => { const newSetting = document.createElement('tr') settingsToAdd.push(newSetting); newSetting.innerHTML = `<td class="p-2 col-md-8"> <label class="m-0" for="checkbox-${name}">${text}</label> </td><td class="p-2 col-md-4"> <input id="checkbox-${name}" type="checkbox"> </td>`; newSetting.querySelector(`#checkbox-${name}`).checked = isChecked; }); settingsBody.append(...settingsToAdd); document.getElementById('auto-gym-select').value = this.autoGymSelect; document.getElementById('auto-click-start').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoClick(); }); document.getElementById('auto-click-rate').addEventListener('change', (event) => { EnhancedAutoClicker.changeClickMultiplier(event); }); document.getElementById('auto-gym-start').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoGym(); }); document.getElementById('auto-gym-select').addEventListener('change', (event) => { EnhancedAutoClicker.changeSelectedGym(event); }); document.getElementById('auto-dungeon-start').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoDungeon(true); }); document.getElementById('auto-dungeon-encounter-mode').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoDungeonEncounterMode(); }); document.getElementById('auto-dungeon-chest-mode').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoDungeonChestMode(); }); document.getElementById('checkbox-autoDungeonFinishBeforeStopping').addEventListener('change', () => { EnhancedAutoClicker.toggleAutoDungeonFinishBeforeStopping(); }); document.getElementById('checkbox-autoDungeonAlwaysOpenRareChests').addEventListener('change', () => { EnhancedAutoClicker.toggleAutoDungeonAlwaysOpenRareChests(); }); document.getElementById('select-autoClickCalcEfficiencyDisplayMode').addEventListener('change', (event) => { EnhancedAutoClicker.changeCalcEfficiencyDisplayMode(event); }); document.getElementById('select-autoClickCalcDamageDisplayMode').addEventListener('change', (event) => { EnhancedAutoClicker.changeCalcDamageDisplayMode(event); }); document.querySelectorAll('#auto-dungeon-loottier-dropdown > div').forEach((elem) => { elem.addEventListener('click', () => { EnhancedAutoClicker.changeAutoDungeonLootTier(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; }'); if (this.autoClickState()) { this.toggleAutoClickerLoop(); } } /** * Add extra Knockout data bindings to optionally disable (most) gym and dungeon graphics */ static addGraphicsBindings() { // Add gymView data bindings var gymContainer = document.querySelector('div[data-bind="if: App.game.gameState === GameConstants.GameState.gym"]'); // 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() && !EnhancedAutoClicker.autoGymOn()'); } /* Settings event handlers */ static toggleAutoClick() { const element = document.getElementById('auto-click-start'); this.autoClickState(!this.autoClickState()); localStorage.setItem('autoClickState', this.autoClickState()); this.autoClickState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); if (!this.autoClickState()) { if (this.autoGymState()) { this.toggleAutoGym(); } if (this.autoDungeonState()) { this.toggleAutoDungeon(); } } this.toggleAutoClickerLoop(); } static changeClickMultiplier(event) { // TODO decide on a better range / function const multiplier = +event.target.value; if (Number.isInteger(multiplier) && multiplier > 0) { this.autoClickMultiplier = multiplier; localStorage.setItem("autoClickMultiplier", this.autoClickMultiplier); var displayNum = (this.ticksPerSecond * this.autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2}); document.getElementById('auto-click-rate-info').innerText = `Click Attack Rate: ${displayNum}/s`; this.toggleAutoClickerLoop(); } } static toggleAutoGym() { const element = document.getElementById('auto-gym-start'); const newState = !this.autoGymState(); if (newState && !this.canStartAutoGym()) { // Don't turn on if there's no gym here return; } else if (newState && this.autoDungeonState()) { // Only one mode may be active at a time return; } this.autoGymState(newState); localStorage.setItem('autoGymState', this.autoGymState()); this.autoGymState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); element.textContent = `Auto Gym [${this.autoGymState() ? 'ON' : 'OFF'}]`; if (this.autoGymState()) { if (!this.autoClickState()) { // Turn on the auto clicker if necessary this.toggleAutoClick(); } } else { // Assume we can't reach this point with only the built-in auto restart running, so it's safe to stop it GymRunner.autoRestart(false); } } static changeSelectedGym(event) { const val = +event.target.value; if ([0, 1, 2, 3, 4].includes(val)) { this.autoGymSelect = val; localStorage.setItem("autoGymSelect", this.autoGymSelect); // In case currently fighting a gym if (this.autoClickState() && this.autoGymState()) { // Only break out of this script's auto restart, not the built-in one GymRunner.autoRestart(false); } } } static toggleAutoDungeon(allowSlowStop = false) { const element = document.getElementById('auto-dungeon-start'); let newState = !this.autoDungeonState(); if (DungeonGuides.hired()) { // Auto Dungeon can't run alongside dungeon guides, force stop newState = false; allowSlowStop = false; Notifier.notify({ type: NotificationConstants.NotificationOption.warning, title: 'Enhanced Auto Clicker', message: `Auto Dungeon mode is not compatible with Dungeon Guides.`, timeout: GameConstants.SECOND * 15, }); } else if (newState && !this.canStartAutoDungeon()) { // Don't turn on if there's no dungeon here return; } else if (newState && this.autoGymState()) { // Only one mode may be active at a time return; } localStorage.setItem('autoDungeonState', newState); if (allowSlowStop && this.autoDungeonFinishBeforeStopping && App.game.gameState === GameConstants.GameState.dungeon && (!newState && !this.autoDungeonTracker.stopAfterFinishing)) { // Instead of stopping immediately, wait and exit after beating this dungeon this.autoDungeonTracker.stopAfterFinishing = true; } else { this.autoDungeonState(newState); this.autoDungeonTracker.stopAfterFinishing = false; } element.classList.remove('btn-success', 'btn-danger', 'btn-warning'); element.classList.add(this.autoDungeonTracker.stopAfterFinishing ? 'btn-warning' : (newState ? 'btn-success' : 'btn-danger')); element.textContent = `Auto Dungeon [${newState ? 'ON' : 'OFF'}]`; if (newState) { // Trigger a dungeon scan this.autoDungeonTracker.ID = -1; if (!this.autoClickState()) { // Turn on the auto clicker if necessary this.toggleAutoClick(); } } } static toggleAutoDungeonEncounterMode() { this.autoDungeonEncounterMode = !this.autoDungeonEncounterMode; $('#auto-dungeon-encounter-mode img').css('filter', `${this.autoDungeonEncounterMode ? '' : 'grayscale(100%)' }`); localStorage.setItem('autoDungeonEncounterMode', this.autoDungeonEncounterMode); this.autoDungeonTracker.coords = null; } static toggleAutoDungeonChestMode() { this.autoDungeonChestMode = !this.autoDungeonChestMode; $('#auto-dungeon-chest-mode img').css('filter', `${this.autoDungeonChestMode ? '' : 'grayscale(100%)' }`); localStorage.setItem('autoDungeonChestMode', this.autoDungeonChestMode); this.autoDungeonTracker.coords = null; } static changeAutoDungeonLootTier(tier) { const val = +tier; if ([...Object.keys(baseLootTierChance).keys()].includes(val)) { this.autoDungeonLootTier = val; document.getElementById('auto-dungeon-loottier-img').setAttribute('src', `assets/images/dungeons/chest-${Object.keys(baseLootTierChance)[val]}.png`); localStorage.setItem("autoDungeonLootTier", this.autoDungeonLootTier); } } static toggleAutoDungeonFinishBeforeStopping() { this.autoDungeonFinishBeforeStopping = !this.autoDungeonFinishBeforeStopping; if (!this.autoDungeonFinishBeforeStopping && this.autoDungeonTracker.stopAfterFinishing) { this.toggleAutoDungeon(); } localStorage.setItem('autoDungeonFinishBeforeStopping', this.autoDungeonFinishBeforeStopping); } static toggleAutoDungeonAlwaysOpenRareChests() { this.autoDungeonAlwaysOpenRareChests = !this.autoDungeonAlwaysOpenRareChests; localStorage.setItem('autoDungeonAlwaysOpenRareChests', this.autoDungeonAlwaysOpenRareChests); } static changeCalcEfficiencyDisplayMode(event) { const val = +event.target.value; if (val != this.autoClickCalcEfficiencyDisplayMode && [0, 1].includes(val)) { this.autoClickCalcEfficiencyDisplayMode = val; localStorage.setItem('autoClickCalcEfficiencyDisplayMode', this.autoClickCalcEfficiencyDisplayMode); this.resetCalculator(); } } static changeCalcDamageDisplayMode(event) { const val = +event.target.value; if (val != this.autoClickCalcDamageDisplayMode && [0, 1].includes(val)) { this.autoClickCalcDamageDisplayMode = val; localStorage.setItem('autoClickCalcDamageDisplayMode', this.autoClickCalcDamageDisplayMode); this.resetCalculator(); } } /* Auto Clicker */ /** * Resets and, if enabled, restarts autoclicker * -While enabled, runs <ticksPerSecond> times per second in active battle */ static toggleAutoClickerLoop() { var delay = Math.ceil(1000 / this.ticksPerSecond); clearInterval(this.autoClickerLoop); // Restart stats calculator this.resetCalculator(); // Only use click multiplier while autoclicking this.overrideClickAttack(this.autoClickState() ? this.autoClickMultiplier : 1); if (this.autoClickState()) { // Start autoclicker loop this.autoClickerLoop = setInterval(() => EnhancedAutoClicker.autoClicker(), delay); } else { if (this.autoGymState()) { GymRunner.autoRestart(false); } } } /** * One tick of the autoclicker * -Performs click attacks while in an active battle * -Outside of battle, runs Auto Dungeon and Auto Gym */ static autoClicker() { // Click while in a normal battle if (App.game.gameState === GameConstants.GameState.fighting) { Battle.clickAttack(this.autoClickMultiplier); } // ...or gym battle else if (App.game.gameState === GameConstants.GameState.gym) { GymBattle.clickAttack(this.autoClickMultiplier); } // ...or dungeon battle else if (App.game.gameState === GameConstants.GameState.dungeon && DungeonRunner.fighting()) { DungeonBattle.clickAttack(this.autoClickMultiplier); } // ...or temporary battle else if (App.game.gameState === GameConstants.GameState.temporaryBattle) { TemporaryBattleBattle.clickAttack(this.autoClickMultiplier); } // If not battling, progress through dungeon else if (this.autoDungeonState()) { this.autoDungeon(); } // If not battling gym, start battling else if (this.autoGymState()) { this.autoGym(); } // Turn off autoclicker in certain game states to avoid lag else if (App.game.gameState === GameConstants.GameState.battleFrontier || App.game.gameState === GameConstants.GameState.safari) { this.toggleAutoClick(); } this.autoClickCalcTracker.ticks[0]++; } /** * 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 */ static overrideClickAttack(clickMultiplier = 1) { // Set delay based on the autoclicker's tick rate // (lower to give setInterval some wiggle room) const delay = Math.min(Math.ceil(1000 / this.ticksPerSecond) - 10, 50); 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 (this.lastClickAttack > now - delay) { return; } if (!this.enemyPokemon()?.isAlive()) { return; } this.lastClickAttack = now; // Don't autoclick more than needed for lethal const clickDamage = App.game.party.calculateClickAttack(true); var clicks = Math.min(clickMultiplier, Math.ceil(this.enemyPokemon().health() / clickDamage)); GameHelper.incrementObservable(App.game.statistics.clickAttacks, clicks); this.enemyPokemon().damage(clickDamage * clicks); if (!this.enemyPokemon().isAlive()) { this.defeatPokemon(); } } } /* Auto Gym */ /** * Starts selected gym with auto restart enabled */ static autoGym() { if (this.canStartAutoGym()) { // 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(this.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 this.toggleAutoGym(); } static canStartAutoGym() { return App.game.gameState === GameConstants.GameState.gym || (App.game.gameState === GameConstants.GameState.town && player.town.content.some((c) => c.constructor.name == "Gym" && c.isUnlocked()) ); } /** * Override GymRunner built-in functions: * -Add auto gym equivalent of gymWon() to save on performance by not loading town between */ static 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 (EnhancedAutoClicker.autoClickState() && EnhancedAutoClicker.autoGymState()) { GymRunner.gymWonAuto(...args); } else { GymRunner.gymWonNormal(...args); } } } /* Auto Dungeon */ /** * Automatically begins and progresses through dungeons with multiple pathfinding options */ static 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 (DungeonRunner.fighting() || DungeonBattle.catching()) { // Can't do anything while in a battle return; } // Scan each new dungeon floor if (this.autoDungeonTracker.ID !== DungeonRunner.dungeonID || this.autoDungeonTracker.floor !== DungeonRunner.map.playerPosition().floor) { this.scanDungeon(); } // If boss has been defeated, wait for the dungeon restart (delayed to allow quest updates) if (this.autoDungeonTracker.dungeonFinished) { return; } // Reset pathfinding coordinates to entrance if (this.autoDungeonTracker.coords == null) { this.autoDungeonTracker.coords = new Point(Math.floor(this.autoDungeonTracker.floorSize / 2), this.autoDungeonTracker.floorSize - 1, this.autoDungeonTracker.floor); } const floorMap = DungeonRunner.map.board()[this.autoDungeonTracker.floor]; // All targets visible, fight enemies / open chests then finish floor if (floorMap[this.autoDungeonTracker.bossCoords.y][this.autoDungeonTracker.bossCoords.x].isVisible && !((this.autoDungeonChestMode || this.autoDungeonEncounterMode) && !this.autoDungeonTracker.floorExplored)) { this.clearDungeon(); } // Explore dungeon to reveal boss + any target tiles else { this.exploreDungeon(); } } // Begin dungeon else if (this.canStartAutoDungeon()) { // Enter dungeon if unlocked and affordable DungeonRunner.initializeDungeon(player.town.dungeon); } else { // Disable if locked, can't afford entry cost, or there's no dungeon here this.toggleAutoDungeon(); } } static canStartAutoDungeon() { if (!(App.game.gameState === GameConstants.GameState.dungeon || (App.game.gameState === GameConstants.GameState.town && player.town instanceof DungeonTown))) { return false; } if (DungeonGuides.hired()) { return false; } const dungeon = player.town.dungeon; return dungeon?.isUnlocked() && App.game.wallet.hasAmount(new Amount(dungeon.tokenCost, GameConstants.Currency.dungeonToken)); } /** * Scans current dungeon floor for relevant locations and pathfinding data */ static scanDungeon() { // Reset / update tracker values this.autoDungeonTracker.ID = DungeonRunner.dungeonID; this.autoDungeonTracker.floor = DungeonRunner.map.playerPosition().floor; this.autoDungeonTracker.floorSize = DungeonRunner.map.floorSizes[DungeonRunner.map.playerPosition().floor]; this.autoDungeonTracker.encounterCoords = []; this.autoDungeonTracker.chestCoords = []; this.autoDungeonTracker.coords = null; this.autoDungeonTracker.targetCoords = null; this.autoDungeonTracker.floorExplored = false; this.autoDungeonTracker.floorFinished = false; this.autoDungeonTracker.dungeonFinished = false; // Scan for chest and boss coordinates var dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor]; for (var y = 0; y < dungeonBoard.length; y++) { for (var x = 0; x < dungeonBoard[y].length; x++) { let tile = dungeonBoard[y][x]; if (tile.type() == GameConstants.DungeonTileType.enemy) { this.autoDungeonTracker.encounterCoords.push(new Point(x, y, this.autoDungeonTracker.floor)); } else if (tile.type() == GameConstants.DungeonTileType.chest) { let lootTier = Object.keys(baseLootTierChance).indexOf(tile.metadata.tier); this.autoDungeonTracker.chestCoords.push({'xy': new Point(x, y, this.autoDungeonTracker.floor), 'tier': lootTier}); } else if (tile.type() == GameConstants.DungeonTileType.boss || tile.type() == GameConstants.DungeonTileType.ladder) { this.autoDungeonTracker.bossCoords = new Point(x, y, this.autoDungeonTracker.floor); } } } // Sort chests by descending rarity this.autoDungeonTracker.chestCoords.sort((a, b) => b.tier - a.tier); // TODO find a more future-proof way to get flash distance this.autoDungeonTracker.flashTier = DungeonFlash.tiers.findIndex(tier => tier === DungeonRunner.map.flash); this.autoDungeonTracker.flashCols = []; let flashRadius = DungeonRunner.map.flash?.playerOffset[0] ?? 0; // Calculate minimum columns to fully reveal dungeon with Flash if (flashRadius > 0) { let cols = new Set(); cols.add(flashRadius); let i = this.autoDungeonTracker.floorSize - flashRadius - 1; while (i > flashRadius) { cols.add(i); i -= flashRadius * 2 + 1; } this.autoDungeonTracker.flashCols = [...cols].sort(); } } /** * Explores dungeon to reveal tiles, skipping columns that can be efficiently revealed by Flash */ static exploreDungeon() { const dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor]; var hasMoved = false; var stuckInLoopCounter = 0; while (!hasMoved) { // End of column if (this.autoDungeonTracker.coords.y == 0) { if (this.autoDungeonTracker.coords.x <= 0 || this.autoDungeonTracker.coords.x === this.autoDungeonTracker.flashCols[0]) { // Done exploring, clearDungeon() will take over from here this.autoDungeonTracker.floorExplored = true; return; } // Move to start of next column this.autoDungeonTracker.coords.y = this.autoDungeonTracker.floorSize - 1; if (this.autoDungeonTracker.coords.x >= this.autoDungeonTracker.floorSize - 1 || this.autoDungeonTracker.coords.x === this.autoDungeonTracker.flashCols.at(-1)) { // Done with this side, move to other side of the entrance this.autoDungeonTracker.coords.x = Math.floor(this.autoDungeonTracker.floorSize / 2) - 1; } else { // Move away from the entrance this.autoDungeonTracker.coords.x += (this.autoDungeonTracker.coords.x >= Math.floor(this.autoDungeonTracker.floorSize / 2) ? 1 : -1); } // Dungeon has Flash unlocked, skip columns not in optimal flash pathing } else if (this.autoDungeonTracker.flashTier > -1 && this.autoDungeonTracker.coords.y == (this.autoDungeonTracker.floorSize - 1) && !this.autoDungeonTracker.flashCols.includes(this.autoDungeonTracker.coords.x)) { // Move one column further from the entrance this.autoDungeonTracker.coords.x += (this.autoDungeonTracker.coords.x >= Math.floor(this.autoDungeonTracker.floorSize / 2) ? 1 : -1); } // Move through current column else { this.autoDungeonTracker.coords.y -= 1; } // One move per tick to look more natural if (!dungeonBoard[this.autoDungeonTracker.coords.y][this.autoDungeonTracker.coords.x].isVisited) { DungeonRunner.map.moveToCoordinates(this.autoDungeonTracker.coords.x, this.autoDungeonTracker.coords.y); hasMoved = true; } stuckInLoopCounter++; if (stuckInLoopCounter > 100) { console.warn(`Auto Dungeon got stuck in a loop while moving to tile \'${GameConstants.DungeonTileType[dungeonBoard[this.autoDungeonTracker.targetCoords.y][this.autoDungeonTracker.targetCoords.x].type()]}\' (${this.autoDungeonTracker.targetCoords.x}, ${this.autoDungeonTracker.targetCoords.y})`); this.toggleAutoDungeon(); return; } } } /** * Clears dungeon, visiting all desired tile types. Assumes dungeon has already been explored to reveal desired tiles. */ static clearDungeon() { const dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor]; var hasMoved = false; var stuckInLoopCounter = 0; while (!hasMoved) { // Choose a tile to move towards if (!this.autoDungeonTracker.targetCoords) { this.autoDungeonTracker.targetCoords = this.chooseDungeonTargetTile(); } this.autoDungeonTracker.coords = this.pathfindTowardDungeonTarget(); if (!this.autoDungeonTracker.coords) { console.warn(`Auto Dungeon could not find path to target tile \'${GameConstants.DungeonTileType[dungeonBoard[this.autoDungeonTracker.targetCoords.y][this.autoDungeonTracker.targetCoords.x].type()]}\' (${this.autoDungeonTracker.targetCoords.x}, ${this.autoDungeonTracker.targetCoords.y})`); this.toggleAutoDungeon(); return; } // One move per tick to look more natural if (!(dungeonBoard[this.autoDungeonTracker.coords.y][this.autoDungeonTracker.coords.x] === DungeonRunner.map.currentTile())) { DungeonRunner.map.moveToCoordinates(this.autoDungeonTracker.coords.x, this.autoDungeonTracker.coords.y); hasMoved = true; } // Target tile reached if (this.autoDungeonTracker.coords.x === this.autoDungeonTracker.targetCoords.x && this.autoDungeonTracker.coords.y === this.autoDungeonTracker.targetCoords.y) { this.autoDungeonTracker.targetCoords = null; hasMoved = true; // Take corresponding action const tileType = DungeonRunner.map.currentTile().type(); if (tileType === GameConstants.DungeonTileType.enemy) { // Do nothing, fights begin automatically } else if (tileType === GameConstants.DungeonTileType.chest) { DungeonRunner.openChest(); } else if (tileType === GameConstants.DungeonTileType.boss) { if (this.autoDungeonTracker.floorFinished) { DungeonRunner.startBossFight(); } } else if (tileType === GameConstants.DungeonTileType.ladder) { if (this.autoDungeonTracker.floorFinished) { DungeonRunner.nextFloor(); } } else { console.warn(`Auto Dungeon targeted tile type ${GameConstants.DungeonTileType[tileType]}`); } } stuckInLoopCounter++; if (stuckInLoopCounter > 5) { console.warn(`Auto Dungeon got stuck in a loop while moving to tile \'${GameConstants.DungeonTileType[dungeonBoard[this.autoDungeonTracker.targetCoords.y][this.autoDungeonTracker.targetCoords.x].type()]}\' (${this.autoDungeonTracker.targetCoords.x}, ${this.autoDungeonTracker.targetCoords.y})`); this.toggleAutoDungeon(); return; } } } /** * Chooses a target tile based on auto dungeon modes and dungeon progress */ static chooseDungeonTargetTile() { const dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor]; let target = null; while (!target) { // Boss tile not yet unlocked if (!dungeonBoard[this.autoDungeonTracker.bossCoords.y][this.autoDungeonTracker.bossCoords.x].isVisited) { target = this.autoDungeonTracker.bossCoords; } // Encounters to fight else if (this.autoDungeonEncounterMode && this.autoDungeonTracker.encounterCoords.length) { // Skip already-fought encounters let encounter = this.autoDungeonTracker.encounterCoords.pop(); if (dungeonBoard[encounter.y][encounter.x].type() == GameConstants.DungeonTileType.enemy) { target = encounter; } else { continue; } } // Chests to open else if (this.autoDungeonChestMode && this.autoDungeonTracker.chestCoords.length && this.autoDungeonTracker.chestCoords[0].tier >= this.autoDungeonLootTier) { target = this.autoDungeonTracker.chestCoords.shift().xy; } // Open visible chests of sufficient rarity else if (this.autoDungeonAlwaysOpenRareChests && this.autoDungeonTracker.chestCoords.some((c) => c.tier >= this.autoDungeonLootTier && dungeonBoard[c.xy.y][c.xy.x].isVisible)) { let index = this.autoDungeonTracker.chestCoords.findIndex((c) => c.tier >= this.autoDungeonLootTier && dungeonBoard[c.xy.y][c.xy.x].isVisible); target = this.autoDungeonTracker.chestCoords[index].xy; this.autoDungeonTracker.chestCoords.splice(index, 1); } // Time to fight the boss else { target = this.autoDungeonTracker.bossCoords; this.autoDungeonTracker.floorFinished = true; } } return target; } /** * Find next tile on the shortest path towards target via breadth-first search */ static pathfindTowardDungeonTarget() { const target = this.autoDungeonTracker.targetCoords; let result = null; if (!target) { return result; } const queue = [target]; const visited = new Set(`${target.x}-${target.y}`); while (queue.length) { const p = queue.shift(); if (DungeonRunner.map.hasAccessToTile(p)) { result = p; break; } const adjTiles = [[p.x - 1, p.y], [p.x + 1, p.y], [p.x, p.y - 1], [p.x, p.y + 1]]; for (let [nx, ny] of adjTiles) { // Enqueue valid tiles not yet considered let xy = `${nx}-${ny}`; if (0 <= nx && nx < this.autoDungeonTracker.floorSize && 0 <= ny && ny < this.autoDungeonTracker.floorSize && !visited.has(xy)) { queue.push(new Point(nx, ny, target.floor)); visited.add(xy); } } } return result; } /** * Restart dungeon, separate from dungeonWon function so it can be called with a delay */ static restartDungeon() { if (App.game.gameState !== GameConstants.GameState.dungeon) { return; } else if (!EnhancedAutoClicker.canStartAutoDungeon()) { MapHelper.moveToTown(DungeonRunner.dungeon.name); return; } this.autoDungeonTracker.dungeonFinished = false; // Clear old board to force map visuals refresh DungeonRunner.map.board([]); DungeonRunner.initializeDungeon(DungeonRunner.dungeon); } /** * 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 */ static 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)]); if (EnhancedAutoClicker.autoDungeonTracker.stopAfterFinishing) { EnhancedAutoClicker.toggleAutoDungeon(); } if (EnhancedAutoClicker.autoDungeonState() && EnhancedAutoClicker.canStartAutoDungeon()) { // Restart the dungeon with a delay, giving Defeat Dungeon Boss quests time to update EnhancedAutoClicker.autoDungeonTracker.dungeonFinished = true; setTimeout(() => EnhancedAutoClicker.restartDungeon(), 50); } else { if (!DungeonRunner.hasEnoughTokens()) { // Notify player if they've run out of tokens Notifier.notify({ type: NotificationConstants.NotificationOption.warning, title: 'Enhanced Auto Clicker', message: `Auto Dungeon mode ran out of dungeon tokens.`, timeout: GameConstants.DAY, }); } if (EnhancedAutoClicker.autoDungeonState()) { EnhancedAutoClicker.toggleAutoDungeon(); } // Can't continue, exit auto dungeon mode MapHelper.moveToTown(DungeonRunner.dungeon.name); } } } // Only use our version when auto dungeon is running DungeonRunner.dungeonWon = function (...args) { if (EnhancedAutoClicker.autoClickState() && EnhancedAutoClicker.autoDungeonState()) { DungeonRunner.dungeonWonAuto(...args); } else { DungeonRunner.dungeonWonNormal(...args); } } } /* Clicker statistics calculator */ /** * Resets calculator loop, stats trackers, and calculator display * -If auto clicker is running, restarts calculator */ static resetCalculator() { clearInterval(this.autoClickCalcLoop); this.autoClickCalcTracker.lastUpdate = [Date.now()]; this.autoClickCalcTracker.ticks = [0]; this.autoClickCalcTracker.clicks = [App.game.statistics.clickAttacks()]; this.autoClickCalcTracker.enemies = [App.game.statistics.totalPokemonDefeated()]; this.calculateAreaHealth(); document.getElementById('auto-click-info').innerHTML = `<div>${this.autoClickCalcEfficiencyDisplayMode == 0 ? 'Clicker Efficiency' : 'Ticks/s'}:<br><div id="tick-efficiency" style="font-weight:bold;">-</div></div> <div>${this.autoClickCalcDamageDisplayMode == 0 ? 'Click Attacks/s' : 'DPS'}:<br><div id="clicks-per-second" style="font-weight:bold;">-</div></div> <div>Req. ${this.autoClickCalcDamageDisplayMode == 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>`; if (this.autoClickState()) { // Start calculator this.autoClickCalcLoop = setInterval(() => EnhancedAutoClicker.calcClickStats(), 1000); } } /** * Displays the following statistics, averaged over the last (up to) 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 */ static calcClickStats() { if (this.hasPlayerMoved()) { // Reset statistics on area / game state change this.resetCalculator(); return; } var elem; var clickDamage = App.game.party.calculateClickAttack(true); var actualElapsed = (Date.now() - this.autoClickCalcTracker.lastUpdate.at(-1)) / (1000 * this.autoClickCalcTracker.lastUpdate.length); // Percentage of maximum ticksPerSecond elem = document.getElementById('tick-efficiency'); var avgTicks = this.autoClickCalcTracker.ticks.reduce((a, b) => a + b, 0) / this.autoClickCalcTracker.ticks.length; avgTicks = avgTicks / actualElapsed; if (this.autoClickCalcEfficiencyDisplayMode == 1) { // display ticks mode elem.innerHTML = avgTicks.toLocaleString('en-US', {maximumFractionDigits: 1} ); elem.style.color = 'gold'; } else { // display percentage mode var tickFraction = avgTicks / this.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() - this.autoClickCalcTracker.clicks.at(-1)) / this.autoClickCalcTracker.clicks.length; avgClicks = avgClicks / actualElapsed; if (this.autoClickCalcDamageDisplayMode == 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 (this.autoClickCalcTracker.areaHealth == 0) { // can't meaningfully calculate a value for this area/game state elem.innerHTML = '-'; elem.style.removeProperty('color'); } else if (this.autoClickCalcDamageDisplayMode == 1) { // display damage mode var reqDamage = this.autoClickCalcTracker.areaHealth; elem.innerHTML = reqDamage.toLocaleString('en-US'); elem.style.color = (clickDamage * this.autoClickMultiplier >= reqDamage ? 'greenyellow' : 'darkred'); } else { // display clicks mode var reqClicks = Math.max((this.autoClickCalcTracker.areaHealth / 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 <= this.autoClickMultiplier ? 'greenyellow' : 'darkred'); } // Enemies per second elem = document.getElementById('enemies-per-second'); var avgEnemies = (App.game.statistics.totalPokemonDefeated() - this.autoClickCalcTracker.enemies.at(-1)) / this.autoClickCalcTracker.enemies.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 this.autoClickCalcTracker.ticks.unshift(0); if (this.autoClickCalcTracker.ticks.length > 10) { this.autoClickCalcTracker.ticks.pop(); } this.autoClickCalcTracker.clicks.unshift(App.game.statistics.clickAttacks()); if (this.autoClickCalcTracker.clicks.length > 10) { this.autoClickCalcTracker.clicks.pop(); } this.autoClickCalcTracker.enemies.unshift(App.game.statistics.totalPokemonDefeated()); if (this.autoClickCalcTracker.enemies.length > 10) { this.autoClickCalcTracker.enemies.pop(); } this.autoClickCalcTracker.lastUpdate.unshift(Date.now()); if (this.autoClickCalcTracker.lastUpdate.length > 10) { this.autoClickCalcTracker.lastUpdate.pop(); } } /** * Check whether player state or location has changed */ static hasPlayerMoved() { var moved = false; let newState = App.game.gameState; if (this.autoClickCalcTracker.playerState != newState) { this.autoClickCalcTracker.playerState = newState; moved = true; } let newLocation; if (App.game.gameState === GameConstants.GameState.gym) { newLocation = GymRunner.gymObservable().leaderName; } else if (App.game.gameState === GameConstants.GameState.dungeon) { newLocation = DungeonRunner.dungeon.name; } else if (App.game.gameState === GameConstants.GameState.temporaryBattle) { newLocation = TemporaryBattleRunner.battleObservable().name; } else { // Conveniently, player.route = 0 when not on a route newLocation = player.route || player.town.name; } if (this.autoClickCalcTracker.playerLocation != newLocation) { this.autoClickCalcTracker.playerLocation = newLocation; moved = true; } return moved; } /** * Calculate max Pokemon health for the current route/gym/dungeon * -Ignores dungeon boss HP and chest HP increases */ static calculateAreaHealth() { // Calculate area max hp if (App.game.gameState === GameConstants.GameState.fighting) { this.autoClickCalcTracker.areaHealth = PokemonFactory.routeHealth(player.route, player.region); // Adjust for route health variation (adapted from PokemonFactory.generateWildPokemon) const pokeHP = [...new Set(Object.values(Routes.getRoute(player.region, player.route).pokemon).flat().flatMap(p => p.pokemon ?? p))].map(p => pokemonMap[p].base.hitpoints); const averageHP = pokeHP.reduce((s, a) => s + a, 0) / pokeHP.length; const highestHP = pokeHP.reduce((m, a) => Math.max(m, a), 0); this.autoClickCalcTracker.areaHealth = Math.round(this.autoClickCalcTracker.areaHealth * (0.9 + (highestHP / averageHP) / 10)); } else if (App.game.gameState === GameConstants.GameState.gym) { // Get highest health gym pokemon this.autoClickCalcTracker.areaHealth = GymRunner.gymObservable().getPokemonList().reduce((a, b) => Math.max(a, b.maxHealth), 0); } else if (App.game.gameState === GameConstants.GameState.dungeon) { this.autoClickCalcTracker.areaHealth = DungeonRunner.dungeon.baseHealth; } else if (App.game.gameState === GameConstants.GameState.temporaryBattle) { // Get highest health trainer pokemon this.autoClickCalcTracker.areaHealth = TemporaryBattleRunner.battleObservable().getPokemonList().reduce((a, b) => Math.max(a, b.maxHealth), 0); } else { this.autoClickCalcTracker.areaHealth = 0; } } } /** * Loads variable from localStorage * -Returns value from localStorage if it exists, is correct type, and matches additional validation if provided * -Otherwise returns default value */ function validateStorage(key, defaultVal, allowed) { try { var val = localStorage.getItem(key); val = JSON.parse(val); if (val == null || typeof val !== typeof defaultVal || (typeof val == 'object' && val.constructor.name !== defaultVal.constructor.name)) { return defaultVal; } if (allowed != undefined) { if (Array.isArray(allowed) && !allowed.includes(val)) { return defaultVal; } if (allowed instanceof Function && !allowed(val)) { return defaultVal; } } return val; } catch { return defaultVal; } } /** * Creates container for scripts settings in the settings menu, adding scripts tab if it doesn't exist yet */ function createScriptSettingsContainer(name) { const settingsID = name.replaceAll(/s/g, '').toLowerCase(); var settingsContainer = document.getElementById('settings-scripts-container'); // Create scripts settings tab if it doesn't exist yet if (!settingsContainer) { // Fixes the Scripts nav item getting wrapped to the bottom by increasing the max width of the window document.querySelector('#settingsModal div').style.maxWidth = '850px'; // Create and attach script settings tab link const settingTabs = document.querySelector('#settingsModal ul.nav-tabs'); const 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); settingsContainer = document.createElement('div'); settingsContainer.setAttribute('id', 'settings-scripts-container'); scriptSettings.appendChild(settingsContainer); } // Create settings container const settingsTable = document.createElement('table'); settingsTable.classList.add('table', 'table-striped', 'table-hover', 'm-0'); const header = document.createElement('thead'); header.innerHTML = `<tr><th colspan="2">${name}</th></tr>`; settingsTable.appendChild(header); const settingsBody = document.createElement('tbody'); settingsBody.setAttribute('id', `settings-scripts-${settingsID}`); settingsTable.appendChild(settingsBody); // Insert settings container in alphabetical order let settingsList = Array.from(settingsContainer.children); let insertBefore = settingsList.find(elem => elem.querySelector('tbody').id > `settings-scripts-${settingsID}`); if (insertBefore) { insertBefore.before(settingsTable); } else { settingsContainer.appendChild(settingsTable); } return settingsBody; } 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); } function loadEpheniaScript(scriptName, initFunction, priorityFunction) { function reportScriptError(scriptName, error) { console.error(`Error while initializing '${scriptName}' userscript:\n${error}`); Notifier.notify({ type: NotificationConstants.NotificationOption.warning, title: scriptName, message: `The '${scriptName}' userscript crashed while loading. Check for updates or disable the script, then restart the game.\n\nReport script issues to the script developer, not to the Pokéclicker team.`, timeout: GameConstants.DAY, }); } const windowObject = !App.isUsingClient ? unsafeWindow : window; // Inject handlers if they don't exist yet if (windowObject.epheniaScriptInitializers === undefined) { windowObject.epheniaScriptInitializers = {}; const oldInit = Preload.hideSplashScreen; var hasInitialized = false; // Initializes scripts once enough of the game has loaded Preload.hideSplashScreen = function (...args) { var result = oldInit.apply(this, args); if (App.game && !hasInitialized) { // Initialize all attached userscripts Object.entries(windowObject.epheniaScriptInitializers).forEach(([scriptName, initFunction]) => { try { initFunction(); } catch (e) { reportScriptError(scriptName, e); } }); hasInitialized = true; } return result; } } // Prevent issues with duplicate script names if (windowObject.epheniaScriptInitializers[scriptName] !== undefined) { console.warn(`Duplicate '${scriptName}' userscripts found!`); Notifier.notify({ type: NotificationConstants.NotificationOption.warning, title: scriptName, message: `Duplicate '${scriptName}' userscripts detected. This could cause unpredictable behavior and is not recommended.`, timeout: GameConstants.DAY, }); let number = 2; while (windowObject.epheniaScriptInitializers[`${scriptName} ${number}`] !== undefined) { number++; } scriptName = `${scriptName} ${number}`; } // Add initializer for this particular script windowObject.epheniaScriptInitializers[scriptName] = initFunction; // Run any functions that need to execute before the game starts if (priorityFunction) { $(document).ready(() => { try { priorityFunction(); } catch (e) { reportScriptError(scriptName, e); // Remove main initialization function windowObject.epheniaScriptInitializers[scriptName] = () => null; } }); } } if (!App.isUsingClient || localStorage.getItem('enhancedautoclicker') === 'true') { if (!App.isUsingClient) { // Necessary for userscript managers unsafeWindow.EnhancedAutoClicker = EnhancedAutoClicker; } loadEpheniaScript('enhancedautoclicker', () => EnhancedAutoClicker.initAutoClicker(), () => EnhancedAutoClicker.initOverrides()); }