- // ==UserScript==
- // @name Hordes UI Mod
- // @version 1.5.1
- // @description Various UI mods for Hordes.io.
- // @author Sakaiyo & Chandog#6373 & Cullen
- // @match https://hordes.io/play
- // @grant GM_addStyle
- // @namespace https://greasyfork.org/users/160017
- // ==/UserScript==
-
- GM_addStyle(`.uimod-skill-tooltip {
- width: 260px;
- position: fixed;
- display: none; }
- .uimod-skill-tooltip .description {
- /* Mirrors color of normal tooltip description */
- color: #5b858e; }
- .uimod-skill-tooltip .uimod-skill-tooltip-text {
- color: white; }
- /* Custom chat context menu, invisible by default */
- .js-chat-context-menu {
- display: none; }
-
- .js-chat-context-menu .name {
- color: white;
- padding: 2px 4px; }
-
- /* Allow names in chat to be clicked (textf1 = BL, textf0 = VG) */
- #chat .name,
- .textwhisper .textf1,
- .textwhisper .textf0 {
- pointer-events: all !important; }
- /* Custom chat filter colors */
- .js-chat-gm {
- color: #a6dcd5; }
-
- /* Class that hides chat lines */
- .js-line-hidden,
- .js-line-blocked {
- display: none; }
- /* Custom chat tabs */
- .uimod-chat-tabs {
- position: fixed;
- margin-top: -22px;
- left: 5px;
- pointer-events: all;
- color: #5b858e;
- font-size: 12px;
- font-weight: bold; }
-
- .uimod-chat-tabs > div {
- cursor: pointer;
- background-color: rgba(0, 0, 0, 0.4);
- border-top-right-radius: 4px;
- border-top-left-radius: 4px;
- display: inline-block;
- border: 1px black solid;
- border-bottom: 0;
- margin-right: 2px;
- padding: 3px 5px; }
-
- .uimod-chat-tabs > div:not(.js-selected-tab):hover {
- border-color: #aaa; }
-
- .uimod-chat-tabs > .js-selected-tab {
- color: #fff; }
-
- /* Chat tab custom config */
- .uimod-chat-tab-config {
- position: absolute;
- z-index: 9999999;
- background-color: rgba(0, 0, 0, 0.6);
- color: white;
- border-radius: 3px;
- text-align: center;
- padding: 8px 12px 8px 6px;
- width: 175px;
- font-size: 14px;
- border: 1px solid black;
- display: none; }
-
- .uimod-chat-tab-config-grid {
- grid-template-columns: 35% 65%;
- display: grid;
- grid-gap: 6px;
- align-items: center; }
-
- .uimod-chat-tab-config h1 {
- font-size: 16px;
- margin-top: 0; }
-
- .uimod-chat-tab-config .btn,
- .uimod-chat-tab-config input {
- font-size: 12px; }
- /* Lazy way to get tables to display side by side, given they share their container with various other elements */
- .uimod-clan-lastseen-table {
- float: right;
- width: 25%;
- /* Make the last seen table look like its part of the main clan members table */
- position: relative;
- right: 1px;
- border-top-left-radius: 0;
- border-bottom-left-radius: 0; }
- .uimod-clan-lastseen-table tr.js-offline-member {
- opacity: 0.5; }
-
- .uimod-clan-members-table {
- float: left;
- width: 75%; }
- /* Allows windows and frames to be moved */
- .window,
- .partyframes,
- #ufplayer,
- #uftarget,
- #skillbar,
- .js-map {
- position: relative; }
-
- /* Retaining the default party frame with so we can override the "style" property */
- .partyframes {
- width: 200px; }
-
- /* All purpose hidden class */
- .js-hidden {
- display: none; }
- /* Friends list CSS, similar to settings but supports 4 columns */
- .uimod-friends {
- display: grid;
- grid-template-columns: 2fr 1.1fr 1.5fr 0.33fr 3fr;
- grid-gap: 8px;
- align-items: center;
- max-height: 390px;
- margin: 0 20px;
- overflow-y: auto; }
-
- /* Helps imitate normal UI window */
- .uimod-friends-list-helper.titleframe {
- line-height: 1em;
- display: flex;
- align-items: start;
- position: relative;
- letter-spacing: 0.5px;
- margin-top: 8px; }
-
- .uimod-friends-list-helper.titleicon {
- margin: 3px; }
-
- .uimod-friends-list-helper.title {
- width: 100%;
- padding-left: 4px;
- font-weight: bold; }
-
- .uimod-friends-intro {
- width: 100%;
- margin: 4px 0 14px;
- text-align: center;
- border-bottom: 2px solid #999;
- padding-bottom: 6px;
- font-weight: bold;
- user-select: none; }
- .uimod-locked-slot {
- pointer-events: all;
- z-index: 10;
- background: rgba(255, 0, 0, 0.4);
- position: absolute;
- width: 46px;
- height: 46px; }
- .js-map-btns {
- position: absolute;
- top: 8px;
- right: 8px;
- z-index: 999;
- width: 100px;
- height: 100px;
- text-align: right;
- display: none;
- pointer-events: all; }
-
- .js-map-btns:hover {
- display: block; }
-
- .js-map-btns button {
- border-radius: 10px;
- font-size: 18px;
- padding: 0 5px;
- background: rgba(0, 0, 0, 0.4);
- border: 0;
- color: white;
- font-weight: bold;
- cursor: pointer; }
-
- /* On hover of map, show opacity controls */
- .js-map:hover .js-map-btns {
- display: block; }
- /* Mirror styles of other merchant inputs */
- .uidom-merchant-input {
- margin: 4px 0;
- align-self: center; }
-
- /* Add 225px column for new filters input */
- .uidom-merchant-with-filters .search {
- grid-template-columns: 120px auto 50px auto 50px 225px 1fr auto auto; }
- .js-chat-resize {
- resize: both;
- overflow: auto; }
- .js-map {
- /* This makes sure scroll bars don't appear when resizing the map */
- overflow: hidden; }
-
- .js-map-resize:hover {
- resize: both;
- overflow: auto;
- direction: rtl; }
- /* Screenshot Mod Warning CSS. Similar to the warning you get in chrome when entering full-screen since that's familiar and positioned to be below full-screen warning */
- .uimod-screenshot-warning {
- margin: auto;
- display: block;
- text-align: center;
- margin-top: 100px;
- width: 250px;
- padding: 13px;
- color: #fff;
- background: rgba(39, 41, 45, 0.74); }
-
- .uimod-screenshot-warning-container {
- width: 100%;
- position: absolute; }
-
- /* Applied to warning after a short delay to fadeout */
- .uimod-screenshot-warning-fadeout {
- visibility: hidden;
- opacity: 0;
- transition: visibility 0s 1s, opacity 1s linear; }
- /* Allows last clicked window to appear above all other windows */
- .js-is-top {
- z-index: 9998 !important; }
-
- .panel.context:not(.commandlist) {
- z-index: 9999 !important; }
-
- /* The item icon being dragged in the inventory */
- .container.svelte-snq3jh {
- z-index: 9999 !important; }
- .js-cooldown-num {
- position: absolute;
- bottom: 10px;
- left: 0;
- width: 40px;
- text-align: center;
- font-weight: bold;
- color: white;
- pointer-events: none; }
- .container.uimod-xpmeter-1 {
- z-index: 6; }
-
- .window.uimod-xpmeter-2 {
- padding: 5px;
- height: 100%;
- display: grid;
- grid-template-rows: 30px 1fr;
- grid-gap: 4px;
- transform-origin: inherit;
- min-width: fit-content; }
-
- .titleframe.uimod-xpmeter-2 {
- line-height: 1em;
- display: flex;
- align-items: center;
- position: relative;
- letter-spacing: 0.5px; }
-
- .titleicon.uimod-xpmeter-2 {
- margin: 3px; }
-
- .title.uimod-xpmeter-2 {
- width: 100%;
- padding-left: 4px;
- font-weight: bold; }
-
- .slot.uimod-xpmeter-2 {
- min-height: 0; }
-
- .wrapper.uimod-xpmeter-1 {
- width: 200px; }
-
- .bar.uimod-xpmeter-3 {
- background-color: rgba(45, 66, 71, 0.7);
- border-radius: 1.5px;
- position: relative;
- color: #DAE8EA;
- overflow: hidden;
- text-shadow: 1px 1px 2px #10131d;
- white-space: nowrap;
- text-transform: capitalize;
- font-weight: bold; }
-
- .buttons.uimod-xpmeter-1 {
- line-height: 1;
- font-size: 13px; }
-
- .left.uimod-xpmeter-3 {
- padding-left: 4px;
- position: relative;
- z-index: 1; }
-
- .right.uimod-xpmeter-3 {
- position: absolute;
- right: 7px;
- z-index: 1; }
- /* Custom css for settings page, duplicates preexisting settings pane grid */
- .uimod-settings,
- .uimod-mod-toggler {
- user-select: none;
- display: grid;
- grid-template-columns: 2fr 3fr;
- grid-gap: 8px;
- align-items: center;
- max-height: 390px;
- margin: 0 20px;
- overflow-y: auto; }
-
- .uimod-mod-toggler-window {
- max-height: 525px !important; }
-
- .uimod-mod-toggler {
- grid-template-columns: 1fr 3fr 1.5fr 1.5fr;
- grid-gap: 12px 6px; }
- .uimod-mod-toggler .uimod-mod-name {
- font-weight: bold;
- font-size: 16px; }
- .uimod-mod-toggler .uimod-mod-desc {
- font-style: italic; }
- .uimod-mod-toggler .uimod-mod-state {
- color: #ffffff;
- font-weight: bold; }
-
- .uimod-disclaimer {
- font-size: 13px;
- font-weight: bold;
- margin-bottom: 8px; }
- /* This file is for CSS mods that don't fit in any other individual mod folder */
- /* Transparent chat bg color */
- .frame.svelte-1vrlsr3 {
- background: rgba(0, 0, 0, 0.4); }
-
- /* Our mod's chat message color */
- .textuimod {
- color: #00dd33; }
-
- /* The browser resize icon */
- *::-webkit-resizer {
- background: linear-gradient(to right, rgba(51, 77, 80, 0), rgba(203, 202, 165, 0.5));
- border-radius: 8px;
- box-shadow: 0 1px 1px black; }
-
- *::-moz-resizer {
- background: linear-gradient(to right, rgba(51, 77, 80, 0), rgba(203, 202, 165, 0.5));
- border-radius: 8px;
- box-shadow: 0 1px 1px black; }
-
- /* Our custom window, closely mirrors main settings window */
- .uimod-custom-window {
- position: absolute;
- top: 100px;
- left: 50%;
- transform: translate(-50%, 0);
- min-width: 350px;
- max-width: 600px;
- width: 90%;
- height: 80%;
- min-height: 350px;
- max-height: 500px;
- z-index: 9;
- padding: 0px 10px 5px; }
- `);
-
- (function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
- "use strict";
-
- var _mods = _interopRequireDefault(require("./mods"));
-
- var _state = require("./utils/state");
-
- function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
-
- function initialize() {
- // If the Hordes.io tab isn't active for long enough, it reloads the entire page, clearing this mod
- // We check for that and reinitialize the mod if that happens
- const $layout = document.querySelector('.layout');
-
- if ($layout.classList.contains('uimod-initd')) {
- return;
- }
-
- $layout.classList.add('uimod-initd');
- (0, _state.loadState)();
- const state = (0, _state.getState)();
- const rerunning = {
- // MutationObserver running whenever .layout changes
- onDomChange: [],
- // Mutation observer running whenever #chat changes
- onChatChange: [],
- // `click` Event listener running on document.body
- onLeftClick: [],
- // `contextmenu` Event listener running on document.body
- onRightClick: []
- }; // Run all our mods
-
- const registerOnDomChange = callback => rerunning.onDomChange.push(callback);
-
- const registerOnChatChange = callback => rerunning.onChatChange.push(callback);
-
- const registerOnLeftClick = callback => rerunning.onLeftClick.push(callback);
-
- const registerOnRightClick = callback => rerunning.onRightClick.push(callback);
-
- const disabledMods = state.disabledMods;
-
- _mods.default.forEach(mod => {
- if (disabledMods.includes(mod.name) || mod.disabled) return;
-
- try {
- mod.run({
- registerOnDomChange,
- registerOnChatChange,
- registerOnLeftClick,
- registerOnRightClick
- });
- } catch (modError) {
- console.error(`UI Mod Error: Problem running mod ${mod.name}, error:`, modError);
- }
- }); // Continuously re-run specific mods methods that need to be executed on UI change
-
-
- const rerunObserver = new MutationObserver(mutations => {
- // If new window appears, e.g. even if window is closed and reopened, we need to rewire it
- // Fun fact: Some windows always exist in the DOM, even when hidden, e.g. Inventory
- // But some windows only exist in the DOM when open, e.g. Interaction
- rerunning.onDomChange.forEach(callback => callback(mutations));
- });
- Array.from(document.querySelectorAll('.layout > .container, .actionbarcontainer, .partyframes, .targetframes')).forEach($container => {
- rerunObserver.observe($container, {
- attributes: false,
- childList: true
- });
- }); // Rerun only on chat messages changing
-
- const chatRerunObserver = new MutationObserver(mutations => {
- rerunning.onChatChange.forEach(callback => callback(mutations));
- });
- chatRerunObserver.observe(document.querySelector('#chat'), {
- attributes: false,
- childList: true
- }); // Event listeners for document.body might be kept when the game reloads, so don't reinitialize them
-
- if (!document.body.classList.contains('js-uimod-initd')) {
- document.body.classList.add('js-uimod-initd');
- rerunning.onLeftClick.forEach(callback => document.body.addEventListener('click', callback));
- rerunning.onRightClick.forEach(callback => document.body.addEventListener('contextmenu', callback));
- }
- } // Initialize mods once UI DOM has loaded
- // Rerunning updates on every call to initialize
-
-
- const pageObserver = new MutationObserver(() => {
- const isUiLoaded = !!document.querySelector('.layout');
-
- if (isUiLoaded) {
- initialize();
- }
- });
- pageObserver.observe(document.body, {
- attributes: true,
- childList: true
- });
-
- },{"./mods":27,"./utils/state":52}],2:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.registerSettingsMenuItem = registerSettingsMenuItem;
- exports.default = void 0;
-
- var _misc = require("../../utils/misc");
-
- var _ui = require("../../utils/ui");
-
- var _modTogglerUi = require("./modTogglerUi");
-
- var _modSettingsUi = require("./modSettingsUi");
-
- const registeredSettings = [];
-
- function customSettings() {
- const $settings = document.querySelector('.divide:not(.js-settings-initd)');
-
- if (!$settings) {
- return;
- }
-
- $settings.classList.add('js-settings-initd');
- const $settingsChoiceList = $settings.querySelector('.choice').parentNode; // Append all the registered settings links
-
- registeredSettings.forEach(({
- windowName,
- label
- }) => {
- $settingsChoiceList.appendChild((0, _misc.makeElement)({
- element: 'div',
- class: `choice js-${windowName}-open`,
- content: label
- }));
- }); // TODO: Make this a setting in the new settings window
-
- $settingsChoiceList.appendChild((0, _misc.makeElement)({
- element: 'div',
- class: 'choice js-reset-ui-pos',
- content: 'Reset UI Positions'
- })); // Reset positions immediately upon click
-
- document.querySelector('.js-reset-ui-pos').addEventListener('click', _ui.resetUiPositions); // Upon settings item click, open window
-
- registeredSettings.forEach(({
- windowName,
- handleOpenWindow
- }) => {
- document.querySelector(`.js-${windowName}-open`).addEventListener('click', handleOpenWindow);
- }); // If it was open when the game last closed keep it open
-
- registeredSettings.forEach(({
- windowName,
- handleOpenWindow
- }) => {
- if ((0, _ui.isWindowOpen)(windowName) && !document.querySelector(`.js-${windowName}`)) {
- handleOpenWindow();
- }
- });
- } // `windowName` is used to create class names and check if the window is open in the UI
- // Pass `ui.WindowNames.x` to this argument.
- // Setting the window name in ui.js WindowNames ensure other mods can check if the window is open, just in case they need to
- // `handleOpenWindow` is a callback that is triggered when the user clicks the settings item.
- // The window it opens must have a css class matching `js-${windowName}`, e.g. if windowName is `block-list`, the CSS class for your created window must be `js-block-list`
- // `label` is the text visible in the Settings menu
-
-
- function registerSettingsMenuItem({
- windowName,
- handleOpenWindow,
- label
- }) {
- registeredSettings.push({
- windowName,
- handleOpenWindow,
- label
- });
- } // TODO: function to register settings ption in the custom mod settings window
-
-
- var _default = {
- name: '[REQUIRED] Custom settings',
- description: 'Do not disable this Adds Reset UI Position, Mod Toggler, and Mod Settings to Hordes settings window. Allows for custom settings to be added',
- run: ({
- registerOnDomChange
- }) => {
- // Register ui.js window names
- _ui.WindowNames.modToggler = 'mod-toggler';
- _ui.WindowNames.uiModSettings = 'mod-settings'; // TODO: Finish
- // // Register settings
- // registerSettingsMenuItem({
- // windowName: WindowNames.uiModSettings,
- // handleOpenWindow: createModSettings,
- // label: 'UI Mod Settings',
- // });
-
- registerSettingsMenuItem({
- windowName: _ui.WindowNames.modToggler,
- handleOpenWindow: _modTogglerUi.createModToggler,
- label: 'Toggle Mods'
- });
- customSettings(); // If the settings window becomes visible/invisible, we want to update it
-
- registerOnDomChange(customSettings);
- },
- required: true
- };
- exports.default = _default;
-
- },{"../../utils/misc":50,"../../utils/ui":53,"./modSettingsUi":3,"./modTogglerUi":4}],3:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.createModSettings = createModSettings;
- exports.removeModSettings = removeModSettings;
-
- var _misc = require("../../utils/misc");
-
- var _ui = require("../../utils/ui");
-
- // TODO Should have 4 configs:
- // Toggle for state.enableWindowDragging,
- // state.enableFrameDragging,
- // state.healthBarFadeColor = 'orange',
- // state.healthBarFadeColor = 'red'
- // state.healthBarFadePercent = 50,
- // state.healthBarFadePercent = 100,
- function createModSettings() {
- let modSettingsHTML = '';
- const customSettingsHTML = `
- <h3 class="textprimary">UI Mod Settings</h3>
- <div class="settings uimod-mod-settings js-mod-settings-list">${modSettingsHTML}</div>
- <p></p>
- <div class="btn purp js-close-mod-settings">Close</div>
- `;
- const $customSettings = (0, _misc.makeElement)({
- element: 'div',
- class: 'menu panel-black uimod-mod-settings-window uimod-custom-window js-mod-settings',
- content: customSettingsHTML
- });
- document.body.appendChild($customSettings);
- (0, _ui.setWindowOpen)(_ui.WindowNames.modSettings); // And the close button for our custom UI
-
- document.querySelector('.js-close-mod-settings').addEventListener('click', removeModSettings);
- }
-
- function removeModSettings() {
- const $customSettingsWindow = document.querySelector('.js-mod-settings');
- $customSettingsWindow.parentNode.removeChild($customSettingsWindow);
- (0, _ui.setWindowClosed)(_ui.WindowNames.modSettings);
- }
-
- },{"../../utils/misc":50,"../../utils/ui":53}],4:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.createModToggler = createModToggler;
- exports.removeModToggler = removeModToggler;
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- var _mods = _interopRequireDefault(require("../../mods"));
-
- var _ui = require("../../utils/ui");
-
- function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
-
- function createModToggler() {
- const state = (0, _state.getState)();
- let modTogglerHTML = '';
-
- _mods.default.forEach(mod => {
- if (mod.required || mod.disabled) return; // Don't allow toggling of required mods
-
- const isEnabled = !state.disabledMods.includes(mod.name);
- modTogglerHTML += `
- <div class="uimod-mod-name">${mod.name}</div>
- <div class="uimod-mod-desc">${mod.description}</div>
- <div class="uimod-mod-state">${isEnabled ? 'Turned on' : 'Turned off'}</div>
- ${isEnabled ? `<div class="btn orange js-disable-mod" data-mod-name="${mod.name}">Turn OFF</div>` : `<div class="btn blue js-enable-mod" data-mod-name="${mod.name}">Turn ON</div>`}
- `;
- });
-
- const customSettingsHTML = `
- <h3 class="textprimary">UI Mods</h3>
- <div class="uimod-disclaimer">Disclaimer: You MUST refresh the game after you enable/disable a mod for it to take effect.</div>
- <div class="settings uimod-mod-toggler js-mod-toggler-list">${modTogglerHTML}</div>
- <p></p>
- <div class="btn purp js-close-mod-toggler">Close</div>
- `;
- const $customSettings = (0, _misc.makeElement)({
- element: 'div',
- class: 'menu panel-black uimod-mod-toggler-window uimod-custom-window js-mod-toggler',
- content: customSettingsHTML
- });
- document.body.appendChild($customSettings);
- (0, _ui.setWindowOpen)(_ui.WindowNames.modToggler); // Wire up all the disable/enable mod buttons
-
- Array.from(document.querySelectorAll('.js-disable-mod')).forEach($button => {
- $button.addEventListener('click', clickEvent => {
- const name = clickEvent.target.getAttribute('data-mod-name');
-
- if (!state.disabledMods.includes(name)) {
- // It should never include the mod already, but juuust in case, we don't want to push it twice
- state.disabledMods.push(name);
- (0, _state.saveState)();
- } // Refresh the window, retaining scroll position
-
-
- let $modList = document.querySelector('.js-mod-toggler-list');
- const tempScrollPos = $modList.scrollTop;
- removeModToggler();
- createModToggler();
- $modList = document.querySelector('.js-mod-toggler-list');
- $modList.scrollTop = tempScrollPos;
- });
- });
- Array.from(document.querySelectorAll('.js-enable-mod')).forEach($button => {
- $button.addEventListener('click', clickEvent => {
- const name = clickEvent.target.getAttribute('data-mod-name');
-
- if (state.disabledMods.includes(name)) {
- state.disabledMods.splice(state.disabledMods.indexOf(name), 1);
- (0, _state.saveState)();
- } // Refresh the window, retaining scroll position
-
-
- let $modList = document.querySelector('.js-mod-toggler-list');
- const tempScrollPos = $modList.scrollTop;
- removeModToggler();
- createModToggler();
- $modList = document.querySelector('.js-mod-toggler-list');
- $modList.scrollTop = tempScrollPos;
- });
- }); // And the close button for our custom UI
-
- document.querySelector('.js-close-mod-toggler').addEventListener('click', removeModToggler);
- }
-
- function removeModToggler() {
- const $customSettingsWindow = document.querySelector('.js-mod-toggler');
- $customSettingsWindow.parentNode.removeChild($customSettingsWindow);
- (0, _ui.setWindowClosed)(_ui.WindowNames.modToggler);
- }
-
- },{"../../mods":27,"../../utils/misc":50,"../../utils/state":52,"../../utils/ui":53}],5:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _state = require("../../utils/state");
-
- // Note: For a split second after these event handlers are added,
- // They may not actually be listening.
- // e.g. Refresh page with inventory open, immediately control+right click item
- // to copy its stats. It won't work because `keydown` didn't register the keydown event yet
- // Doesn't look like there's anything we can do about it, just something to keep in mind.
- function keyPressTracker() {
- const tempState = (0, _state.getTempState)();
- window.addEventListener('keydown', keyEvent => {
- if (keyEvent.key === 'Control') {
- tempState.keyModifiers.control = true;
- } else if (keyEvent.key === 'Alt') {
- tempState.keyModifiers.alt = true;
- } else if (keyEvent.key === 'Shift') {
- // Shouldn't set keyModifiers.shift if we're programatically doing it while getting tooltip content
- // tempState.gettingTooltipContentShiftPress should only be `true` if user already isn't pressing shift
- // See game.js `getTooltipContent` for more details
- if (tempState.gettingTooltipContentShiftPress) {
- return;
- }
-
- tempState.keyModifiers.shift = true;
- }
- });
- window.addEventListener('keyup', keyEvent => {
- if (keyEvent.key === 'Control') {
- tempState.keyModifiers.control = false;
- } else if (keyEvent.key === 'Alt') {
- tempState.keyModifiers.alt = false;
- } else if (keyEvent.key === 'Shift') {
- tempState.keyModifiers.shift = false;
- }
- }); // If page ever regains focus, e.g. tabbing back in after tabbing out, make sure we reset our modifiers.
- // This prevents things like holding control, leaving the tab without releasing it, then coming back in and
- // the game will think you are still holding it, even if you're not.
-
- window.addEventListener('focus', () => {
- tempState.keyModifiers.control = false;
- tempState.keyModifiers.alt = false;
- tempState.keyModifiers.shift = false;
- });
- }
-
- var _default = {
- name: '[REQUIRED] Key press tracker',
- description: 'Identifies when you are pressing Ctrl/etc key modifiers, which is used by some other mods',
- run: keyPressTracker,
- required: true
- };
- exports.default = _default;
-
- },{"../../utils/state":52}],6:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var chat = _interopRequireWildcard(require("../../utils/chat"));
-
- var _version = require("../../utils/version");
-
- var _state = require("../../utils/state");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- function modStart() {
- chat.addChatMessage(`Hordes UI Mod v${_version.VERSION} is now running.`);
- setInterval(() => {
- (0, _state.testSaveState)();
- }, 2000);
- }
-
- var _default = {
- name: '[REQUIRED] UI Mod Startup',
- description: 'Do not remove this! This displays a welcome message and includes misc styles.',
- run: modStart,
- required: true
- };
- exports.default = _default;
-
- },{"../../utils/chat":48,"../../utils/state":52,"../../utils/version":54}],7:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.createBlockList = createBlockList;
- exports.removeBlockList = removeBlockList;
-
- var _misc = require("../../utils/misc");
-
- var player = _interopRequireWildcard(require("../../utils/player"));
-
- var _state = require("../../utils/state");
-
- var _ui = require("../../utils/ui");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- function createBlockList() {
- const state = (0, _state.getState)();
- let blockedPlayersHTML = '';
- Object.keys(state.blockList).sort().forEach(blockedName => {
- blockedPlayersHTML += `
- <div data-player-name="${blockedName}">${blockedName}</div>
- <div class="btn orange js-unblock-player" data-player-name="${blockedName}">Unblock player</div>
- `;
- });
- const customSettingsHTML = `
- <h3 class="textprimary">Blocked players</h3>
- <div class="settings uimod-settings">${blockedPlayersHTML}</div>
- <p></p>
- <div class="btn purp js-close-custom-settings">Close</div>
- `;
- const $customSettings = (0, _misc.makeElement)({
- element: 'div',
- class: 'menu panel-black uimod-custom-window js-block-list',
- content: customSettingsHTML
- });
- document.body.appendChild($customSettings);
- (0, _ui.setWindowOpen)(_ui.WindowNames.blockList); // Wire up all the unblock buttons
-
- Array.from(document.querySelectorAll('.js-unblock-player')).forEach($button => {
- $button.addEventListener('click', clickEvent => {
- const name = clickEvent.target.getAttribute('data-player-name');
- player.unblockPlayer(name); // Remove the blocked player from the list
-
- Array.from(document.querySelectorAll(`.js-block-list [data-player-name="${name}"]`)).forEach($element => {
- $element.parentNode.removeChild($element);
- });
- });
- }); // And the close button for our custom UI
-
- document.querySelector('.js-close-custom-settings').addEventListener('click', removeBlockList);
- }
-
- function removeBlockList() {
- const $customSettingsWindow = document.querySelector('.js-block-list');
- $customSettingsWindow.parentNode.removeChild($customSettingsWindow);
- (0, _ui.setWindowClosed)(_ui.WindowNames.blockList);
- }
-
- },{"../../utils/misc":50,"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53}],8:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- Object.defineProperty(exports, "createBlockList", {
- enumerable: true,
- get: function () {
- return _blockListUi.createBlockList;
- }
- });
- Object.defineProperty(exports, "removeBlockList", {
- enumerable: true,
- get: function () {
- return _blockListUi.removeBlockList;
- }
- });
- exports.default = void 0;
-
- var _blockListUi = require("./blockListUi");
-
- var _customSettings = require("../_customSettings");
-
- var _ui = require("../../utils/ui");
-
- var _chatContextMenu = require("../chatContextMenu");
-
- var _player = require("../../utils/player");
-
- var _state = require("../../utils/state");
-
- function blockList() {
- const tempState = (0, _state.getTempState)();
- _ui.WindowNames.blockList = 'block-list';
- (0, _customSettings.registerSettingsMenuItem)({
- windowName: _ui.WindowNames.blockList,
- handleOpenWindow: _blockListUi.createBlockList,
- label: 'Blocked players'
- });
- (0, _chatContextMenu.registerChatMenuItem)({
- id: 'block',
- label: 'Block',
- handleClick: () => {
- (0, _player.blockPlayer)(tempState.chatName);
- }
- });
- }
-
- var _default = {
- name: 'Block list',
- description: 'Allows you to block players by clicking their names in chat. View/unblock players in Settings -> Blocked players',
- run: blockList
- };
- exports.default = _default;
-
- },{"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53,"../_customSettings":2,"../chatContextMenu":13,"./blockListUi":7}],9:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.handleBuffArrayChange = handleBuffArrayChange;
-
- var _skills = _interopRequireDefault(require("./skills"));
-
- var _misc = require("../../utils/misc");
-
- function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
-
- function _getSkillId(url) {
- const regex = new RegExp('skills/([a-zA-Z0-9]+).');
- const matches = url.match(regex);
- return Array.isArray(matches) ? matches[1] : null;
- }
-
- function _getSkillIdFromBuff($buff) {
- const $skillImg = $buff.querySelector('img');
- if (!$skillImg) return;
- return _getSkillId($skillImg.getAttribute('src'));
- }
-
- function _addBuffTooltip(mouseEvent, $buff) {
- const skillId = _getSkillIdFromBuff($buff);
-
- if (!skillId) return;
- const $buffTooltip = document.querySelector('.js-skill-tooltip');
- const skillData = _skills.default[skillId]; // This shouldn't happen, but just in case it does, don't show the buff tooltip
-
- if (!skillData) return;
- $buffTooltip.querySelector('.js-tooltip-name').textContent = skillData.name;
- $buffTooltip.querySelector('.js-tooltip-desc').textContent = skillData.description; // Reset current tooltip stats and add current skill's stats
-
- const $tooltipStats = $buffTooltip.querySelector('.js-tooltip-stats');
- $tooltipStats.innerHTML = '';
-
- if (skillData.stats) {
- $buffTooltip.setAttribute('data-skill-id', skillId);
- $tooltipStats.style.display = 'block';
- $buffTooltip.querySelector('.js-buff-tooltip-effects').style.display = 'block';
- skillData.stats.forEach(statText => {
- $tooltipStats.appendChild((0, _misc.makeElement)({
- element: 'div',
- class: 'textgreen',
- content: statText
- }));
- });
- } else {
- $buffTooltip.setAttribute('data-skill-id', '');
- $tooltipStats.style.display = 'none';
- $buffTooltip.querySelector('.js-buff-tooltip-effects').style.display = 'none';
- } // Make tooltip visible near mouse
-
-
- $buffTooltip.setAttribute('style', `left: ${mouseEvent.pageX}px; top: ${mouseEvent.pageY - 50}px; display: block;`);
- }
-
- function _removeBuffTooltip() {
- const $buffTooltip = document.querySelector('.js-skill-tooltip');
-
- if ($buffTooltip) {
- $buffTooltip.style.display = 'none';
- }
- }
-
- function _handleBuffTooltipDisplay(mouseEvent, $buff) {
- // TODO: This method should NOT be being called constantly on mouse move of the entire game
- // Maybe a debounced timeout that rebounces on every mousemove of the buffarray, and once it finishes,
- // that means they're no longer hovered over buffarray, so delete the tooltip
- const $elementMouseIsOver = document.elementFromPoint(mouseEvent.clientX, mouseEvent.clientY); // If mouse is over cooldown overlay or icon image of buff icon
-
- if ($elementMouseIsOver.classList.contains('cd') || $elementMouseIsOver.classList.contains('icon')) {
- // If there is no $buff but we are over the buff icon, then this is the document.body
- // _removeBuffTooltip handler, so we don't want to add the buff tooltip
- // TODO: Consider cleaning up this logic
- if ($buff) _addBuffTooltip(mouseEvent, $buff);
- } else {
- _removeBuffTooltip();
- }
- }
-
- function handleBuffArrayChange($buffArray) {
- const $buffs = Array.from($buffArray.querySelectorAll('.slot'));
- const visibleSkillIds = [];
- $buffs.forEach($buff => {
- visibleSkillIds.push(_getSkillIdFromBuff($buff));
- if ($buff.classList.contains('js-buff-tooltip-initd')) return;
- $buff.classList.add('js-buff-tooltip-initd'); // Handle deleting tooltip either on mouseleave or on mousemove outside of the .buffarray
- // Being this comprehensive helps ensure the tooltip doesn't accidentally stay visible inappropriately
-
- if ($buff.parentElement) {
- $buff.parentElement.addEventListener('mousemove', event => _handleBuffTooltipDisplay(event, $buff));
- $buff.addEventListener('mouseleave', _removeBuffTooltip);
- }
- }); // If tooltip is visible, check if the skill it was displaying
- // a tooltip for still exists or not in the buff array
- // If it doesn't exist, remove the tooltip
-
- const currentDisplayedSkillId = document.querySelector('.js-skill-tooltip').getAttribute('data-skill-id');
-
- if (currentDisplayedSkillId && !visibleSkillIds.includes(currentDisplayedSkillId)) {
- _removeBuffTooltip();
- }
- }
-
- },{"../../utils/misc":50,"./skills":11}],10:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _helpers = require("./helpers");
-
- var _misc = require("../../utils/misc");
-
- function createBuffTooltip() {
- if (document.querySelector('.js-skill-tooltip')) return;
- const buffTooltipHTML = `
- <div class="container js-tooltip-content">
- <div class="slottitle textblue js-tooltip-name"></div>
- <div class="description js-tooltip-desc"></div>
- <div class="uimod-skill-tooltip-text js-buff-tooltip-effects">Effects:</div>
- <div class="js-tooltip-stats"></div>
- </div>
- `;
- const $buffTooltip = (0, _misc.makeElement)({
- element: 'div',
- class: 'border blue slotdescription uimod-skill-tooltip js-skill-tooltip',
- content: buffTooltipHTML
- });
- document.querySelector('.layout').appendChild($buffTooltip);
- } // Add observers to every buff array, so we can track skills and add buff tooltip handlers when they appear
-
-
- function buffTooltips() {
- const $buffArrays = Array.from(document.querySelectorAll('.buffarray:not(.js-buffarray-initd)'));
- $buffArrays.forEach($buffArray => {
- $buffArray.classList.add('js-buffarray-initd');
- (0, _helpers.handleBuffArrayChange)($buffArray);
- const buffArrayObserver = new MutationObserver(() => (0, _helpers.handleBuffArrayChange)($buffArray));
- buffArrayObserver.observe($buffArray, {
- childList: true
- });
- });
- } // TODO BUGFIX: After buffing yourself, selecting yourself and hovering the buff tooltip sometimes doesnt show the tooltip
-
-
- var _default = {
- name: 'Buff Tooltips',
- description: 'In a tooltip, shows a basic description of the buff that you are hovering over.',
- run: ({
- registerOnDomChange
- }) => {
- createBuffTooltip();
- buffTooltips();
- registerOnDomChange(buffTooltips);
- }
- };
- exports.default = _default;
-
- },{"../../utils/misc":50,"./helpers":9}],11:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
- // Source: https://hordes.io/info/skills
- var _default = {
- // Warrior
- 21: {
- name: 'Armor Reinforcement',
- description: 'Passively increase your Defense.',
- stats: ['+ Defense', '+ Increased Aggro Generation']
- },
- 2: {
- name: 'Bulwark',
- description: 'Increase your block chance, while raising your damage for each successful block.',
- stats: ['+ Block'],
- notes: ['Stackable buff on block']
- },
- 18: {
- name: 'Centrifugal Laceration',
- description: 'Your Crescent Swipe lacerates enemies, causing them to bleed for additional Damage.',
- notes: ['x% as additional damage over 10 seconds']
- },
- 33: {
- name: 'Charge',
- description: 'Charge towards your target while also stunning it. Stun duration increases with charge distance.'
- },
- 20: {
- name: "Crusader's Courage",
- description: 'You and your party members gain additional Defense.',
- stats: ['+ Defense']
- },
- 17: {
- name: 'Colossal Reconstruction',
- description: 'While active you are healed each time you block an attack.'
- },
- 19: {
- name: 'Unholy Warcry',
- description: 'You and your party members deal additional Damage.',
- stats: ['+ Min Dmg', '+ Max Dmg']
- },
- 18: {
- // This is the effect triggered by Centrifugal Laceration
- name: 'Bleed',
- description: 'Crescent Swipe lacerates enemies, causing them to bleed for additional Damage.',
- stats: ['x% as additional damage over 10 seconds']
- },
- buffBlock: {
- name: 'Block',
- description: "Blocks the damage from an enemy's attack."
- },
- // Mage
- 4: {
- name: 'Frost Bolt',
- description: 'Freezes targets for up to 4 stacks, at which they will be stunned and take 50% increased damage.'
- },
- 14: {
- name: 'Chilling Radiance',
- description: 'Emit a chilling shockwave of ice around you, damaging and freezing enemies. Increases the critical hit chance of some of your spells.',
- stats: ['Empower Crit% of Ice bolt', 'Empower Crit% of Icicle Orb', '+100 % Movement Spd. Reduction']
- },
- 23: {
- name: 'Ice Shield',
- description: 'Protects you against the next incoming attacks.',
- stats: ['# attacks blocked']
- },
- 16: {
- name: 'Hypothermic Frenzy',
- description: 'You gain Haste and all your damage output is increased.',
- stats: ['+ Haste', '+ Increased Dmg']
- },
- 24: {
- name: 'Enchantment',
- description: 'Increase your targets Damage.',
- stats: ['+ Min Dmg', '+ Max Dmg']
- },
- 22: {
- name: 'Arctic Aura',
- description: 'You and your party members gain additional Crit%.',
- stats: ['+ Critical']
- },
- frozenBuff: {
- name: 'Frozen',
- description: 'Freezes targets for up to 4 stacks, at which they will be stunned and take 50% increased damage.'
- },
- // Archer
- 10: {
- name: 'Serpent Arrows',
- description: 'Your Precise Shots will jump to additional targets while active.',
- stats: ['# Jumps', '##% damage per Jump']
- },
- 11: {
- name: 'Invigorate',
- description: 'Instantly recovers MP and increases your damage temporarily.',
- stats: ['+ Increased damage']
- },
- 29: {
- name: 'Poison Arrows',
- description: 'Your Precise Shot applies a poisonous Debuff on hit, damaging and slowing your enemies.',
- stats: ['###% per stack as additional damage over 10 seconds']
- },
- 27: {
- name: 'Pathfinding',
- description: 'You and your party members gain additional Movement Speed.',
- stats: ['+ Move Spd']
- },
- 26: {
- name: 'Cranial Punctures',
- description: 'Passively increase your Crit%.',
- stats: ['+ Critical']
- },
- 25: {
- name: 'Temporal Dilation',
- description: 'You and your party members gain additional Haste.',
- stats: ['+ Haste']
- },
- 31: {
- // Technically this is an effect brought on by Precise Shot
- name: 'Swift Shot',
- description: 'Increases the damage of your next Swift Shots and allows them to be cast instantly.'
- },
- 38: {
- name: 'Dash',
- description: 'You dash into your current direction, instantly resetting the cooldown of Precise Shot. Your next Precise Shot is an instant cast.'
- },
- // Shaman
- // TODO: Figure out what the post-summon speed buff icon URL
- 12: {
- name: 'Decay',
- description: 'Curse your enemy with a spell of decay, dealing damage over time.',
- stats: ['DMG', '+ Movement Spd. Reduction']
- },
- 7: {
- name: 'Revitalize',
- description: 'Heal a friendly target over a short duration, stacking up to 3 times while also increasing the power of your Mend.',
- stats: ['Heal']
- },
- 13: {
- name: "Mimir's Well",
- description: 'You and your party members quickly regenerate mana over a short period of time.',
- stats: ['MP recovered']
- },
- 36: {
- name: 'Spirit Animal',
- description: 'Turn into your spirit animal for additional movementspeed.',
- stats: ['+ Move Spd']
- },
- 28: {
- name: 'Canine Howl',
- description: 'You and your entire party enrages with haste, causing you to attack faster.',
- stats: ['+ Haste']
- },
- 37: {
- name: 'Agonize',
- description: 'Turns your target into a zombie, interrupting all actions, slowing it down, and reducing received healing for the duration.',
- stats: ['Movement Spd. Reduction', 'Healing Reduction']
- },
- 30: {
- name: 'Healing Totem',
- description: 'Place a totem on the ground healing your entire party.',
- stats: ['Heal']
- },
- // Other
- 39: {
- name: 'Mount Riding',
- description: 'Allows you to ride ground mounts',
- stats: ['+60 Move Spd']
- },
- potionMp: {
- name: 'MP Potion',
- stats: ['MP Recovered']
- },
- potionhp: {
- name: 'HP Potion',
- stats: ['HP Recovered']
- },
- dazedBuff: {
- name: 'Dazed',
- description: 'When you are hit from behind, you can be dazed. This slows your movement speed and dismounts you.',
- stats: ['Movement Spd. Reduction']
- }
- };
- exports.default = _default;
-
- },{}],12:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.showChatContextMenu = showChatContextMenu;
-
- // Makes chat context menu visible and appear under the mouse
- function showChatContextMenu(name, mousePos, registeredMenuItems) {
- // Right before we show the context menu, we want to check if we should hide/unhide any of the menu items
- const $contextMenu = document.querySelector('.js-chat-context-menu');
- const $menuItems = Array.from($contextMenu.querySelectorAll('[name]'));
- $menuItems.forEach($menuItem => {
- const id = $menuItem.getAttribute('name');
- const handleVisibilityCheck = registeredMenuItems[id] && registeredMenuItems[id].handleVisibilityCheck;
-
- if (handleVisibilityCheck) {
- const isVisible = handleVisibilityCheck();
- $menuItem.classList.toggle('js-hidden', !isVisible);
- }
- });
- $contextMenu.querySelector('.js-name').textContent = name;
- $contextMenu.setAttribute('style', `display: block; left: ${mousePos.x}px; top: ${mousePos.y}px;`);
- }
-
- },{}],13:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.registerChatMenuItem = registerChatMenuItem;
- exports.default = void 0;
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- var helpers = _interopRequireWildcard(require("./helpers"));
-
- var chat = _interopRequireWildcard(require("../../utils/chat"));
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- const registeredMenuItems = {}; // This creates the initial chat context menu DOM (which starts as hidden)
-
- function createChatContextMenu() {
- const tempState = (0, _state.getTempState)();
-
- if (document.querySelector('.js-chat-context-menu')) {
- return;
- }
-
- let contextMenuHTML = `
- <div class="js-name">...</div>
- <div class="choice" name="party">Party invite</div>
- <div class="choice" name="whisper">Whisper</div>
- <div class="choice" name="copy">Copy name</div>
- `;
- Object.values(registeredMenuItems).forEach(({
- id,
- label
- }) => {
- contextMenuHTML += `<div class="choice" name="${id}">${label}</div>`;
- });
- document.body.appendChild((0, _misc.makeElement)({
- element: 'div',
- class: 'panel context border grey js-chat-context-menu',
- content: contextMenuHTML
- }));
- const $chatContextMenu = document.querySelector('.js-chat-context-menu');
- $chatContextMenu.querySelector('[name="party"]').addEventListener('click', () => {
- chat.partyPlayer(tempState.chatName);
- });
- $chatContextMenu.querySelector('[name="whisper"]').addEventListener('click', () => {
- chat.whisperPlayer(tempState.chatName);
- });
- $chatContextMenu.querySelector('[name="copy"]').addEventListener('click', () => {
- navigator.clipboard.writeText(tempState.chatName);
- });
- Object.values(registeredMenuItems).forEach(({
- id,
- handleClick
- }) => {
- $chatContextMenu.querySelector(`[name="${id}"]`).addEventListener('click', handleClick);
- });
- } // This opens a context menu when you click a user's name in chat
-
-
- function chatContextMenu() {
- const tempState = (0, _state.getTempState)();
-
- const addContextMenu = ($name, name) => {
- $name.classList.add('js-is-context-menu-initd'); // Add name to element so we can target it in CSS, e.g. when filtering chat for block list
-
- $name.setAttribute('data-chat-name', name);
-
- const showContextMenu = clickEvent => {
- // TODO: Is there a way to pass the name to showChatContextMenumethod, instead of storing in tempState?
- tempState.chatName = name;
- helpers.showChatContextMenu(name, {
- x: clickEvent.pageX,
- y: clickEvent.pageY
- }, registeredMenuItems);
- };
-
- $name.addEventListener('click', showContextMenu); // Left click
-
- $name.addEventListener('contextmenu', showContextMenu); // Right click works too
- }; // Wire up most chat messages
-
-
- Array.from(document.querySelectorAll('#chat .name:not(.js-is-context-menu-initd)')).forEach($name => {
- addContextMenu($name, $name.textContent);
- }); // Wire up messages coming from whispers
- // `textf0` is the VG faction, `textf1` is the BL faction - we want to support both with our whisper context menu
-
- Array.from(document.querySelectorAll('.textwhisper .textf1:not(.js-is-context-menu-initd), .textwhisper .textf0:not(.js-is-context-menu-initd)')).forEach($whisperName => {
- // $whisperName's textContent is "to [name]" or "from [name]", so we cut off the first word
- let name = $whisperName.textContent.split(' ');
- name.shift(); // Remove the first word
-
- name = name.join(' ');
- addContextMenu($whisperName, name);
- });
- } // Close chat context menu if clicking outside of it
-
-
- function closeChatContextMenu(clickEvent) {
- const $target = clickEvent.target; // If clicking on name or directly on context menu, don't close it
- // Still closes if clicking on context menu item
-
- if ($target.classList.contains('js-is-context-menu-initd') || $target.classList.contains('js-chat-context-menu')) {
- return;
- }
-
- const $contextMenu = document.querySelector('.js-chat-context-menu');
- $contextMenu.style.display = 'none';
- } // `id` is unique to this chat context item, e.g. "friend"
- // `label` is the text in the visible context menu
- // `handleClick` is a callback triggered when the user clicks on the menu item
- // `handleVisiblityCheck` is an optional callback triggered when the menu is rendered.
- // Return `true` and the menu item will be visible, return `false` and it will be hidden
- // If this argument is not provided, the menu item will always be visible.
-
-
- function registerChatMenuItem({
- id,
- label,
- handleClick,
- handleVisibilityCheck
- }) {
- registeredMenuItems[id] = {
- id,
- label,
- handleClick,
- handleVisibilityCheck
- };
- }
-
- var _default = {
- name: 'Chat Context Menu',
- description: 'Displays a menu when you click on a player, allowing you to whisper/party them. Also allows chat menu to be used by other mods, e.g. friends list, block list.',
- run: ({
- registerOnLeftClick,
- registerOnChatChange
- }) => {
- createChatContextMenu();
- chatContextMenu(); // When we click anywhere on the page outside of our chat context menu, we want to close the menu
-
- registerOnLeftClick(closeChatContextMenu); // Register event listeners for each name when a new chat message appears
-
- registerOnChatChange(chatContextMenu);
- }
- };
- exports.default = _default;
-
- },{"../../utils/chat":48,"../../utils/misc":50,"../../utils/state":52,"./helpers":12}],14:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var chat = _interopRequireWildcard(require("../../utils/chat"));
-
- var _state = require("../../utils/state");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- // Remove GM chat filter state for users of v1.2.5 and prior
- function removeGmChatFilter() {
- const state = (0, _state.getState)();
- let stateUpdated = false;
- state.chatTabs = state.chatTabs.map(chatTabState => {
- if (!chatTabState) return chatTabState;
-
- if (chatTabState.filters && chatTabState.filters.hasOwnProperty('GM')) {
- delete chatTabState.filters.GM;
- stateUpdated = true;
- }
-
- return chatTabState;
- });
-
- if (state.chat) {
- delete state.chat;
- stateUpdated = true;
- }
-
- if (stateUpdated) (0, _state.saveState)();
- }
-
- var _default = {
- name: 'Chat filters',
- description: "Filters all chat, e.g. ensuring blocked users' messages are not visible in chat.",
- run: ({
- registerOnChatChange
- }) => {
- removeGmChatFilter(); // Whenever chat changes, we want to filter it
-
- registerOnChatChange(chat.filterAllChat);
- }
- };
- exports.default = _default;
-
- },{"../../utils/chat":48,"../../utils/state":52}],15:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.showChatTabConfigWindow = showChatTabConfigWindow;
- exports.addChatTab = addChatTab;
- exports.selectChatTab = selectChatTab;
- exports.getCurrentChatFilters = getCurrentChatFilters;
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- const DEFAULT_CHAT_TAB_NAME = 'Untitled'; // Gets current chat filters as represented in the UI
- // filter being true means it's invisible(filtered) in chat
- // filter being false means it's visible(unfiltered) in chat
-
- function getCurrentChatFilters() {
- // Saved by the official game client
- const gameFilters = JSON.parse(localStorage.getItem('filteredChannels'));
- return {
- global: gameFilters.includes('global'),
- faction: gameFilters.includes('faction'),
- party: gameFilters.includes('party'),
- clan: gameFilters.includes('clan'),
- pvp: gameFilters.includes('pvp'),
- inv: gameFilters.includes('inv')
- };
- } // Shows the chat tab config window for a specific tab, displayed in a specific position
-
-
- function showChatTabConfigWindow(tabId, pos) {
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)();
- const $chatTabConfig = document.querySelector('.js-chat-tab-config');
- const chatTab = state.chatTabs.find(tab => tab.id === tabId); // Update position and name in chat tab config
-
- $chatTabConfig.style.left = `${pos.x}px`;
- $chatTabConfig.style.top = `${pos.y}px`;
- $chatTabConfig.querySelector('.js-chat-tab-name').value = chatTab.name; // Store tabId in state, to be used by the Remove/Add buttons in config window
-
- tempState.editedChatTabId = tabId; // Hide remove button if only one chat tab left - can't remove last one
- // Show it if more than one chat tab left
-
- const chatTabCount = Object.keys(state.chatTabs).length;
- const $removeChatTabBtn = $chatTabConfig.querySelector('.js-remove-chat-tab');
- $removeChatTabBtn.style.display = chatTabCount < 2 ? 'none' : 'block'; // Show chat tab config
-
- $chatTabConfig.style.display = 'block';
- } // Adds chat tab to DOM, sets it as selected
- // If argument chatTab is provided, will use that name+id
- // If no argument is provided, will create new tab name/id and add it to state
- // isInittingTab is optional boolean, if `true`, will _not_ set added tab as selected. Used when initializing all chat tabs on load
- // Returns newly added tabId
-
-
- function addChatTab(chatTab, isInittingTab) {
- const state = (0, _state.getState)();
- let tabName = DEFAULT_CHAT_TAB_NAME;
- let tabId = (0, _misc.uuid)();
-
- if (chatTab) {
- tabName = chatTab.name;
- tabId = chatTab.id;
- } else {
- // If no chat tab was provided, create it in state
- state.chatTabs.push({
- name: tabName,
- id: tabId,
- filters: getCurrentChatFilters()
- });
- (0, _state.saveState)();
- }
-
- const $tabs = document.querySelector('.js-chat-tabs');
- const $tab = (0, _misc.makeElement)({
- element: 'div',
- content: tabName
- });
- $tab.setAttribute('data-tab-id', tabId); // Add chat tab to DOM
-
- $tabs.appendChild($tab); // Wire chat tab up to open config on right click
-
- $tab.addEventListener('contextmenu', clickEvent => {
- const mousePos = {
- x: clickEvent.pageX,
- y: clickEvent.pageY
- };
- showChatTabConfigWindow(tabId, mousePos);
- }); // And select chat tab on left click
-
- $tab.addEventListener('click', () => {
- selectChatTab(tabId);
- });
-
- if (!isInittingTab) {
- // Select the newly added chat tab
- selectChatTab(tabId);
- } // Returning tabId to all adding new tab to pass tab ID to `showChatTabConfigWindow`
-
-
- return tabId;
- } // Selects chat tab [on click], updating client chat filters and custom chat filters
-
-
- function selectChatTab(tabId) {
- const state = (0, _state.getState)(); // Remove selected class from everything, then add selected class to clicked tab
-
- Array.from(document.querySelectorAll('[data-tab-id]')).forEach($tab => {
- $tab.classList.remove('js-selected-tab');
- });
- const $tab = document.querySelector(`[data-tab-id="${tabId}"]`);
- $tab.classList.add('js-selected-tab');
- const tabFilters = state.chatTabs.find(tab => tab.id === tabId).filters; // Simulating clicks on the filters to turn them on/off
-
- const $filterButtons = Array.from(document.querySelectorAll('.channelselect small'));
- Object.keys(tabFilters).forEach(filter => {
- const $filterButton = $filterButtons.find($btn => $btn.textContent === filter);
- if (!$filterButton) return;
- const isCurrentlyFiltered = $filterButton.classList.contains('textgrey'); // If is currently filtered but filter for this tab is turned off, click it to turn filter off
-
- if (isCurrentlyFiltered && !tabFilters[filter]) {
- $filterButton.click();
- } // If it is not currently filtered but filter for this tab is turned on, click it to turn filter on
-
-
- if (!isCurrentlyFiltered && tabFilters[filter]) {
- $filterButton.click();
- }
- }); // Update the selected tab in state
-
- state.selectedChatTabId = tabId;
- (0, _state.saveState)();
- }
-
- },{"../../utils/misc":50,"../../utils/state":52}],16:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var helpers = _interopRequireWildcard(require("./helpers"));
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- // Creates DOM elements and wires them up for custom chat tabs and chat tab config
- // Note: Should be done after creating new custom chat filters
- function customChatTabs() {
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)(); // Create the chat tab configuration DOM
-
- const $chatTabConfigurator = (0, _misc.makeElement)({
- element: 'div',
- class: 'uimod-chat-tab-config js-chat-tab-config',
- content: `
- <h1>Chat Tab Config</h1>
- <div class="uimod-chat-tab-config-grid">
- <div>Name</div><input type="text" class="js-chat-tab-name" value="untitled"></input>
- <div class="btn orange js-remove-chat-tab">Remove</div><div class="btn blue js-save-chat-tab">Ok</div>
- </div>
- `
- });
- document.body.append($chatTabConfigurator); // Wire it up
-
- document.querySelector('.js-remove-chat-tab').addEventListener('click', () => {
- // Remove the chat tab from state
- const editedChatTab = state.chatTabs.find(tab => tab.id === tempState.editedChatTabId);
- const editedChatTabIndex = state.chatTabs.indexOf(editedChatTab);
- state.chatTabs.splice(editedChatTabIndex, 1); // Remove the chat tab from DOM
-
- const $chatTab = document.querySelector(`[data-tab-id="${tempState.editedChatTabId}"]`);
- $chatTab.parentNode.removeChild($chatTab); // If we just removed the currently selected chat tab
-
- if (tempState.editedChatTabId === state.selectedChatTabId) {
- // Select the chat tab to the left of the removed one
- const nextChatTabIndex = editedChatTabIndex === 0 ? 0 : editedChatTabIndex - 1;
- helpers.selectChatTab(state.chatTabs[nextChatTabIndex].id);
- } // Close chat tab config
-
-
- document.querySelector('.js-chat-tab-config').style.display = 'none';
- });
- document.querySelector('.js-save-chat-tab').addEventListener('click', () => {
- // Set new chat tab name in DOM
- const $chatTab = document.querySelector(`[data-tab-id="${state.selectedChatTabId}"]`);
- const newName = document.querySelector('.js-chat-tab-name').value;
- $chatTab.textContent = newName; // Set new chat tab name in state
- // `selectedChatTab` is a reference on `state.chatTabs`, so updating it above still updates it in the state - we want to save that
-
- const selectedChatTab = state.chatTabs.find(tab => tab.id === state.selectedChatTabId);
- selectedChatTab.name = newName;
- (0, _state.saveState)(); // Close chat tab config
-
- document.querySelector('.js-chat-tab-config').style.display = 'none';
- }); // Create the initial chat tabs HTML
-
- const $chat = document.querySelector('#chat');
- const $chatTabs = (0, _misc.makeElement)({
- element: 'div',
- class: 'uimod-chat-tabs js-chat-tabs',
- content: '<div class="js-chat-tab-add">+</div>'
- }); // Add them to the DOM
-
- $chat.parentNode.insertBefore($chatTabs, $chat); // Add all our chat tabs from state
-
- state.chatTabs.forEach(chatTab => {
- const isInittingTab = true;
- helpers.addChatTab(chatTab, isInittingTab);
- }); // Wire up the add chat tab button
-
- document.querySelector('.js-chat-tab-add').addEventListener('click', clickEvent => {
- const chatTabId = helpers.addChatTab();
- const mousePos = {
- x: clickEvent.pageX,
- y: clickEvent.pageY
- };
- helpers.showChatTabConfigWindow(chatTabId, mousePos);
- }); // If initial chat tab doesn't exist, create it based off current filter settings
-
- if (!Object.keys(state.chatTabs).length) {
- const tabId = (0, _misc.uuid)();
- const chatTab = {
- name: 'Main',
- id: tabId,
- filters: helpers.getCurrentChatFilters()
- };
- state.chatTabs.push(chatTab);
- (0, _state.saveState)();
- helpers.addChatTab(chatTab);
- } // Wire up click event handlers onto the filters to update the selected chat tab's filters in state
-
-
- document.querySelector('.channelselect').addEventListener('click', clickEvent => {
- const $elementMouseIsOver = document.elementFromPoint(clickEvent.clientX, clickEvent.clientY); // We only want to change the filters if the user manually clicks the filter button
- // If they clicked a chat tab and we programatically set filters, we don't want to update
- // the current tab's filter state
-
- if (!$elementMouseIsOver.classList.contains('btn')) {
- return;
- }
-
- const selectedChatTab = state.chatTabs.find(tab => tab.id === state.selectedChatTabId);
- selectedChatTab.filters = helpers.getCurrentChatFilters();
- (0, _state.saveState)();
- }); // Select the currently selected tab in state on mod initialization
-
- if (state.selectedChatTabId) {
- helpers.selectChatTab(state.selectedChatTabId);
- }
- }
-
- function cleanCustomChatTabState() {
- const state = (0, _state.getState)();
- let stateUpdated = true;
- state.chatTabs = state.chatTabs.filter(chatTab => {
- if (!chatTab) {
- stateUpdated = true;
- return false;
- }
-
- return true;
- });
- if (stateUpdated) (0, _state.saveState)();
- }
-
- var _default = {
- name: 'Chat tabs',
- description: 'Enables support for multiple chat tabs',
- run: () => {
- cleanCustomChatTabState();
- customChatTabs();
- }
- };
- exports.default = _default;
-
- },{"../../utils/misc":50,"../../utils/state":52,"./helpers":15}],17:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.handleClanWindowChange = handleClanWindowChange;
-
- var _misc = require("../../utils/misc");
-
- var _state = require("../../utils/state");
-
- function _lastSeenFromTimestamp(ts) {
- if (!ts) return 'Never';
- const nowTs = Date.now();
- const seconds = (nowTs - ts) / 1000; // Divide by 1000 because Date.now returns milliseconds
-
- const minutes = seconds / 60;
- const hours = minutes / 60;
- const days = hours / 24;
- const weeks = days / 7;
- const months = weeks / 30;
- const years = months / 12;
-
- const getPluralizedText = (num, word) => {
- num = Math.round(num);
- return num === 1 ? `${num} ${word}` : `${num} ${word}s`;
- };
-
- if (seconds < 60) return `${getPluralizedText(seconds, 'second')} ago`;
- if (minutes < 60) return `${getPluralizedText(minutes, 'minute')} ago`;
- if (hours < 24) return `${getPluralizedText(hours, 'hour')} ago`;
- if (days < 7) return `${getPluralizedText(days, 'day')} ago`;
- if (days < 30) return `${getPluralizedText(weeks, 'week')} ago`;
- if (months < 12) return `${getPluralizedText(months, 'month')} ago`;
- return `${getPluralizedText(years, 'year')} ago`;
- }
-
- function _handleClanMemberTableChange() {
- const state = (0, _state.getState)();
- const $clanLastSeenTable = document.querySelector('.js-clan-lastseen-table');
- const $clanMemberTable = document.querySelector('.js-clan-members-table-initd'); // Update+Save current online users last seen time
-
- const currentTimestamp = Date.now();
- const $memberNames = Array.from($clanMemberTable.querySelectorAll('tr .name'));
- const latestMemberNames = [];
- $memberNames.map($name => {
- const isOnline = !$name.parentNode.parentNode.classList.contains('offline');
- const name = $name.textContent.trim();
-
- if (isOnline) {
- // Update current timestamp of online members
- state.clanLastActiveMembers[name] = currentTimestamp;
- } else if (!state.clanLastActiveMembers.hasOwnProperty(name)) {
- // If not existing in state, add them so that we can check update their last seen time when they type in chat (See `refreshLastSeenClanMember`)
- state.clanLastActiveMembers[name] = null;
- }
-
- latestMemberNames.push(name);
- }); // Remove clan members that've left the clan from state, so their last seen time is no longer tracked when they type in chat
-
- const removedMembers = Object.keys(state.clanLastActiveMembers).filter(nameInState => !latestMemberNames.includes(nameInState));
- removedMembers.forEach(removedName => delete state.clanLastActiveMembers[removedName]);
- (0, _state.saveState)(); // Update changed last seen times in DOM
-
- const $names = Array.from($clanMemberTable.querySelectorAll('tr .name'));
- const $lastSeenRows = Array.from($clanLastSeenTable.querySelectorAll('.js-clan-lastseen-row')); // If necessary, update the quantity of rows in our custom table
-
- const $tableBody = $clanLastSeenTable.querySelector('tbody');
-
- if ($names.length !== $lastSeenRows.length) {
- const $newRow = (0, _misc.makeElement)({
- element: 'tr',
- class: 'striped js-clan-lastseen-row',
- content: '<td></td>'
- });
-
- if ($names.length > $lastSeenRows.length) {
- // Add last seen rows to match names length
- const rowsToAddCount = $names.length - $lastSeenRows.length;
-
- for (var i = 0; i < rowsToAddCount; i++) {
- $tableBody.appendChild($newRow.cloneNode(true));
- }
- } else {
- // Remove last seen rows to match names length
- const rowsToRemoveCount = $lastSeenRows.length - $names.length;
-
- for (var i = 0; i < rowsToRemoveCount; i++) {
- $tableBody.querySelector('tr').remove();
- }
- }
- } // Update last seen rows with appropriate last seen time
-
-
- const $tableRows = Array.from($tableBody.querySelectorAll('td'));
- $names.forEach(($name, index) => {
- const name = $name.textContent.trim();
- const isOnline = state.clanLastActiveMembers[name] === currentTimestamp;
- const lastSeenStr = isOnline ? 'Now' : _lastSeenFromTimestamp(state.clanLastActiveMembers[name]);
- const $tableRow = $tableRows[index];
- const rowLastSeenStr = $tableRow.textContent;
- const isLastSeenChanged = rowLastSeenStr !== lastSeenStr;
- if (isLastSeenChanged) $tableRow.textContent = lastSeenStr; // Mirroring the 50% opacity that the normal clan member table has on offline members
-
- const lineClassList = $tableRow.parentNode.classList;
- const displayingRowAsOffline = lineClassList.contains('js-offline-member');
-
- if (!isOnline && !displayingRowAsOffline) {
- lineClassList.add('js-offline-member');
- } else if (isOnline && displayingRowAsOffline) {
- lineClassList.remove('js-offline-member');
- }
- });
- }
-
- function handleClanWindowChange() {
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)();
- const $clanWindow = document.querySelector('.window .clanView'); // Table takes a moment to be created after clanView window is opened
-
- const $clanMemberTable = $clanWindow.querySelector('table:not(.js-clan-lastseen-initd)');
- if (!$clanMemberTable) return; // If not in Members tab (e.g. Applications tab), don't initialize Last seen
- // Check if we're in Members tab by seeing if there are 2 columns or not
- // (This allows us to support multiple languages, as opposed to checking for "Applications")
-
- const isMembersTab = Array.from($clanMemberTable.querySelectorAll('thead th')).length === 2;
- const $lastSeenTable = $clanWindow.querySelector('.js-clan-lastseen-table');
-
- if (!isMembersTab) {
- // Hide last seen table if it's visible
- if ($lastSeenTable) $lastSeenTable.style.display = 'none';
- return;
- } else if ($lastSeenTable) {
- // Unhide it when we are on Members table
- $lastSeenTable.setAttribute('style', '');
- } // Initialize the table column if we haven't already
- // The clan member table loses its class when the tab is changed, so we check
-
-
- if (!$clanMemberTable.classList.contains('js-clan-members-table-initd')) {
- $clanMemberTable.classList.add('js-clan-members-table-initd', 'uimod-clan-members-table'); // Last seen table may already exist if we're switching from Applications tab back to Members tab
-
- if ($lastSeenTable) return; // If last seen table hasn't been created, create it.
- // We add a new table next to the preexisting table.
- // We don't just add a new column because Svelte changes the columns and rows around
- // a lot, pretty randomly. This leads to our right-most column occasionally bugging out
- // and ending up as the left-most column.
- // Using our own table lets us control everything about it without Svelte interfering.
-
- $clanMemberTable.parentNode.appendChild((0, _misc.makeElement)({
- element: 'table',
- class: 'marg-top panel-black js-clan-lastseen-table uimod-clan-lastseen-table',
- content: `
- <thead>
- <tr class="textprimary">
- <th>Last seen</th>
- </tr>
- </thead>
- <tbody>
- <tr class="striped js-clan-lastseen-row">
- <td></td>
- </tr>
- </tbody>
- `
- })); // Reset last active members state if clan has changed
-
- const clanName = $clanWindow.querySelector('.textcenter h1').textContent;
-
- if (clanName !== state.currentClanName) {
- state.currentClanName = clanName.trim();
- state.clanLastActiveMembers = {};
- (0, _state.saveState)();
- }
- }
-
- if (!tempState.clanTableObserver) {
- _handleClanMemberTableChange();
-
- tempState.clanTableObserver = new MutationObserver(_handleClanMemberTableChange);
- tempState.clanTableObserver.observe($clanMemberTable, {
- attributes: true,
- childList: true,
- subtree: true
- });
- }
- }
-
- },{"../../utils/misc":50,"../../utils/state":52}],18:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _ui = require("../../utils/ui");
-
- var _state = require("../../utils/state");
-
- var _helpers = require("./helpers");
-
- // When clan window is open, initialize the mutation observer to add Last seen and track last seen in state
- function clanActivityTracker() {
- const tempState = (0, _state.getTempState)();
- const $clanWindow = document.querySelector('.window .clanView'); // If the window is no longer visible, update the state to denote the window has closed and kill the observer
-
- if (!$clanWindow) {
- if ((0, _ui.isWindowOpen)(_ui.WindowNames.clan)) {
- if (tempState.clanWindowObserver) {
- tempState.clanWindowObserver.disconnect();
- delete tempState.clanWindowObserver;
- }
-
- if (tempState.clanTableObserver) {
- tempState.clanTableObserver.disconnect();
- delete tempState.clanTableObserver;
- }
-
- (0, _ui.setWindowClosed)(_ui.WindowNames.clan);
- }
- } else if (!tempState.clanWindowObserver) {
- (0, _ui.setWindowOpen)(_ui.WindowNames.clan);
- (0, _helpers.handleClanWindowChange)();
- tempState.clanWindowObserver = new MutationObserver(_helpers.handleClanWindowChange);
- tempState.clanWindowObserver.observe($clanWindow, {
- attributes: true,
- childList: true
- });
- }
- } // Update last seen for clan members when they type in chat
-
-
- function refreshLastSeenClanMember(mutations) {
- const state = (0, _state.getState)();
- let updatedState = false;
- const $newChatLines = mutations.map(mutation => Array.from(mutation.addedNodes)).flat();
- $newChatLines.forEach($chatLine => {
- const $name = $chatLine.querySelector('.name');
- if (!$name) return;
- const name = $name.textContent.trim(); // If not clan member, don't update state
-
- if (!state.clanLastActiveMembers.hasOwnProperty(name)) return;
- updatedState = true;
- state.clanLastActiveMembers[name] = Date.now();
- });
- if (updatedState) (0, _state.saveState)();
- }
-
- var _default = {
- name: 'Clan activity tracker',
- description: 'Updates clan member table with a Last seen column',
- run: ({
- registerOnDomChange,
- registerOnChatChange
- }) => {
- clanActivityTracker(); // Run it initially once in case clan is already open on mod load
-
- registerOnDomChange(clanActivityTracker); // Run it on dom change for whenever the clan window is opened/closed
-
- registerOnChatChange(refreshLastSeenClanMember); // Run it on chat change so whenever a clan member chats, their last seen is updated
- }
- };
- exports.default = _default;
-
- },{"../../utils/state":52,"../../utils/ui":53,"./helpers":17}],19:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.deposit = deposit;
- exports.withdraw = withdraw;
-
- var _game = require("../../utils/game");
-
- var _ui = require("../../utils/ui");
-
- function _executeStashAction($stash) {
- const $currencyInput = $stash.querySelector('input.formatted'); // Input some huge value they'll have less than
-
- $currencyInput.value = 999999999999999;
- $currencyInput.dispatchEvent(new Event('input'));
- setTimeout(function () {
- const $actionButton = $stash.querySelector('.marg-top .btn');
-
- if (!$actionButton.classList.contains('disabled')) {
- $actionButton.dispatchEvent(new Event('click'));
- } // Clear input
-
-
- $currencyInput.value = '';
- $currencyInput.dispatchEvent(new Event('input'));
- }, 0);
- }
-
- function deposit() {
- const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // Select normal deposit button
-
- $stash.querySelector('.slot .grey.gold:not(.js-deposit-all)').dispatchEvent(new Event('click'));
-
- _executeStashAction($stash);
- }
-
- function withdraw() {
- const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // Select normal deposit button
-
- const $stashBtns = $stash.querySelectorAll('.slot .grey.gold:not(.js-withdraw-all');
- const $withdrawBtn = $stashBtns[$stashBtns.length - 1]; // Right most button
-
- $withdrawBtn.dispatchEvent(new Event('click'));
-
- _executeStashAction($stash);
- }
-
- },{"../../utils/game":49,"../../utils/ui":53}],20:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _misc = require("../../utils/misc");
-
- var _ui = require("../../utils/ui");
-
- var _game = require("../../utils/game");
-
- var _helper = require("./helper");
-
- function addDepositAllButton() {
- const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // If stash is closed or deposit all button is already added, we dont need to do anything
-
- if (!$stash || $stash.querySelector('.js-deposit-all')) {
- return;
- } // Create deposit all button and add it to stash
-
-
- const $depositTargetBtn = $stash.querySelector('.slot .grey.gold');
- const $depositAllBtn = $depositTargetBtn.cloneNode(true);
- const $depositAllText = (0, _misc.makeElement)({
- element: 'span',
- content: ' ALL'
- });
- $depositAllBtn.append($depositAllText);
- $depositAllBtn.classList.add('js-deposit-all');
- $depositAllBtn.classList.remove('active');
- $depositTargetBtn.parentElement.insertBefore($depositAllBtn, $depositTargetBtn);
- $stash.querySelector('.js-deposit-all').addEventListener('click', _helper.deposit);
- }
-
- function addWithdrawAllButton() {
- const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // If stash is closed or withdraw all button is already added, we dont need to do anything
-
- if (!$stash || $stash.querySelector('.js-withdraw-all')) {
- return;
- } // Create withdraw all button and add it to stash
-
-
- const $stashBtns = $stash.querySelectorAll('.slot .grey.gold');
- const $withdrawTargetBtn = $stashBtns[$stashBtns.length - 1]; // Right most button
-
- const $withdrawAllBtn = $withdrawTargetBtn.cloneNode(true);
- const $withdrawAllText = (0, _misc.makeElement)({
- element: 'span',
- content: ' ALL'
- });
- $withdrawAllBtn.append($withdrawAllText);
- $withdrawAllBtn.classList.add('js-withdraw-all');
- $withdrawAllBtn.classList.remove('active');
- $withdrawTargetBtn.parentElement.insertBefore($withdrawAllBtn, $withdrawTargetBtn);
- $stash.querySelector('.js-withdraw-all').addEventListener('click', _helper.withdraw);
- }
-
- var _default = {
- name: 'Desposit/Withdraw All Button',
- description: 'Adds two buttons to your stash to quickly deposit/withdraw all of your money',
- run: ({
- registerOnDomChange
- }) => {
- addDepositAllButton();
- registerOnDomChange(addDepositAllButton);
- addWithdrawAllButton();
- registerOnDomChange(addWithdrawAllButton);
- }
- };
- exports.default = _default;
-
- },{"../../utils/game":49,"../../utils/misc":50,"../../utils/ui":53,"./helper":19}],21:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.dragElement = dragElement;
-
- // Influenced by: https://gist.github.com/remarkablemark/5002d27442600510d454a5aeba370579 & https://stackoverflow.com/a/45831670
- // $draggedElement is the item that will be dragged.
- // $dragTrigger is optional, if passed, this element that must be held down to drag $draggedElement
- // If $dragTrigger is not passed, clicking anywhere on $draggedElement will drag it
- // dragAfterTimeMs is an optional argument. If passed, user has to hold mouse down for that long before being able to drag
- function dragElement($draggedElement, $dragTrigger, dragAfterTimeMs) {
- let offset = [0, 0];
- let mouseDownPos = [0, 0];
- let elementPos = [0, 0];
- let isDown = false;
- let downTimeMs = 0; // Time when user last started holding mouse left click
-
- const $trigger = $dragTrigger || $draggedElement;
- $trigger.addEventListener('mousedown', e => {
- isDown = true;
- downTimeMs = Date.now(); // Offset is used when there is a separate $dragTrigger
-
- offset = [$draggedElement.offsetLeft - e.clientX, $draggedElement.offsetTop - e.clientY]; // mouseDownPos and elementPos are used when $draggedElement is also the trigger
-
- mouseDownPos = [e.clientX, e.clientY];
- elementPos = [parseInt($draggedElement.style.left) || 0, parseInt($draggedElement.style.top) || 0];
- }, true);
- document.addEventListener('mouseup', () => {
- downTimeMs = 0;
- isDown = false;
- }, true);
- document.addEventListener('mousemove', e => {
- e.preventDefault();
-
- if (isDown) {
- // If dragAfterTimeMs is set, then user must hold down mouse for specified time before being able to drag
- if (dragAfterTimeMs && Date.now() - downTimeMs < dragAfterTimeMs) return;
- const deltaX = $dragTrigger ? e.clientX + offset[0] : elementPos[0] + e.clientX - mouseDownPos[0];
- const deltaY = $dragTrigger ? e.clientY + offset[1] : elementPos[1] + e.clientY - mouseDownPos[1];
- $draggedElement.style.left = `${deltaX}px`;
- $draggedElement.style.top = `${deltaY}px`;
- }
- }, true);
- }
-
- },{}],22:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var helpers = _interopRequireWildcard(require("./helpers"));
-
- var _state = require("../../utils/state");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- function draggableUIWindows() {
- const state = (0, _state.getState)(); // Drag all windows by their header
-
- if (state.enableWindowDragging) {
- Array.from(document.querySelectorAll('.window:not(.js-can-move)')).forEach($window => {
- $window.classList.add('js-can-move');
- helpers.dragElement($window, $window.querySelector('.titleframe'));
- });
- }
-
- if (state.enableFrameDragging) {
- // Drag all UI by clicking and holding
- Array.from(document.querySelectorAll(`
- .partyframes:not(.js-can-move),
- #ufplayer:not(.js-can-move),
- #uftarget:not(.js-can-move),
- #skillbar:not(.js-can-move)
- `)).forEach($frame => {
- $frame.classList.add('js-can-move');
- helpers.dragElement($frame, null, 1000);
- });
- }
- }
-
- function saveDraggedUIWindows() {
- const state = (0, _state.getState)();
-
- if (state.enableWindowDragging) {
- // Save dragged UI windows position to state
- Array.from(document.querySelectorAll('.window:not(.js-ui-is-saving)')).forEach($window => {
- $window.classList.add('js-ui-is-saving');
- const $draggableTarget = $window.querySelector('.titleframe');
- const windowName = $draggableTarget.querySelector('[name="title"]').textContent;
- $draggableTarget.addEventListener('mouseup', () => {
- state.windowsPos[windowName] = $window.getAttribute('style');
- (0, _state.saveState)();
- });
- });
- }
-
- if (state.enableFrameDragging) {
- // Save dragged UI frame position to state
- const saveFramePos = ($element, name) => {
- if (!$element) return;
- $element.classList.add('js-ui-is-saving');
- $element.addEventListener('mouseup', () => {
- state.windowsPos[name] = $element.getAttribute('style');
- });
- };
-
- saveFramePos(document.querySelector('.partyframes:not(.js-ui-is-saving)'), 'partyFrame');
- saveFramePos(document.querySelector('#ufplayer:not(.js-ui-is-saving)'), 'playerFrame');
- saveFramePos(document.querySelector('#uftarget:not(.js-ui-is-saving)'), 'targetFrame');
- saveFramePos(document.querySelector('#skillbar:not(.js-ui-is-saving)'), 'skillBar');
- }
- } // Loads draggable UI windows position from state
-
-
- function loadDraggedUIWindowsPositions() {
- const state = (0, _state.getState)();
- Array.from(document.querySelectorAll('.window:not(.js-has-loaded-pos)')).forEach($window => {
- $window.classList.add('js-has-loaded-pos');
- const windowName = $window.querySelector('[name="title"]').textContent;
- const pos = state.windowsPos[windowName];
-
- if (pos) {
- $window.setAttribute('style', pos);
- }
- });
-
- const loadFramePos = ($element, name) => {
- if (!$element) return;
- $element.classList.add('js-has-loaded-pos');
- const pos = state.windowsPos[name];
-
- if (pos) {
- $element.setAttribute('style', pos);
- }
- };
-
- loadFramePos(document.querySelector('.partyframes:not(.js-has-loaded-pos)'), 'partyFrame');
- loadFramePos(document.querySelector('#ufplayer:not(.js-has-loaded-pos)'), 'playerFrame');
- loadFramePos(document.querySelector('#uftarget:not(.js-has-loaded-pos)'), 'targetFrame');
- loadFramePos(document.querySelector('#skillbar:not(.js-has-loaded-pos)'), 'skillBar');
- }
-
- var _default = {
- name: 'Draggable Windows',
- description: 'Allows you to drag windows in the UI',
- run: ({
- registerOnDomChange
- }) => {
- draggableUIWindows();
- saveDraggedUIWindows();
- loadDraggedUIWindowsPositions(); // As windows open, we want to make them draggable
-
- registerOnDomChange(saveDraggedUIWindows);
- registerOnDomChange(draggableUIWindows);
- registerOnDomChange(loadDraggedUIWindowsPositions);
- }
- };
- exports.default = _default;
-
- },{"../../utils/state":52,"./helpers":21}],23:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.createFriendsList = createFriendsList;
- exports.removeFriendsList = removeFriendsList;
- exports.toggleFriendsList = toggleFriendsList;
-
- var _state = require("../../utils/state");
-
- var _player = require("../../utils/player");
-
- var _chat = require("../../utils/chat");
-
- var _misc = require("../../utils/misc");
-
- var _ui = require("../../utils/ui");
-
- function createFriendsList() {
- const state = (0, _state.getState)();
-
- if (document.querySelector('.js-friends-list')) {
- // Don't open the friends list twice.
- return;
- }
-
- let friendsListHTML = '';
- Object.keys(state.friendsList).sort().forEach(friendName => {
- friendsListHTML += `
- <div data-player-name="${friendName}">${friendName}</div>
- <div class="btn blue js-whisper-player" data-player-name="${friendName}">Whisper</div>
- <div class="btn blue js-party-player" data-player-name="${friendName}">Party invite</div>
- <div class="btn orange js-unfriend-player" data-player-name="${friendName}">X</div>
- <input type="text" class="js-friend-note" placeholder="You can add a note here" data-player-name="${friendName}" value="${state.friendNotes[friendName] || ''}"></input>
- `;
- });
- const customFriendsWindowHTML = `
- <div class="titleframe uimod-friends-list-helper">
- <div class="textprimary title uimod-friends-list-helper">
- <div name="title">Friends list</div>
- </div>
- <img src="/assets/ui/icons/cross.svg?v=3282286" class="js-close-custom-friends-list btn black svgicon">
- </div>
- <div class="uimod-friends-intro">To add someone as a friend, click their name in chat and then click Friend :)</div>
- <div class="uimod-friends">${friendsListHTML}</div>
- `;
- const $customFriendsList = (0, _misc.makeElement)({
- element: 'div',
- class: 'menu window panel-black js-friends-list uimod-custom-window',
- content: customFriendsWindowHTML
- });
- document.body.appendChild($customFriendsList);
- (0, _ui.setWindowOpen)(_ui.WindowNames.friendsList); // Wire up the buttons
-
- Array.from(document.querySelectorAll('.js-whisper-player')).forEach($button => {
- $button.addEventListener('click', clickEvent => {
- const name = clickEvent.target.getAttribute('data-player-name');
- (0, _chat.whisperPlayer)(name);
- });
- });
- Array.from(document.querySelectorAll('.js-party-player')).forEach($button => {
- $button.addEventListener('click', clickEvent => {
- const name = clickEvent.target.getAttribute('data-player-name');
- (0, _chat.partyPlayer)(name);
- });
- });
- Array.from(document.querySelectorAll('.js-unfriend-player')).forEach($button => {
- $button.addEventListener('click', clickEvent => {
- const name = clickEvent.target.getAttribute('data-player-name');
- (0, _player.unfriendPlayer)(name); // Remove the blocked player from the list
-
- Array.from(document.querySelectorAll(`.js-friends-list [data-player-name="${name}"]`)).forEach($element => {
- $element.parentNode.removeChild($element);
- });
- });
- });
- Array.from(document.querySelectorAll('.js-friend-note')).forEach($element => {
- $element.addEventListener('change', clickEvent => {
- const name = clickEvent.target.getAttribute('data-player-name');
- state.friendNotes[name] = clickEvent.target.value;
- });
- }); // The close button for our custom UI
-
- document.querySelector('.js-close-custom-friends-list').addEventListener('click', removeFriendsList);
- }
-
- function removeFriendsList() {
- const $friendsListWindow = document.querySelector('.js-friends-list');
- $friendsListWindow.parentNode.removeChild($friendsListWindow);
- (0, _ui.setWindowClosed)(_ui.WindowNames.friendsList);
- }
-
- function toggleFriendsList() {
- if ((0, _ui.isWindowOpen)(_ui.WindowNames.friendsList)) {
- removeFriendsList();
- } else {
- createFriendsList();
- }
- }
-
- },{"../../utils/chat":48,"../../utils/misc":50,"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53}],24:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- Object.defineProperty(exports, "createFriendsList", {
- enumerable: true,
- get: function () {
- return _friendsListUi.createFriendsList;
- }
- });
- Object.defineProperty(exports, "removeFriendsList", {
- enumerable: true,
- get: function () {
- return _friendsListUi.removeFriendsList;
- }
- });
- exports.default = void 0;
-
- var _ui = require("../../utils/ui");
-
- var _friendsListUi = require("./friendsListUi");
-
- var _chatContextMenu = require("../chatContextMenu");
-
- var _player = require("../../utils/player");
-
- var _state = require("../../utils/state");
-
- function customFriendsList() {
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)();
- _ui.WindowNames.friendsList = 'friends-list';
- (0, _chatContextMenu.registerChatMenuItem)({
- id: 'friend',
- label: 'Friend',
- handleClick: () => {
- (0, _player.friendPlayer)(tempState.chatName);
- },
- handleVisibilityCheck: () => {
- return !state.friendsList[tempState.chatName];
- }
- });
- (0, _chatContextMenu.registerChatMenuItem)({
- id: 'unfriend',
- label: 'Unfriend',
- handleClick: () => {
- (0, _player.unfriendPlayer)(tempState.chatName);
- },
- handleVisibilityCheck: () => {
- return !!state.friendsList[tempState.chatName];
- }
- });
- (0, _ui.createNavButton)('friendslist', 'F', 'Friends List', _friendsListUi.toggleFriendsList); // If it was open when the game last closed keep it open
-
- if ((0, _ui.isWindowOpen)(_ui.WindowNames.friendsList)) {
- (0, _friendsListUi.createFriendsList)();
- }
- }
-
- var _default = {
- name: 'Friends list',
- description: 'Allows access to your friends list from the top right F icon',
- run: customFriendsList
- };
- exports.default = _default;
-
- },{"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53,"../chatContextMenu":13,"./friendsListUi":23}],25:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.handleHealthChange = handleHealthChange;
-
- var _state = require("../../utils/state");
-
- const HEALTH_PERCENTAGE_COLORS_ORANGE = {
- 100: 'linear-gradient(0deg, #34CB49 0%, #2da640 49%, #34CB49 50%)',
- 90: 'linear-gradient(0deg, #4AB844 0%, #3D963B 49%, #4AB844 50%)',
- 80: 'linear-gradient(0deg, #61A540 0%, #4D8637 49%, #61A540 50%)',
- 70: 'linear-gradient(0deg, #77923C 0%, #5E7733 49%, #77923C 50%)',
- 60: 'linear-gradient(0deg, #8E7F37 0%, #6E672F 49%, #8E7F37 50%)',
- 50: 'linear-gradient(0deg, #A46D33 0%, #7E582A 49%, #A46D33 50%)',
- 40: 'linear-gradient(0deg, #BB8A2F 0%, #8F4826 49%, #BB8A2F 50%)',
- 30: 'linear-gradient(0deg, #D1772A 0%, #9F3922 49%, #D1772A 50%)',
- 20: 'linear-gradient(0deg, #E86426 0%, #AF291E 49%, #E86426 50%)',
- 10: 'linear-gradient(0deg, #E04222 0%, #C01A1A 49%, #E04222 50%)'
- };
- const HEALTH_PERCENTAGE_COLORS_RED = {
- 100: 'linear-gradient(0deg, #34CB49 0%, #2da640 49%, #34CB49 50%)',
- 90: 'linear-gradient(0deg, #4AB844 0%, #3D963B 49%, #4AB844 50%)',
- 80: 'linear-gradient(0deg, #61A540 0%, #4D8637 49%, #61A540 50%)',
- 70: 'linear-gradient(0deg, #77923C 0%, #5E7733 49%, #77923C 50%)',
- 60: 'linear-gradient(0deg, #8E7F37 0%, #6E672F 49%, #8E7F37 50%)',
- 50: 'linear-gradient(0deg, #A46D33 0%, #7E582A 49%, #A46D33 50%)',
- 40: 'linear-gradient(0deg, #BB5A2F 0%, #8F4826 49%, #BB5A2F 50%)',
- 30: 'linear-gradient(0deg, #D1472A 0%, #9F3922 49%, #D1472A 50%)',
- 20: 'linear-gradient(0deg, #E83426 0%, #AF291E 49%, #E83426 50%)',
- 10: 'linear-gradient(0deg, #E02222 0%, #C01A1A 49%, #E02222 50%)'
- }; // TODO: Consider separate colors for fading that starts when they're below 50%
- // Abruptly fading to a dark green/orange color when they hit 50% may not look great
-
- function handleHealthChange($healthBar) {
- const state = (0, _state.getState)(); // Clear the custom background for enemies
- // This is necessary because when switching from an allied target to an enenmy target,
- // the DOM element remains the same, but the class changes, hence this observer
- // is still active.
-
- if ($healthBar.classList.contains('bgenemy')) {
- if ($healthBar.style.background) {
- $healthBar.style.background = '';
- }
-
- return;
- }
-
- let colors = {};
-
- if (state.healthBarFadeColor === 'red') {
- colors = HEALTH_PERCENTAGE_COLORS_RED;
- } else if (state.healthBarFadeColor === 'orange') {
- colors = HEALTH_PERCENTAGE_COLORS_ORANGE;
- }
-
- const healthPercentage = parseFloat($healthBar.style.width);
- let color = ''; // If health bar is set not to fade until X%, then use the default 100% color
- // if we're not supposed to fade yet
-
- if (state.healthBarFadePercentage > healthPercentage) {
- color = colors[100];
- } else if (healthPercentage < 10) {
- color = colors[10];
- } else if (healthPercentage < 20) {
- color = colors[20];
- } else if (healthPercentage < 30) {
- color = colors[30];
- } else if (healthPercentage < 40) {
- color = colors[40];
- } else if (healthPercentage < 50) {
- color = colors[50];
- } else if (healthPercentage < 60) {
- color = colors[60];
- } else if (healthPercentage < 70) {
- color = colors[70];
- } else if (healthPercentage < 80) {
- color = colors[80];
- } else if (healthPercentage < 90) {
- color = colors[90];
- } else {
- color = colors[100];
- }
-
- if ($healthBar.style.background !== color) {
- $healthBar.style.background = color;
- }
- }
-
- },{"../../utils/state":52}],26:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _helpers = require("./helpers");
-
- function healthColorChanger() {
- const $healthBars = Array.from(document.querySelectorAll('.progressBar.bghealth:not(.js-healthchanger-initd)'));
- $healthBars.forEach($healthBar => {
- $healthBar.classList.add('js-healthchanger-initd');
- (0, _helpers.handleHealthChange)($healthBar);
- const observer = new MutationObserver(mutations => (0, _helpers.handleHealthChange)(mutations[0].target));
- observer.observe($healthBar, {
- attributes: true // When style changes, width has changed, i.e. health percentage has changed
-
- });
- });
- }
-
- var _default = {
- name: 'Health color changer',
- description: 'Changes the green color of allied player health bars to become darker and redder as your health gets lower',
- run: ({
- registerOnDomChange
- }) => {
- registerOnDomChange(healthColorChanger);
- healthColorChanger();
- }
- };
- exports.default = _default;
-
- },{"./helpers":25}],27:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _modStart = _interopRequireDefault(require("./_modStart"));
-
- var _customSettings = _interopRequireDefault(require("./_customSettings"));
-
- var _chatContextMenu = _interopRequireDefault(require("./chatContextMenu"));
-
- var _chatFilters = _interopRequireDefault(require("./chatFilters"));
-
- var _chatTabs = _interopRequireDefault(require("./chatTabs"));
-
- var _draggableUI = _interopRequireDefault(require("./draggableUI"));
-
- var _friendsList = _interopRequireDefault(require("./friendsList"));
-
- var _mapControls = _interopRequireDefault(require("./mapControls"));
-
- var _resizableChat = _interopRequireDefault(require("./resizableChat"));
-
- var _resizableMap = _interopRequireDefault(require("./resizableMap"));
-
- var _selectedWindowIsTop = _interopRequireDefault(require("./selectedWindowIsTop"));
-
- var _xpMeter = _interopRequireDefault(require("./xpMeter"));
-
- var _merchantFilter = _interopRequireDefault(require("./merchantFilter"));
-
- var _itemStatsCopy = _interopRequireDefault(require("./itemStatsCopy"));
-
- var _keyPressTracker = _interopRequireDefault(require("./_keyPressTracker"));
-
- var _clanActivityTracker = _interopRequireDefault(require("./clanActivityTracker"));
-
- var _skillCooldownNumbers = _interopRequireDefault(require("./skillCooldownNumbers"));
-
- var _depositAll = _interopRequireDefault(require("./depositAll"));
-
- var _lockedItemSlots = _interopRequireDefault(require("./lockedItemSlots"));
-
- var _screenshotMode = _interopRequireDefault(require("./screenshotMode"));
-
- var _buffTooltips = _interopRequireDefault(require("./buffTooltips"));
-
- var _healthColorChanger = _interopRequireDefault(require("./healthColorChanger"));
-
- var _blockList = _interopRequireDefault(require("./blockList"));
-
- function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
-
- // The array here dictates the order of which mods are executed, from top to bottom
- var _default = [// MUST BE AT THE TOP:
- _modStart.default, _keyPressTracker.default, // Order for these items only matter in regards to registering items in settings/chat menu:
- _friendsList.default, _blockList.default, // Order for these items shouldn't matter:
- _resizableMap.default, _mapControls.default, _resizableChat.default, _chatFilters.default, _chatTabs.default, _draggableUI.default, _selectedWindowIsTop.default, _xpMeter.default, _merchantFilter.default, _itemStatsCopy.default, _clanActivityTracker.default, _skillCooldownNumbers.default, _depositAll.default, _lockedItemSlots.default, _screenshotMode.default, _buffTooltips.default, _healthColorChanger.default, // MUST BE AT THE BOTTOM:
- _customSettings.default, _chatContextMenu.default];
- exports.default = _default;
-
- },{"./_customSettings":2,"./_keyPressTracker":5,"./_modStart":6,"./blockList":8,"./buffTooltips":10,"./chatContextMenu":13,"./chatFilters":14,"./chatTabs":16,"./clanActivityTracker":18,"./depositAll":20,"./draggableUI":22,"./friendsList":24,"./healthColorChanger":26,"./itemStatsCopy":28,"./lockedItemSlots":30,"./mapControls":32,"./merchantFilter":34,"./resizableChat":36,"./resizableMap":38,"./screenshotMode":40,"./selectedWindowIsTop":42,"./skillCooldownNumbers":44,"./xpMeter":46}],28:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var chat = _interopRequireWildcard(require("../../utils/chat"));
-
- var _game = require("../../utils/game");
-
- var _state = require("../../utils/state");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- async function itemStatsCopy(clickEvent) {
- const tempState = (0, _state.getTempState)(); // This mod only triggers if you alt+right click
-
- if (!tempState.keyModifiers.alt) {
- return;
- }
-
- const $bagSlot = document.elementFromPoint(clickEvent.clientX, clickEvent.clientY); // No item in slot
-
- if (!$bagSlot.querySelector('img')) {
- return;
- } // Once we confirm we want to copy to clipboard, hide context menu
-
-
- const $itemContextMenuChoice = document.body.querySelector('.container > .panel > .choice');
-
- if (!$itemContextMenuChoice) {
- // If context menu isn't open, something is not right - stop what we're doing and exit
- // Seen this happen very rarely when testing
- return;
- }
-
- const $itemContextMenu = $itemContextMenuChoice.parentNode;
-
- if ($itemContextMenu) {
- $itemContextMenu.style.display = 'none';
- } // Get the texts we want from the tooltip
-
-
- const getDetailedTooltips = true;
- const $tooltip = await (0, _game.getTooltipContent)($bagSlot, getDetailedTooltips);
-
- if (!$tooltip) {
- // This _shouldn't_ happen, but very occasionally there is a (likely timing-related) problem getting the tooltip
- return;
- } // We get the detailed tooltip, which may have a second comparison tooltip. Remove the comparison tooltip if we have it.
-
-
- const $comparisonTooltip = $tooltip.querySelector('.slotdescription');
- if ($comparisonTooltip) $comparisonTooltip.parentNode.removeChild($comparisonTooltip); // Collect item name/stats into strings
-
- const itemName = $tooltip.querySelector('.slottitle').textContent;
- const $itemQuality = $tooltip.querySelector('.type span');
- const itemQuality = $itemQuality.textContent; // It's not a piece of equipment, just copy item name and exit
-
- if (!itemQuality.includes('%')) {
- let trimmedItemName = itemName; // If item name starts with T#, e.g. T1, T5, etc, then this was added onto the detailed tooltip
- // It's usually unnecessary information, so we remove it
- // (e.g. shows as "T94 Centrifugal Laceration Lv. 4" instead of "Centrifugal Laceration Lv. 4")
-
- if (itemName.substr(0, 2).match(/T[0-9]/)) {
- trimmedItemName = itemName.substr(itemName.indexOf(' ') + 1);
- }
-
- navigator.clipboard.writeText(trimmedItemName);
- chat.addChatMessage(`Copied ${trimmedItemName} to clipboard.`);
- return;
- } // We only want the lvl number, so pop off the level number from the "Requires Lv. 17" line
- // To find this line, we search through all the tooltip lines for the line containing "Requires"
-
-
- const $lines = Array.from($tooltip.querySelectorAll('.container .pack'));
- const $itemRequirement = $lines.filter($line => $line.textContent.includes('Requires '))[0];
- const itemLvl = $itemRequirement.textContent.split(' ').pop(); // Grab the stats we care about, i.e. not part of the requirements or item type
-
- const $stats = Array.from($tooltip.querySelectorAll(`
- .pack > .textpurp,
- .pack > .textblue,
- .pack > .textgreen:not(.slottitle),
- .pack > .textwhite:not(.type)
- `));
- const statsText = $stats.map($stat => {
- // We only care about lines starting with a "+ ", showcasing that a piece of gear adds a certain stat
- // The comparison line near the bottom of the tooltip also has a "+", but no space after it. This shows stat differentials vs current gear - we don't want that.
- if ($stat.textContent.substr(0, 2) !== '+ ') return; // Return quality percentage only if it exists, otherwise return normal stat
-
- const $quality = $stat.querySelector('span');
-
- if ($quality) {
- const quality = $quality.textContent;
- const statLineChunks = $stat.textContent.replace(/\+\s/g, '+').split(' ');
- statLineChunks.pop(); // Remove quality at end
-
- statLineChunks.shift(); // Remove specific +# at the beginning
-
- const statName = statLineChunks.join(' ');
- return `${statName} ${quality}`;
- } else {
- return $stat.textContent.trim();
- }
- }).filter(statText => !!statText) // Filter out empty stat texts, i.e. if they didn't begin with a "+"
- .join(', ');
- navigator.clipboard.writeText(`${itemName} ${itemQuality} Lv.${itemLvl}: ${statsText}`);
- chat.addChatMessage(`Copied ${itemName}'s stats to clipboard.`);
- }
-
- var _default = {
- name: 'Items stats copy',
- description: 'When alt+left clicking a piece of equipment in your inventory, its stats will be copied to your clipboard',
- run: ({
- registerOnRightClick
- }) => {
- registerOnRightClick(itemStatsCopy);
- }
- };
- exports.default = _default;
-
- },{"../../utils/chat":48,"../../utils/game":49,"../../utils/state":52}],29:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.lockSlot = lockSlot;
- exports.initLockedSlots = initLockedSlots;
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- var _ui = require("../../utils/ui");
-
- var _game = require("../../utils/game");
-
- function _wireLockSlot($lockedSlot) {
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)();
- const slotNumber = $lockedSlot.getAttribute('data-locked-slot-num');
- const $bagSlot = document.querySelector(`#bag${slotNumber}`); // Left clicking works normally, proxy it through
-
- $lockedSlot.addEventListener('click', () => {
- $bagSlot.dispatchEvent(new Event('pointerup'));
- }); // Hovering to see the tooltip works normally, proxy it through
-
- $lockedSlot.addEventListener('pointerenter', () => {
- $bagSlot.dispatchEvent(new Event('pointerenter'));
- });
- $lockedSlot.addEventListener('pointerleave', () => {
- $bagSlot.dispatchEvent(new Event('pointerleave'));
- }); // Right clicking removes Drop item from menu, otherwise works normally, proxy it through
-
- $lockedSlot.addEventListener('contextmenu', event => {
- // Block shift+right click
- if (tempState.keyModifiers.shift) return; // Don't do anything if no item in this slot
-
- if (!$bagSlot.querySelector('img')) return; // Emulate right click on the item to display its context menu
-
- $bagSlot.dispatchEvent(new PointerEvent('pointerup', event));
- setTimeout(() => {
- const $contextMenuChoices = Array.from(document.querySelectorAll('.container > .panel.context .choice')); // Remove "Drop item" from context menu
-
- $contextMenuChoices.forEach($choice => {
- if ($choice.textContent.toLowerCase() === 'drop item') {
- $choice.style.display = 'none';
- }
- }); // Add "Unlock slot" menu item
-
- $contextMenuChoices[0].parentNode.appendChild((0, _misc.makeElement)({
- element: 'div',
- class: 'choice js-unlock-item',
- content: 'Unlock slot'
- })); // Wire up "Unlock slot" menu item
-
- const $unlockItemChoice = document.querySelector('.js-unlock-item');
- $unlockItemChoice.addEventListener('click', () => {
- state.lockedItemSlots.splice(state.lockedItemSlots.indexOf(parseInt(slotNumber)), 1); // console.info('unlocked locked item', slotNumber, state.lockedItemSlots);
-
- (0, _state.saveState)();
- $lockedSlot.parentNode.removeChild($lockedSlot); // Hide context menu after clicking unlock (removing it breaks client that tries to remove it later)
-
- const $contextMenu = $unlockItemChoice.parentNode;
- $contextMenu.style.display = 'none';
- });
- }, 0);
- });
- }
-
- function lockSlot(slotNumber) {
- const $slot = document.querySelector(`#bag${slotNumber}`);
- if (!$slot) return; // If slot has already been locked, don't lock it again
-
- if (document.querySelector(`.js-locked-slot[data-locked-slot-num="${slotNumber}"]`)) return;
- const $lockedSlot = (0, _misc.makeElement)({
- element: 'div',
- class: 'js-locked-slot uimod-locked-slot'
- });
- $lockedSlot.setAttribute('data-locked-slot-num', slotNumber);
- $lockedSlot.setAttribute('style', `left: ${$slot.offsetLeft}px; top: ${$slot.offsetTop}px;`);
- $slot.parentNode.insertBefore($lockedSlot, $slot);
-
- _wireLockSlot($lockedSlot);
- }
-
- function initLockedSlots() {
- const state = (0, _state.getState)();
- const $inventory = (0, _game.getWindow)(_ui.WindowNames.inventory);
- if (!$inventory || $inventory.classList.contains('js-locked-slots-initd')) return;
- $inventory.classList.add('js-locked-slots-initd'); // Initialize locked slots UI
- // console.info('initting locked slots', state.lockedItemSlots);
-
- state.lockedItemSlots.forEach(lockSlot);
- }
-
- },{"../../utils/game":49,"../../utils/misc":50,"../../utils/state":52,"../../utils/ui":53}],30:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _ui = require("../../utils/ui");
-
- var _game = require("../../utils/game");
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- var _helpers = require("./helpers");
-
- function addLockItemContextMenu() {
- const state = (0, _state.getState)();
- const $inventory = (0, _game.getWindow)(_ui.WindowNames.inventory);
- const $contextMenu = document.querySelector('.container > .panel.context:not(.js-lock-menu-initd)');
- if (!$inventory || !$contextMenu) return;
- const $elementUnderContextMenu = document.elementFromPoint($contextMenu.offsetLeft, $contextMenu.offsetTop - 10 // Subtract 10px to get element right above context menu, rather than context menu itself
- ); // If context menu top left is not inside inventory, then this is not the inventory context menu
- // For example, Queue or Party was clicked while inventory was opened
-
- if (!$inventory.contains($elementUnderContextMenu)) return; // Add Lock slot, only if unlock slot doesn't exist
- // Use `setTimeout` to wait for `unlock slot` to be added
-
- setTimeout(() => {
- // If Lock slot already added, dont add it
- if (document.querySelector('.js-lock-item')) return; // If Unlock slot exists, don't add Lock slot
-
- const isLocked = Array.from($contextMenu.querySelectorAll('.choice')).some($choice => $choice.textContent.toLowerCase() === 'unlock slot');
- if (isLocked) return;
- $contextMenu.appendChild((0, _misc.makeElement)({
- element: 'div',
- class: 'choice js-lock-item',
- content: 'Lock slot'
- }));
- document.querySelector('.js-lock-item').addEventListener('click', () => {
- // Get bag slot element displayed above right click menu
- // Overlay of the bag slot is selected by `elementFromPoint
- const $bagSlotOverlay = document.elementFromPoint($contextMenu.offsetLeft, $contextMenu.offsetTop - 10); // Parent of overlay is the bag slot. Get its id (e.g. "bag4"), then get the slot number from the id
- // Occasionally $bagSlotOverlay is actually the bag slot itself, not the overlay - if the user has clicked near the edge of the bag
- // In this case, don't use the parentElement
-
- const bagSlotNum = parseInt($bagSlotOverlay.id ? $bagSlotOverlay.id.substr(3) : $bagSlotOverlay.parentElement.id.substr(3)); // console.info('bagslotnum lock item', bagSlotNum, $bagSlotOverlay);
-
- state.lockedItemSlots.push(bagSlotNum);
- (0, _state.saveState)(); // Hide context menu
-
- $contextMenu.style.display = 'none'; // Add lock slot in UI
-
- (0, _helpers.lockSlot)(bagSlotNum);
- });
- }, 0);
- } // Pass `true` as argument to reinitialize even if initd
-
-
- function renderLockedItemSlots() {
- const $inventory = (0, _game.getWindow)(_ui.WindowNames.inventory, true);
- const $inventoryContainer = $inventory.parentNode; // We listen specifically on the inventory's container to check for `style` changes
- // so we know if the inventory has had its visibility toggled
-
- const inventoryObserver = new MutationObserver(_helpers.initLockedSlots);
- inventoryObserver.observe($inventoryContainer, {
- attributes: true,
- childList: false
- });
- (0, _helpers.initLockedSlots)();
- } // Removes non-numbers and duplicates from state.lockedItemSlots, and ensures it is an array
- // This is primarily necessary because the original release had a few bugs that allowed a slot
- // to be in the state array multiple times, or allowed `null` to be in the array. This isn't expected and caused bugs.
-
-
- function cleanLockedItemState() {
- const state = (0, _state.getState)(); // If something really went wrong and lockedItemSlots isn't an array, set it to an empty array
-
- if (!Array.isArray(state.lockedItemSlots)) {
- state.lockedItemSlots = []; // console.info('cleared lockedItemSlots');
-
- (0, _state.saveState)();
- return;
- } // Remove duplicates and non-numbers
-
-
- const cleanedLockItems = Array.from(new Set(state.lockedItemSlots)).filter(item => typeof item === 'number');
- const itemsAreSame = cleanedLockItems.sort().join() === state.lockedItemSlots.sort().join();
-
- if (!itemsAreSame) {
- state.lockedItemSlots = cleanedLockItems;
- (0, _state.saveState)();
- }
- }
-
- var _default = {
- name: 'Locked item slots',
- description: 'Allows you to lock inventory slots so you can not drop those items or shift+right click them',
- run: ({
- registerOnDomChange
- }) => {
- cleanLockedItemState(); // Initialize locked item overlays
-
- renderLockedItemSlots(); // Add Lock item choice to inventory context menu
-
- addLockItemContextMenu();
- registerOnDomChange(addLockItemContextMenu);
- }
- };
- exports.default = _default;
-
- },{"../../utils/game":49,"../../utils/misc":50,"../../utils/state":52,"../../utils/ui":53,"./helpers":29}],31:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.updateMapOpacity = updateMapOpacity;
- exports.resetMapZoomScale = resetMapZoomScale;
-
- var _state = require("../../utils/state");
-
- // On load, update map opacity to match state
- // We modify the opacity of the canvas and the background color alpha of the parent container
- // We do this to allow our opacity buttons to be visible on hover with 100% opacity
- // (A surprisingly difficult enough task to require this implementation)
- function updateMapOpacity() {
- const state = (0, _state.getState)();
- const $map = document.querySelector('.container canvas');
- const $mapContainer = document.querySelector('.js-map');
- $map.style.opacity = String(state.mapOpacity / 100);
- const mapContainerBgColor = window.getComputedStyle($mapContainer, null).getPropertyValue('background-color'); // Credit for this regexp + This opacity+rgba dual implementation: https://stackoverflow.com/questions/16065998/replacing-changing-alpha-in-rgba-javascript
-
- let opacity = state.mapOpacity / 100; // This is a slightly lazy browser workaround to fix a bug.
- // If the opacity is `1`, and it sets `rgba` to `1`, then the browser changes the
- // rgba to rgb, dropping the alpha. We could account for that and add the `alpha` back in
- // later, but setting the max opacity to very close to 1 makes sure the issue never crops up.
- // Fun fact: 0.99 retains the alpha, but setting this to 0.999 still causes the browser to drop the alpha. Rude.
-
- if (opacity === 1) {
- opacity = 0.99;
- }
-
- const newBgColor = mapContainerBgColor.replace(/[\d\.]+\)$/g, `${opacity})`);
- $mapContainer.style['background-color'] = newBgColor; // Update the button opacity
-
- const $addBtn = document.querySelector('.js-map-opacity-add');
- const $minusBtn = document.querySelector('.js-map-opacity-minus'); // Hide plus button if the opacity is max
-
- if (state.mapOpacity === 100) {
- $addBtn.style.visibility = 'hidden';
- } else {
- $addBtn.style.visibility = 'visible';
- } // Hide minus button if the opacity is lowest
-
-
- if (state.mapOpacity === 0) {
- $minusBtn.style.visibility = 'hidden';
- } else {
- $minusBtn.style.visibility = 'visible';
- }
- }
-
- function resetMapZoomScale() {
- const state = (0, _state.getState)();
- const $map = document.querySelector('.js-map-zoom');
- if (!$map) return; // If this class doesn't exist, then the map zoom mod isn't enabled
-
- if (state.mapZoom === 1) return;
- $map.getContext('2d').resetTransform();
- }
-
- },{"../../utils/state":52}],32:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _state = require("../../utils/state");
-
- var helpers = _interopRequireWildcard(require("./helpers"));
-
- var _misc = require("../../utils/misc");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- function mapControls() {
- const state = (0, _state.getState)();
- const $map = document.querySelector('.container canvas');
-
- if (!$map.parentNode.classList.contains('js-map')) {
- $map.parentNode.classList.add('js-map');
- }
-
- const $mapContainer = document.querySelector('.js-map'); // We only use the `js-map-move` button in the `draggableUI` mod
-
- const $mapButtons = (0, _misc.makeElement)({
- element: 'div',
- class: 'js-map-btns',
- content: `
- <button class="js-map-opacity-add">+</button>
- <button class="js-map-opacity-minus">-</button>
- <button class="js-map-reset">r</button>
- `
- }); // Add it right before the map container div
-
- $map.parentNode.insertBefore($mapButtons, $map);
- helpers.updateMapOpacity();
- const $addBtn = document.querySelector('.js-map-opacity-add');
- const $minusBtn = document.querySelector('.js-map-opacity-minus');
- const $resetBtn = document.querySelector('.js-map-reset'); // Hide the buttons if map opacity is maxed/minimum
-
- if (state.mapOpacity === 100) {
- $addBtn.style.visibility = 'hidden';
- }
-
- if (state.mapOpacity === 0) {
- $minusBtn.style.visibility = 'hidden';
- } // Wire it up
-
-
- $addBtn.addEventListener('click', () => {
- // Update opacity
- state.mapOpacity += 10;
- (0, _state.saveState)();
- helpers.updateMapOpacity();
- });
- $minusBtn.addEventListener('click', () => {
- // Update opacity
- state.mapOpacity -= 10;
- (0, _state.saveState)();
- helpers.updateMapOpacity();
- });
- $resetBtn.addEventListener('click', () => {
- state.mapOpacity = 70;
- state.mapWidth = '194px';
- state.mapHeight = '194px';
- helpers.resetMapZoomScale();
- state.mapZoomScaleFactor = 1;
- (0, _state.saveState)();
- helpers.updateMapOpacity();
- $mapContainer.style.width = state.mapWidth;
- $mapContainer.style.height = state.mapHeight;
- });
- helpers.updateMapOpacity();
- }
-
- var _default = {
- name: 'Map controls',
- description: 'Enables hovering over the minimap to show buttons that let you increase or decrease the opacity of the map, or reset the size+transparency of it',
- run: mapControls
- };
- exports.default = _default;
-
- },{"../../utils/misc":50,"../../utils/state":52,"./helpers":31}],33:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.handleMerchantFilterInputChange = handleMerchantFilterInputChange;
- exports.deleteMerchantObserver = deleteMerchantObserver;
-
- var _game = require("../../utils/game");
-
- var _state = require("../../utils/state");
-
- function handleMerchantFilterInputChange() {
- const $filterInput = document.querySelector('.js-merchant-filter-input');
-
- if (!$filterInput) {
- return;
- }
-
- const value = $filterInput.value;
-
- if (value) {
- _refreshMerchantFilter(); // When we're filtering, start refreshing merchant filter if we haven't already
-
- } // If no filters, include single empty string, to make every item visible
-
-
- const filters = value.split(',').map(v => v.trim()) || [''];
- const $items = Array.from(document.querySelectorAll('.js-merchant-initd .items .slot'));
- $items.forEach($item => {
- const tooltipContentPromise = (0, _game.getTooltipContent)($item);
- tooltipContentPromise.then(tooltipContent => {
- if (!tooltipContent) {
- // Something weird happened, probably related to lag from looking at tooltips in bulk
- // In this case where we unexpectedly don't have the tooltip, just show the item rather than error out
- $item.parentNode.style.display = 'grid';
- return;
- }
-
- let filterMatchCount = 0;
- filters.forEach(filter => {
- const matchesFilter = tooltipContent.textContent.toLowerCase().includes(filter.toLowerCase());
-
- if (matchesFilter) {
- filterMatchCount++;
- }
- });
- const matchesAllFilters = filterMatchCount === filters.length;
-
- if (matchesAllFilters) {
- $item.parentNode.style.display = 'grid';
- } else {
- $item.parentNode.style.display = 'none';
- }
- });
- });
- }
-
- function _refreshMerchantFilter() {
- const tempState = (0, _state.getTempState)(); // If we're already observing, we don't need to observe again
-
- if (tempState.merchantLoadingObserver) return;
- tempState.merchantLoadingObserver = new MutationObserver(mutation => {
- // If spinner is visible, we are loading. Once spinner is not visible, we are no longer loading
- if (mutation[0] && mutation[0].addedNodes[0] && mutation[0].addedNodes[0].classList.contains('spinner')) {
- tempState.merchantLoading = true;
- } else {
- // If we were loading and now we aren't, we want to refresh the filters
- if (tempState.merchantLoading) {
- handleMerchantFilterInputChange();
- }
-
- tempState.merchantLoading = false;
- }
- });
- tempState.merchantLoadingObserver.observe(document.querySelector('.js-merchant-initd .buy'), {
- attributes: false,
- childList: true,
- subtree: true
- });
- }
-
- function deleteMerchantObserver() {
- const tempState = (0, _state.getTempState)();
-
- if (tempState.merchantLoadingObserver) {
- tempState.merchantLoading = false;
- tempState.merchantLoadingObserver.disconnect();
- delete tempState.merchantLoadingObserver;
- }
- }
-
- },{"../../utils/game":49,"../../utils/state":52}],34:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _game = require("../../utils/game");
-
- var _misc = require("../../utils/misc");
-
- var _ui = require("../../utils/ui");
-
- var _helpers = require("./helpers");
-
- function addMerchantFilter() {
- const $merchant = (0, _game.getWindow)('Merchant'); // If merchant is closed or merchant filter input is already added, we dont need to do anything
-
- if (!$merchant || $merchant.querySelector('.js-merchant-filter-input')) {
- return;
- }
-
- $merchant.classList.add('js-merchant-initd');
- $merchant.classList.add('uidom-merchant-with-filters');
- (0, _ui.setWindowOpen)(_ui.WindowNames.merchant);
- const $lvMaximumField = $merchant.querySelectorAll('input[type="number"]')[1];
- const $customSearchField = (0, _misc.makeElement)({
- element: 'input',
- class: 'js-merchant-filter-input uidom-merchant-input',
- type: 'search',
- placeholder: 'Filters (comma separated)'
- });
- $lvMaximumField.parentNode.insertBefore($customSearchField, $lvMaximumField.nextSibling);
- $merchant.querySelector('.js-merchant-filter-input').addEventListener('keyup', (0, _misc.debounce)(_helpers.handleMerchantFilterInputChange, 250));
- }
-
- function cleanupMerchantObserver() {
- if ((0, _ui.isWindowOpen)(_ui.WindowNames.merchant)) {
- const $merchant = document.querySelector('.js-merchant-initd');
- if ($merchant) return;
- } // Window was set to open but is actually closed, let's clean up...
-
-
- (0, _ui.setWindowClosed)(_ui.WindowNames.merchant);
- (0, _helpers.deleteMerchantObserver)();
- }
-
- var _default = {
- name: 'Merchant filter',
- description: 'Allows you to specify filters, or search text, for items displayed in the merchant',
- run: ({
- registerOnDomChange
- }) => {
- addMerchantFilter();
- registerOnDomChange(addMerchantFilter);
- registerOnDomChange(() => {
- cleanupMerchantObserver();
- });
- }
- };
- exports.default = _default;
-
- },{"../../utils/game":49,"../../utils/misc":50,"../../utils/ui":53,"./helpers":33}],35:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.resizeChat = resizeChat;
-
- var _state = require("../../utils/state");
-
- // Resizes chat to match what's in state
- function resizeChat() {
- const state = (0, _state.getState)();
- const $chatContainer = document.querySelector('.js-chat-resize');
- $chatContainer.style.width = state.chatWidth;
- $chatContainer.style.height = state.chatHeight;
- }
-
- },{"../../utils/state":52}],36:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _state = require("../../utils/state");
-
- var _helpers = require("./helpers");
-
- function resizableChat() {
- const state = (0, _state.getState)(); // Add the appropriate classes
-
- const $chatContainer = document.querySelector('#chat').parentNode;
- $chatContainer.classList.add('js-chat-resize'); // Load initial chat and map size
-
- if (state.chatWidth && state.chatHeight) {
- (0, _helpers.resizeChat)();
- } // Save chat size on resize - Disabled for now as this isn't fully working yet
- // const resizeObserverChat = new ResizeObserver(() => {
- // const chatWidthStr = window
- // .getComputedStyle($chatContainer, null)
- // .getPropertyValue('width');
- // const chatHeightStr = window
- // .getComputedStyle($chatContainer, null)
- // .getPropertyValue('height');
- // const hasWidthChanged = state.chatWidth !== chatWidthStr;
- // const hasHeightChanged = state.chatHeight !== chatHeightStr;
- // // If width or height has changed by 20 or more (arbitrary number), chat has been resized
- // // by game, rather than by user. Don't override state in this case.
- // //
- // // Instead, chat should be resized to match state. This helps avoid chat resize being reset
- // // by the game when the game reinitializes, i.e. when user is inactive and not focusing on game for prolonged period of time.
- // const widthChangeAmount = Math.abs(parseInt(chatWidthStr) - parseInt(state.chatWidth));
- // const heightChangeAmount = Math.abs(parseInt(chatHeightStr) - parseInt(state.chatHeight));
- // console.log(widthChangeAmount, heightChangeAmount);
- // if (widthChangeAmount >= 20 || heightChangeAmount >= 20) {
- // resizeChat();
- // return;
- // }
- // if (hasWidthChanged) state.chatWidth = chatWidthStr;
- // if (hasHeightChanged) state.chatHeight = chatHeightStr;
- // if (hasWidthChanged || hasHeightChanged) saveState();
- // });
- // resizeObserverChat.observe($chatContainer);
-
- }
-
- var _default = {
- name: 'Resizable chat',
- description: 'Allows you to resize chat by clicking and dragging from the bottom right of chat',
- run: resizableChat
- };
- exports.default = _default;
-
- },{"../../utils/state":52,"./helpers":35}],37:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.mapResizeHandler = mapResizeHandler;
- exports.triggerMapResize = triggerMapResize;
- exports.zoomAndCenterMap = zoomAndCenterMap;
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- // When the map container resizes, we want to update the canvas width/height and the state
- function mapResizeHandler() {
- if (!document.querySelector('.layout')) {
- return;
- }
-
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)();
- const $map = document.querySelector('.container canvas').parentNode;
- const $canvas = $map.querySelector('canvas'); // Get real values of map height/width, excluding padding/margin/etc
- // We round the values in this file to prevent unnecessary decimal points in our map or canvas sizes
- // For some people these decimal points cause the map to constantly resize, making it pretty unusable.
- // Rounding the numbers fixes this.
-
- const mapWidthStr = window.getComputedStyle($map, null).getPropertyValue('width');
- const mapHeightStr = window.getComputedStyle($map, null).getPropertyValue('height');
- const mapWidth = Math.round(Number(mapWidthStr.slice(0, -2)));
- const mapHeight = Math.round(Number(mapHeightStr.slice(0, -2))); // If height/width are 0 or unset, don't resize canvas
-
- if (!mapWidth || !mapHeight) {
- return;
- }
-
- if ($canvas.width !== mapWidth) {
- $canvas.width = mapWidth;
- }
-
- if ($canvas.height !== mapHeight) {
- $canvas.height = mapHeight;
- } // If we're clicking map, i.e. manually resizing, then save state
- // Don't save state when minimizing/maximizing map via [M]
-
-
- if (tempState.clickingMap) {
- state.mapWidth = mapWidthStr;
- state.mapHeight = mapHeightStr;
- (0, _state.saveState)(); // If map has been resized, zoom will be reset - so we initialize it again
-
- debouncedZoomAndCenterMap();
- } else {
- const isMaximized = mapWidth > tempState.lastMapWidth && mapHeight > tempState.lastMapHeight;
-
- if (!isMaximized) {
- $map.style.width = state.mapWidth;
- $map.style.height = state.mapHeight; // Also update the zoom scale if map was maximized then minimized
-
- debouncedZoomAndCenterMap();
- }
- } // Store last map width/height in temp state, so we know if we've minimized or maximized
-
-
- tempState.lastMapWidth = mapWidth;
- tempState.lastMapHeight = mapHeight;
- } // We need to observe canvas resizes to tell when the user presses M to open the big map
- // At that point, we resize the map to match the canvas
-
-
- function triggerMapResize() {
- if (!document.querySelector('.layout')) {
- return;
- }
-
- const $map = document.querySelector('.container canvas').parentNode;
- const $canvas = $map.querySelector('canvas'); // Get real values of map height/width, excluding padding/margin/etc
-
- const mapWidthStr = window.getComputedStyle($map, null).getPropertyValue('width');
- const mapHeightStr = window.getComputedStyle($map, null).getPropertyValue('height');
- const mapWidth = Math.round(Number(mapWidthStr.slice(0, -2)));
- const mapHeight = Math.round(Number(mapHeightStr.slice(0, -2)));
- const canvasWidth = Math.round($canvas.width);
- const canvasHeight = Math.round($canvas.height); // If height/width are 0 or unset, we don't care about resizing yet
-
- if (!mapWidth || !mapHeight) {
- return;
- }
-
- if (canvasWidth !== mapWidth) {
- $map.style.width = `${canvasWidth}px`;
- }
-
- if (canvasHeight !== mapHeight) {
- $map.style.height = `${canvasHeight}px`;
- }
- } // Scales map by specific zoom amount
- // This is multiplicative on the current scale, i.e. zoom once for 110%, then zoom a second time for 110%*110% = 1.1*1.1 = 121%
-
-
- function handleMapZoom(scaleAmount) {
- const $map = document.querySelector('.js-map-zoom');
- if (!$map) return; // This generally shouldn't get hit, except maybe when the map resize handler is hit on initialization
-
- $map.getContext('2d').scale(scaleAmount, scaleAmount);
- } // Resets then initializes map zoom from state, and recenters map if it's resized
-
-
- function zoomAndCenterMap() {
- const {
- mapZoomScaleFactor
- } = (0, _state.getState)();
- const $map = document.querySelector('.container canvas');
- if (!$map) return; // Reset map zoom first, in case it was already set
-
- $map.getContext('2d').resetTransform();
- handleMapZoom(mapZoomScaleFactor);
- recenterMap();
- } // Recenters canvas so player is in the middle of the map
-
-
- function recenterMap() {
- const state = (0, _state.getState)();
- const $map = document.querySelector('.container canvas');
- if (!$map) return; // Default Hordes minimap canvas size is 194x194
-
- const defaultMapSize = 194;
- const mapWidth = parseInt(state.mapWidth);
- const mapHeight = parseInt(state.mapHeight); // If map is zoomed, we need to recenter by keeping the scaled map width/height in mind
-
- const widthDifferential = (mapWidth / state.mapZoomScaleFactor - defaultMapSize) / 2;
- const heightDifferential = (mapHeight / state.mapZoomScaleFactor - defaultMapSize) / 2;
- $map.getContext('2d').translate(widthDifferential, heightDifferential);
- }
-
- const debouncedZoomAndCenterMap = (0, _misc.debounce)(zoomAndCenterMap, 20);
-
- },{"../../utils/misc":50,"../../utils/state":52}],38:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _state = require("../../utils/state");
-
- var helpers = _interopRequireWildcard(require("./helpers"));
-
- var _misc = require("../../utils/misc");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- function resizableMap() {
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)();
- const $map = document.querySelector('.container canvas').parentNode;
- const $canvas = $map.querySelector('canvas');
- $map.classList.add('js-map-resize'); // Track whether we're clicking (resizing) map or not
- // Used to detect if resize changes are manually done, or from minimizing/maximizing map (with [M])
-
- $map.addEventListener('mousedown', () => {
- tempState.clickingMap = true;
- }); // Sometimes the mouseup event may be registered outside of the map - we account for this
-
- document.body.addEventListener('mouseup', () => {
- tempState.clickingMap = false;
- });
-
- if (state.mapWidth && state.mapHeight) {
- $map.style.width = state.mapWidth;
- $map.style.height = state.mapHeight;
- helpers.mapResizeHandler(); // Update canvas size on initial load of saved map size
- } // On resize of map, resize canvas to match
- // Debouncing allows map to be visible while resizing
-
-
- const debouncedMapResize = (0, _misc.debounce)(helpers.mapResizeHandler, 1);
- const resizeObserverMap = new ResizeObserver(debouncedMapResize);
- helpers.mapResizeHandler();
- resizeObserverMap.observe($map); // We debounce the canvas resize, so it doesn't resize every single
- // pixel you move when resizing the DOM. If this were to happen,
- // resizing would constantly be interrupted. You'd have to resize a tiny bit,
- // lift left click, left click again to resize a tiny bit more, etc.
- // Resizing is smooth when we debounce this canvas.
-
- const debouncedTriggerResize = (0, _misc.debounce)(helpers.triggerMapResize, 50);
- const resizeObserverCanvas = new ResizeObserver(debouncedTriggerResize);
- resizeObserverCanvas.observe($canvas);
- }
-
- function zoomMap() {
- const state = (0, _state.getState)(); // Wire up zooming
-
- const $map = document.querySelector('.container canvas:not(.js-map-zoom)');
- if (!$map) return;
- $map.classList.add('js-map-zoom'); // On mouse wheel, zoom in/out 10%
-
- $map.addEventListener('wheel', event => {
- if (event.deltaY < 0) {
- // Zoom in on mouse scroll up
- if (state.mapZoomScaleFactor >= 3) return; // This is a neat problem - in JS, 0.7+0.1 is not 0.8, it's 0.7999999999999999 due to floating point issues- we round here to bypass that
-
- state.mapZoomScaleFactor = Math.round((state.mapZoomScaleFactor + 0.1) * 10) / 10;
- (0, _state.saveState)();
- helpers.zoomAndCenterMap();
- } else {
- // Zoom out on mouse scroll down
- if (state.mapZoomScaleFactor <= 0.3) return;
- state.mapZoomScaleFactor = Math.round((state.mapZoomScaleFactor - 0.1) * 10) / 10;
- (0, _state.saveState)();
- helpers.zoomAndCenterMap();
- }
- }); // Initialize current zoom if user has zoomed
-
- helpers.zoomAndCenterMap();
- }
-
- var _default = {
- name: 'Resizable, zoomable map',
- description: 'Allows you to resize the map by clicking and dragging from the bottom left. Also allows you to zoom the map with your mousewheel.',
- run: () => {
- resizableMap();
- zoomMap();
- }
- };
- exports.default = _default;
-
- },{"../../utils/misc":50,"../../utils/state":52,"./helpers":37}],39:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.toggleScreenshotMode = toggleScreenshotMode;
-
- var _screenshotWarningUi = require("./screenshotWarningUi");
-
- function toggleScreenshotMode(keyEvent) {
- // All of the UI elements we want to hide
- const $expBar = document.querySelector('#expbar'); // Player exp bar
-
- const $actionBar = document.querySelector('.actionbarcontainer'); // Skillbar & player/target hp bar
-
- const $mainUI = document.querySelector('.layout > .container'); // The rest of the UI
- // On release of F9 hide/show these UI elements and the screenshot warning
-
- if (keyEvent.keyCode == '120') {
- if ($expBar.style.display != 'none') {
- $mainUI.style.display = 'none';
- $expBar.style.display = 'none';
- $actionBar.style.display = 'none';
- (0, _screenshotWarningUi.createScreenshotWarning)();
- } else {
- $mainUI.style.display = 'block';
- $expBar.style.display = 'block';
- $actionBar.style.display = 'block';
- (0, _screenshotWarningUi.removeScreenshotWarning)();
- }
- }
- }
-
- },{"./screenshotWarningUi":41}],40:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _helper = require("./helper");
-
- function screenshotMode() {
- window.addEventListener('keyup', _helper.toggleScreenshotMode);
- }
-
- var _default = {
- name: 'Screenshot Mode',
- description: 'F9 key toggles game UI visibly for cleaner screenshots',
- run: screenshotMode
- };
- exports.default = _default;
-
- },{"./helper":39}],41:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.createScreenshotWarning = createScreenshotWarning;
- exports.removeScreenshotWarning = removeScreenshotWarning;
-
- var _misc = require("../../utils/misc");
-
- function createScreenshotWarning() {
- // If it already exists kill it so we can remake it with a fresh fadeout
- if (document.querySelector('js-screenshot-warning')) {
- removeScreenshotWarning();
- }
-
- const $screenshotWarningContainer = (0, _misc.makeElement)({
- element: 'span',
- class: 'js-screenshot-warning uimod-screenshot-warning-container'
- });
- const $screenshotWarning = (0, _misc.makeElement)({
- element: 'span',
- class: 'uimod-screenshot-warning',
- content: 'Press F9 to exit screenshot mode'
- });
- $screenshotWarningContainer.appendChild($screenshotWarning);
- document.body.appendChild($screenshotWarningContainer);
- setTimeout(() => {
- $screenshotWarningContainer.classList.add('uimod-screenshot-warning-fadeout');
- }, 3000);
- }
-
- function removeScreenshotWarning() {
- const $screenshotWarning = document.querySelector('.js-screenshot-warning'); // If it's already removed for some reason don't bother trying to remove it
-
- if (!$screenshotWarning) {
- return;
- }
-
- $screenshotWarning.parentNode.removeChild($screenshotWarning);
- }
-
- },{"../../utils/misc":50}],42:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- // The last clicked UI window displays above all other UI windows
- // This is useful when, for example, your inventory is near the market window,
- // and you want the window and the tooltips to display above the market window.
- function selectedWindowIsTop() {
- Array.from(document.querySelectorAll('.window:not(.js-is-top-initd)')).forEach($window => {
- $window.classList.add('js-is-top-initd');
- $window.addEventListener('mousedown', () => {
- // First, make the other is-top window not is-top
- const $otherWindowContainer = document.querySelector('.js-is-top');
-
- if ($otherWindowContainer) {
- $otherWindowContainer.classList.remove('js-is-top');
- } // Then, make our window's container (the z-index container) is-top
-
-
- $window.parentNode.classList.add('js-is-top');
- });
- });
- }
-
- var _default = {
- name: 'Make Selected Window Top',
- description: 'The UI window you click will always be displayed over other UI windows',
- run: ({
- registerOnDomChange
- }) => {
- selectedWindowIsTop(); // As windows are opened, we want to enable them to become the top window when they're clicked
-
- registerOnDomChange(selectedWindowIsTop);
- }
- };
- exports.default = _default;
-
- },{}],43:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.addSkillCooldownNumbers = addSkillCooldownNumbers;
-
- var _state = require("../../utils/state");
-
- var _misc = require("../../utils/misc");
-
- function _getCooldownText(cd) {
- const timeBetweenCooldownChecks = cd.latestCooldownTimestamp - cd.initialCooldownTimestamp;
- const percentCompletedWithinTime = cd.initialCooldownPcntLeft - cd.latestCooldownPcntLeft;
- const secondsForOnePercent = timeBetweenCooldownChecks / percentCompletedWithinTime / 1000;
- return Math.floor(secondsForOnePercent * cd.latestCooldownPcntLeft);
- }
-
- function _handleCooldownUpdate(mutations) {
- const tempState = (0, _state.getTempState)();
- mutations.forEach(mutation => {
- const $cooldownOverlay = mutation.target;
- const isValidCooldownOverlay = $cooldownOverlay.parentElement && // This happens for some people for some unknown reason - maybe the overlay is removed from the DOM for some reason?
- !$cooldownOverlay.classList.contains('offCd') && $cooldownOverlay.classList.contains('js-cooldown-num-initd'); // TODO: Remove this once we figure out why cooldown doesnt show occasionally
-
- if (!isValidCooldownOverlay || typeof $cooldownOverlay.step !== 'number') {
- console.debug('cooldown not valid - overlay, parent', $cooldownOverlay, $cooldownOverlay.parentElement);
- }
-
- if (!isValidCooldownOverlay || typeof $cooldownOverlay.step !== 'number') return;
- const skillId = $cooldownOverlay.parentNode.id;
- const cooldownPercentageLeft = $cooldownOverlay.step; // `step` prop added by game, 100-0 for 100% CD left, 99% CD left, etc
-
- let cdState = tempState.cooldownNums[skillId]; // If cooldown percentage left is greater than the current initial cooldown pcnt left,
- // that means the skill cooldown counter is still tracking an old cooldown.
- // This can happen rarely if the user casts the ability the instant it comes off cooldown.
- // In this scenario, we want to reset the cooldown state.
- // If we don't reset the cooldown state, the cooldown number will be wrong because
- // `initialCooldownTime` will be from the previous cast, not the current cast.
-
- if (cdState.initialCooldownPcntLeft && cooldownPercentageLeft >= cdState.initialCooldownPcntLeft) {
- cdState.initialCooldownTimestamp = null;
- cdState.initialCooldownPcntLeft = null;
- cdState.latestCooldownTimestamp = null;
- cdState.latestCooldownPcntLeft = null;
- cdState.calculationCount = 0;
- }
-
- if (!cdState.initialCooldownTimestamp) {
- cdState.initialCooldownTimestamp = Date.now();
- cdState.initialCooldownPcntLeft = cooldownPercentageLeft;
- }
-
- cdState.latestCooldownTimestamp = Date.now();
- cdState.latestCooldownPcntLeft = cooldownPercentageLeft;
- cdState.calculationCount++; // Set the cooldown number in the UI
- // NOTE: Changed `calculationCount > 2` to `calculationCount % 3` to stabilize as they're displayed in UI
- // Credit for this idea: Luffa
-
- if (cdState.calculationCount > 1 && cdState.calculationCount % 3) {
- const $cooldownNum = $cooldownOverlay.querySelector('.js-cooldown-num');
- $cooldownNum.innerText = _getCooldownText(cdState);
- }
- });
- } // TODO: This isn't capturing the img inside of the overlay that appears on CD. Why not?
- // TODO: Look into seeing if we can identify the percentage based off the image (maybe just map the images to percentages...)
-
-
- function addSkillCooldownNumbers() {
- const tempState = (0, _state.getTempState)(); // Add/update cooldowns
-
- const $skillCooldowns = document.querySelectorAll('#skillbar .overlay:not(.js-cooldown-num-initd):not(.offCd)');
- if ($skillCooldowns.length === 0) return;
- Array.from($skillCooldowns).forEach($skillOverlay => {
- $skillOverlay.classList.add('js-cooldown-num-initd'); // Add cooldown element to overlay
-
- $skillOverlay.appendChild((0, _misc.makeElement)({
- element: 'div',
- class: 'js-cooldown-num'
- }));
- const cooldownObserver = new MutationObserver(_handleCooldownUpdate); // Add cooldown number and mutator to state
-
- const skillId = $skillOverlay.parentNode.id;
- tempState.cooldownNums[skillId] = {
- initialCooldownTimestamp: null,
- initialCooldownPcntLeft: null,
- latestCooldownTimestamp: null,
- latestCooldownPcntLeft: null,
- calculationCount: 0
- }; // Clear preexisting observer if it exists, then set new one to state
-
- if (tempState.cooldownObservers[skillId]) {
- tempState.cooldownObservers[skillId].disconnect();
- delete tempState.cooldownObservers[skillId];
- }
-
- tempState.cooldownObservers[skillId] = cooldownObserver;
- cooldownObserver.observe($skillOverlay, {
- childList: true
- });
- });
- }
-
- },{"../../utils/misc":50,"../../utils/state":52}],44:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _state = require("../../utils/state");
-
- var _helpers = require("./helpers");
-
- function skillCooldownNumbers() {
- const tempState = (0, _state.getTempState)(); // If not initialized, initialize with initial observer
-
- const $skillBar = document.querySelector('#skillbar:not(.js-cooldowns-skillbar-initd');
- if (!$skillBar) return;
- $skillBar.classList.add('js-cooldowns-skillbar-initd');
-
- if (tempState.skillBarObserver) {
- tempState.skillBarObserver.disconnect();
- delete tempState.skillBarObserver;
- }
-
- tempState.skillBarObserver = new MutationObserver(_helpers.addSkillCooldownNumbers);
- tempState.skillBarObserver.observe($skillBar, {
- subtree: true,
- childList: true
- });
- (0, _helpers.addSkillCooldownNumbers)();
- }
-
- var _default = {
- name: 'Skill cooldown numbers',
- description: 'Overlays time left on cooldown over skill icons',
- run: () => {
- skillCooldownNumbers();
- }
- };
- exports.default = _default;
-
- },{"../../utils/state":52,"./helpers":43}],45:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.getCurrentCharacterLvl = getCurrentCharacterLvl;
- exports.getCurrentXp = getCurrentXp;
- exports.getNextLevelXp = getNextLevelXp;
- exports.resetXpMeterState = resetXpMeterState;
- exports.msToString = msToString;
-
- var _state = require("../../utils/state");
-
- function getCurrentCharacterLvl() {
- return Number(document.querySelector('#ufplayer .bgmana > .left').textContent.split('Lv. ')[1]);
- }
-
- function getCurrentXp() {
- return Number(document.querySelector('#expbar .progressBar > .left').textContent.split('/')[0].replace(/,/g, '').trim());
- }
-
- function getNextLevelXp() {
- return Number(document.querySelector('#expbar .progressBar > .left').textContent.split('/')[1].replace(/,/g, '').replace('EXP', '').trim());
- } // user invoked reset of xp meter stats
-
-
- function resetXpMeterState() {
- const state = (0, _state.getState)();
- state.xpMeterState.xpGains = []; // array of xp deltas every second
-
- state.xpMeterState.averageXp = 0;
- state.xpMeterState.gainedXp = 0;
- (0, _state.saveState)();
- document.querySelector('.js-xp-time').textContent = '-:-:-';
- }
-
- function msToString(ms) {
- const pad = value => value < 10 ? `0${value}` : value;
-
- const hours = pad(Math.floor(ms / (1000 * 60 * 60) % 60));
- const minutes = pad(Math.floor(ms / (1000 * 60) % 60));
- const seconds = pad(Math.floor(ms / 1000 % 60));
- return `${hours}:${minutes}:${seconds}`;
- }
-
- },{"../../utils/state":52}],46:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.default = void 0;
-
- var _state = require("../../utils/state");
-
- var helpers = _interopRequireWildcard(require("./helpers"));
-
- var _ui = require("../../utils/ui");
-
- var _xpMeterUi = require("./xpMeterUi");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- // TODO: Consider adding start button to start interval, and stop after X minutes of no EXP
- // Or maybe watch XP bar and start it once XP bar first moves?
- // Adds XP Meter DOM icon and window, starts continuous interval to get current xp over time
- function xpMeter() {
- const state = (0, _state.getState)();
- const tempState = (0, _state.getTempState)();
- _ui.WindowNames.xpMeter = 'xp-meter';
- (0, _xpMeterUi.createXpMeter)(); // If it was open when the game last closed keep it open
-
- if ((0, _ui.isWindowOpen)(_ui.WindowNames.xpMeter)) {
- (0, _xpMeterUi.toggleXpMeterVisibility)();
- } // Wire up icon and xpmeter window
-
-
- (0, _ui.createNavButton)('xpmeter', 'XP', 'XP Meter', _xpMeterUi.toggleXpMeterVisibility);
- document.querySelector('.js-xpmeter-close-icon').addEventListener('click', _xpMeterUi.toggleXpMeterVisibility);
- document.querySelector('.js-xpmeter-reset-button').addEventListener('click', helpers.resetXpMeterState);
- const currentXp = helpers.getCurrentXp();
- const currentCharLvl = helpers.getCurrentCharacterLvl();
- if (currentXp !== state.xpMeterState.currentXp) state.xpMeterState.currentXp = currentXp;
- if (currentCharLvl !== state.xpMeterState.currentLvl) state.xpMeterState.currentLvl = currentCharLvl;
- (0, _state.saveState)();
- if (tempState.xpMeterInterval) clearInterval(tempState.xpMeterInterval); // every second we run the operations for xp meter, update xps, calc delta, etc
- // TODO Cleanup: This interval may not be cleaned up if the UI mod reinitializes,
- // e.g. user is away from tab for a while then comes back
- // Should confirm if this is an issue, and try to fix it if possible.
-
- tempState.xpMeterInterval = setInterval(() => {
- if (!document.querySelector('#expbar')) {
- return;
- } // This _shouldn't_ happen, but in case it does, reset xp meter state instead of throwing error
-
-
- if (!Array.isArray(state.xpMeterState.xpGains)) {
- helpers.resetXpMeterState();
- }
-
- const currentXp = helpers.getCurrentXp();
- const nextLvlXp = helpers.getNextLevelXp();
- const currentLvl = helpers.getCurrentCharacterLvl(); // Only update and save state if it has changed
-
- const gainedXp = currentXp - state.xpMeterState.currentXp;
- const xpGains = currentXp - state.xpMeterState.currentXp;
- const averageXp = state.xpMeterState.xpGains.length > 0 ? state.xpMeterState.xpGains.reduce((a, b) => a + b, 0) / state.xpMeterState.xpGains.length : 0; // Our algorithms and session time depend on an xpGain being pushed every second, even if it is 0
-
- state.xpMeterState.xpGains.push(xpGains); // array of xp deltas every second
-
- if (gainedXp !== 0) state.xpMeterState.gainedXp += gainedXp;
- if (currentXp !== state.xpMeterState.currentXp) state.xpMeterState.currentXp = currentXp;
- if (averageXp !== state.xpMeterState.averageXp) state.xpMeterState.averageXp = averageXp;
- (0, _state.saveState)();
-
- if (document.querySelector('.js-xpmeter')) {
- document.querySelector('.js-xpm').textContent = parseInt((state.xpMeterState.averageXp * 60).toFixed(0)).toLocaleString();
- document.querySelector('.js-xph').textContent = parseInt((state.xpMeterState.averageXp * 60 * 60).toFixed(0)).toLocaleString();
- document.querySelector('.js-xpg').textContent = state.xpMeterState.gainedXp.toLocaleString();
- document.querySelector('.js-xpl').textContent = (nextLvlXp - currentXp).toLocaleString();
- document.querySelector('.js-xp-s-time').textContent = helpers.msToString(state.xpMeterState.xpGains.length * 1000); // need a positive integer for averageXp to calc time left
-
- if (state.xpMeterState.averageXp > 0) document.querySelector('.js-xp-time').textContent = helpers.msToString((nextLvlXp - currentXp) / state.xpMeterState.averageXp * 1000);
- }
-
- if (state.xpMeterState.currentLvl < currentLvl) {
- helpers.resetXpMeterState();
- state.xpMeterState.currentLvl = currentLvl;
- (0, _state.saveState)();
- }
- }, 1000);
- }
-
- var _default = {
- name: 'XP Meter',
- description: "Tracks your XP/minute and displays how much XP you're getting and lets you know how long until you level up",
- run: xpMeter
- };
- exports.default = _default;
-
- },{"../../utils/state":52,"../../utils/ui":53,"./helpers":45,"./xpMeterUi":47}],47:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.toggleXpMeterVisibility = toggleXpMeterVisibility;
- exports.createXpMeter = createXpMeter;
-
- var _ui = require("../../utils/ui");
-
- var _misc = require("../../utils/misc");
-
- function toggleXpMeterVisibility() {
- const xpMeterContainer = document.querySelector('.js-xpmeter'); // Make it if it doesn't exist for some reason
-
- if (!xpMeterContainer) {
- createXpMeter();
- }
-
- xpMeterContainer.style.display = xpMeterContainer.style.display === 'none' ? 'block' : 'none'; // Save whether xpMeter is currently open or closed in the state
-
- if (xpMeterContainer.style.display === 'none') {
- (0, _ui.setWindowClosed)(_ui.WindowNames.xpMeter);
- } else {
- (0, _ui.setWindowOpen)(_ui.WindowNames.xpMeter);
- }
- }
-
- function createXpMeter() {
- const $layoutContainer = document.querySelector('body > div.layout > div.container:nth-child(1)');
- const xpMeterHTMLString = `
- <div class="l-corner-lr container uimod-xpmeter-1 js-xpmeter" style="display: none">
- <div class="window panel-black uimod-xpmeter-2">
- <div class="titleframe uimod-xpmeter-2">
- <img src="/assets/ui/icons/trophy.svg?v=3282286" class="titleicon svgicon uimod-xpmeter-2">
- <div class="textprimary title uimod-xpmeter-2">
- <div name="title">Experience / XP</div>
- </div>
- <img src="/assets/ui/icons/cross.svg?v=3282286" class="js-xpmeter-close-icon btn black svgicon">
- </div>
- <div class="slot uimod-xpmeter-2" style="">
- <div class="wrapper uimod-xpmeter-1">
- <div class="bar uimod-xpmeter-3" style="z-index: 0;">
- <div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
- <span class="left uimod-xpmeter-3">XP per minute:</span>
- <span class="right uimod-xpmeter-3 js-xpm">-</span>
- </div>
- <div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
- <span class="left uimod-xpmeter-3">XP per hour:</span>
- <span class="right uimod-xpmeter-3 js-xph">-</span>
- </div>
- <div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
- <span class="left uimod-xpmeter-3">XP Gained:</span>
- <span class="right uimod-xpmeter-3 js-xpg">-</span>
- </div>
- <div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
- <span class="left uimod-xpmeter-3">XP Left:</span>
- <span class="right uimod-xpmeter-3 js-xpl">-</span>
- </div>
- <div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
- <span class="left uimod-xpmeter-3">Session Time: </span>
- <span class="right uimod-xpmeter-3 js-xp-s-time">-</span>
- </div>
- <div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
- <span class="left uimod-xpmeter-3">Time to lvl: </span>
- <span class="right uimod-xpmeter-3 js-xp-time">-</span>
- </div>
- </div>
- </div>
- <div class="grid buttons marg-top uimod-xpmeter-1 js-xpmeter-reset-button">
- <div class="btn grey">Reset</div>
- </div>
- </div>
- </div>
- </div>
- `;
- const $xpMeterElement = (0, _misc.makeElement)({
- element: 'div',
- content: xpMeterHTMLString.trim()
- });
- $layoutContainer.appendChild($xpMeterElement.firstChild);
- }
-
- },{"../../utils/misc":50,"../../utils/ui":53}],48:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.filterAllChat = filterAllChat;
- exports.whisperPlayer = whisperPlayer;
- exports.partyPlayer = partyPlayer;
- exports.addChatMessage = addChatMessage;
-
- var _state = require("./state");
-
- var _misc = require("./misc");
-
- // Filters all chat based on custom filters
- function filterAllChat() {
- const state = (0, _state.getState)(); // Blocked user filter
-
- Object.keys(state.blockList).forEach(blockedName => {
- // Get the `.name` elements from the blocked user, if we haven't already hidden their messages
- const $blockedChatNames = Array.from(document.querySelectorAll(`[data-chat-name="${blockedName}"]:not(.js-line-blocked)`)); // Hide each of their messages
-
- $blockedChatNames.forEach($name => {
- // Add the class name to $name so we can track whether it's been hidden in our CSS selector $blockedChatNames
- $name.classList.add('js-line-blocked');
- const $line = $name.parentNode.parentNode.parentNode; // Add the class name to $line so we can visibly hide the entire chat line
-
- $line.classList.add('js-line-blocked');
- });
- });
- }
-
- function enterTextIntoChat(text) {
- // Open chat input
- const enterEvent = new KeyboardEvent('keydown', {
- bubbles: true,
- cancelable: true,
- keyCode: 13
- });
- document.body.dispatchEvent(enterEvent); // Place text into chat
-
- const $input = document.querySelector('#chatinput input');
- $input.value = text; // Get chat input to recognize slash commands and change the channel
- // by triggering the `input` event.
- // (Did some debugging to figure out the channel only changes when the
- // svelte `input` event listener exists.)
-
- const inputEvent = new KeyboardEvent('input', {
- bubbles: true,
- cancelable: true
- });
- $input.dispatchEvent(inputEvent);
- }
-
- function submitChat() {
- const $input = document.querySelector('#chatinput input');
- const kbEvent = new KeyboardEvent('keydown', {
- bubbles: true,
- cancelable: true,
- keyCode: 13
- });
- $input.dispatchEvent(kbEvent);
- } // Automated chat command helpers
- // (We've been OK'd to do these by the dev - all automation like this should receive approval from the dev)
-
-
- function whisperPlayer(playerName) {
- enterTextIntoChat(`/${playerName} `);
- }
-
- function partyPlayer(playerName) {
- enterTextIntoChat(`/partyinvite ${playerName}`);
- submitChat();
- } // Pushes message to chat
- // TODO: The margins for the message are off slightly compared to other messages - why?
-
-
- function addChatMessage(text) {
- const newMessageHTML = `
- <div class="linewrap svelte-1vrlsr3">
- <span class="time svelte-1vrlsr3">00.00</span>
- <span class="textuimod content svelte-1vrlsr3">
- <span class="capitalize channel svelte-1vrlsr3">UIMod</span>
- </span>
- <span class="svelte-1vrlsr3">${text}</span>
- </div>
- `;
- const element = (0, _misc.makeElement)({
- element: 'article',
- class: 'line svelte-1vrlsr3',
- content: newMessageHTML
- });
- const $chat = document.querySelector('#chat');
- $chat.appendChild(element); // Scroll to bottom of chat
-
- $chat.scrollTop = $chat.scrollHeight;
- }
-
- },{"./misc":50,"./state":52}],49:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.getTooltipContent = getTooltipContent;
- exports.getWindow = getWindow;
-
- var _state = require("./state");
-
- // Gets the node of a tooltip for any element, emulates shift keypress to get tooltip with quality details
- // Must be `await`'d to use, e.g. `await getTooltipContent($element)`
- // Optionally pass `getDetailedTooltips` as `true` if you want detailed tooltips by holding shift
- // ^ is laggier, do not use when looking at more than one item
- async function getTooltipContent($elementToHoverOver, getDetailedTooltips) {
- const tempState = (0, _state.getTempState)(); // Emulate holding down shift when getting tooltip
- // Don't need to emulate if user is already holding it down
-
- if (getDetailedTooltips && !tempState.keyModifiers.shift) {
- // Set this so the keymodifiers mod knows our shift press shouldn't be tracked in tempState
- tempState.gettingTooltipContentShiftPress = true;
- document.body.dispatchEvent(new KeyboardEvent('keydown', {
- bubbles: true,
- cancelable: true,
- key: 'Shift'
- }));
- }
-
- $elementToHoverOver.dispatchEvent(new Event('pointerenter'));
- const closeTooltipPromise = new Promise(resolve => setTimeout(() => {
- const resolveWithTooltip = () => {
- // If there is no slotdescription at this point, the item element passed very likely has no tooltip
- const $tooltip = document.querySelector('.slotdescription');
-
- if (!$tooltip || !$tooltip.cloneNode) {
- resolve(false);
- } else {
- resolve($tooltip.cloneNode(true));
- }
-
- if (tempState.gettingTooltipContentShiftPress) {
- // Release our emulated shift press
- document.body.dispatchEvent(new KeyboardEvent('keyup', {
- bubbles: true,
- cancelable: true,
- key: 'Shift'
- }));
- tempState.gettingTooltipContentShiftPress = false;
- }
-
- $elementToHoverOver.dispatchEvent(new Event('pointerleave'));
- }; // Very occasionally the 0ms wait time on our timeout doesn't show the tooltip,
- // so we set a second timeout to account for this. Not the most perfect user experience,
- // but it rarely hapens, and it's better than getting an error.
-
-
- if (getDetailedTooltips && !document.querySelector('.slotdescription')) {
- setTimeout(resolveWithTooltip, 1);
- } else {
- resolveWithTooltip();
- }
- }, 0));
- const $tooltip = await closeTooltipPromise;
- return $tooltip;
- } // Use this to get a specific window, rather than using the svelte class, which is not preferable
- // Only returns window if it is visible. Some windows are kept in DOM at all times, but are not visible until opened, e.g. Inventory.
- // To get window even if it isn't visible (but is still in DOM), pass `true` to second argument
-
-
- function getWindow(windowTitle, getInvisibleWindow) {
- const $specificWindowTitle = Array.from(document.querySelectorAll('.window [name="title"]')).find($windowTitle => $windowTitle.textContent.toLowerCase() === windowTitle.toLowerCase());
- const $window = $specificWindowTitle ? $specificWindowTitle.parentNode.parentNode.parentNode : $specificWindowTitle; // If window is invisible, don't return it unless we are overriding with `getInvisibleWindow`
-
- if (!$window || !$window.offsetParent && !getInvisibleWindow) {
- return;
- } else {
- return $specificWindowTitle ? $specificWindowTitle.parentNode.parentNode.parentNode : $specificWindowTitle;
- }
- }
-
- },{"./state":52}],50:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.makeElement = makeElement;
- exports.debounce = debounce;
- exports.uuid = uuid;
-
- // Nicer impl to create elements in one method call
- function makeElement(args) {
- const $node = document.createElement(args.element);
- if (args.class) $node.className = args.class;
- if (args.content) $node.innerHTML = args.content;
- if (args.src) $node.src = args.src;
- if (args.type) $node.type = args.type;
- if (args.placeholder) $node.placeholder = args.placeholder;
- return $node;
- } // Credit: David Walsh
-
-
- function debounce(func, wait, immediate) {
- var timeout;
- return function () {
- var context = this,
- args = arguments;
-
- var later = function () {
- timeout = null;
- if (!immediate) func.apply(context, args);
- };
-
- var callNow = immediate && !timeout;
- clearTimeout(timeout);
- timeout = setTimeout(later, wait);
- if (callNow) func.apply(context, args);
- };
- } // Credit: https://gist.github.com/jcxplorer/823878
- // Generate random UUID string
-
-
- function uuid() {
- var uuid = '',
- i,
- random;
-
- for (i = 0; i < 32; i++) {
- random = Math.random() * 16 | 0;
-
- if (i == 8 || i == 12 || i == 16 || i == 20) {
- uuid += '-';
- }
-
- uuid += (i == 12 ? 4 : i == 16 ? random & 3 | 8 : random).toString(16);
- }
-
- return uuid;
- }
-
- },{}],51:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.friendPlayer = friendPlayer;
- exports.unfriendPlayer = unfriendPlayer;
- exports.blockPlayer = blockPlayer;
- exports.unblockPlayer = unblockPlayer;
-
- var _state = require("./state");
-
- var chat = _interopRequireWildcard(require("./chat"));
-
- var ui = _interopRequireWildcard(require("./ui"));
-
- var _friendsList = require("../mods/friendsList");
-
- var _blockList = require("../mods/blockList");
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- function friendPlayer(playerName) {
- const state = (0, _state.getState)();
-
- if (state.friendsList[playerName]) {
- return;
- }
-
- state.friendsList[playerName] = true;
- chat.addChatMessage(`${playerName} has been added to your friends list.`);
- (0, _state.saveState)(); // If UI is open remake it with new changes
-
- if (ui.isWindowOpen(ui.WindowNames.friendsList)) {
- (0, _friendsList.removeFriendsList)();
- (0, _friendsList.createFriendsList)();
- }
- }
-
- function unfriendPlayer(playerName) {
- const state = (0, _state.getState)();
-
- if (!state.friendsList[playerName]) {
- return;
- }
-
- delete state.friendsList[playerName];
- delete state.friendNotes[playerName];
- chat.addChatMessage(`${playerName} is no longer on your friends list.`);
- (0, _state.saveState)(); // If UI is open remake it with new changes
-
- if (ui.isWindowOpen(ui.WindowNames.friendsList)) {
- (0, _friendsList.removeFriendsList)();
- (0, _friendsList.createFriendsList)();
- }
- } // Adds player to block list, to be filtered out of chat
-
-
- function blockPlayer(playerName) {
- const state = (0, _state.getState)();
-
- if (state.blockList[playerName]) {
- return;
- }
-
- state.blockList[playerName] = true;
- chat.filterAllChat();
- chat.addChatMessage(`${playerName} has been blocked.`);
- (0, _state.saveState)(); // If UI is open remake it with new changes
-
- if (ui.isWindowOpen(ui.WindowNames.blockList)) {
- (0, _blockList.removeBlockList)();
- (0, _blockList.createBlockList)();
- }
- } // Removes player from block list and makes their messages visible again
-
-
- function unblockPlayer(playerName) {
- const state = (0, _state.getState)();
- delete state.blockList[playerName];
- chat.addChatMessage(`${playerName} has been unblocked.`);
- (0, _state.saveState)(); // Make messages visible again
-
- const $chatNames = Array.from(document.querySelectorAll(`.js-line-blocked[data-chat-name="${playerName}"]`));
- $chatNames.forEach($name => {
- $name.classList.remove('js-line-blocked');
- const $line = $name.parentNode.parentNode.parentNode;
- $line.classList.remove('js-line-blocked');
- });
- }
-
- },{"../mods/blockList":8,"../mods/friendsList":24,"./chat":48,"./state":52,"./ui":53}],52:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.getState = getState;
- exports.getTempState = getTempState;
- exports.saveState = saveState;
- exports.loadState = loadState;
- exports.testSaveState = testSaveState;
-
- var _version = require("./version");
-
- const STORAGE_STATE_KEY = 'hordesio-uimodsakaiyo-state';
- let state = {
- breakingVersion: _version.BREAKING_VERSION,
- windowsPos: {},
- blockList: {},
- friendsList: {},
- mapOpacity: 70,
- // e.g. 70 = opacity: 0.7
- friendNotes: {},
- chatTabs: [],
- xpMeterState: {
- currentXp: 0,
- xpGains: [],
- // array of xp deltas every second
- averageXp: 0,
- gainedXp: 0,
- currentLvl: 0
- },
- openWindows: {
- friendsList: false,
- blockList: false,
- xpMeter: false,
- merchant: false,
- modToggler: false,
- uiModOptions: false
- },
- clanLastActiveMembers: {},
- lockedItemSlots: [],
- disabledMods: [],
- enableWindowDragging: true,
- enableFrameDragging: true,
- healthBarFadeColor: 'orange',
- // 'orange' or 'red'
- healthBarFadePercentage: 100,
- // 100 or 50
- mapZoomScaleFactor: 1.0
- }; // tempState is saved only between page refreshes.
-
- const tempState = {
- // The last name clicked in chat
- chatName: null,
- lastMapWidth: 0,
- lastMapHeight: 0,
- xpMeterInterval: null,
- // tracks the interval for fetching xp data
- keyModifiers: {
- shift: false,
- control: false,
- alt: false
- },
- // set by _keyModifiers mod
- cooldownNums: {},
- cooldownObservers: {}
- };
-
- function getState() {
- return state;
- }
-
- function getTempState() {
- return tempState;
- }
-
- function saveState() {// localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state));
- }
-
- function testSaveState() {
- localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state));
- }
-
- function loadState() {
- const storedStateJson = localStorage.getItem(STORAGE_STATE_KEY);
-
- if (storedStateJson) {
- const storedState = JSON.parse(storedStateJson);
-
- if (storedState.breakingVersion !== _version.BREAKING_VERSION) {
- localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state));
- return;
- }
-
- for (let [key, value] of Object.entries(storedState)) {
- state[key] = value;
- }
- }
- }
-
- },{"./version":54}],53:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.resetUiPositions = resetUiPositions;
- exports.setWindowOpen = setWindowOpen;
- exports.setWindowClosed = setWindowClosed;
- exports.isWindowOpen = isWindowOpen;
- exports.createNavButton = createNavButton;
- exports.WindowNames = void 0;
-
- var _state = require("./state");
-
- var _misc = require("./misc");
-
- var chat = _interopRequireWildcard(require("./chat"));
-
- function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
-
- function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
-
- const WindowNames = {
- merchant: 'merchant',
- clan: 'clan',
- stash: 'stash',
- inventory: 'inventory'
- };
- exports.WindowNames = WindowNames;
-
- function resetUiPositions() {
- const state = (0, _state.getState)();
- state.windowsPos = {};
- (0, _state.saveState)();
- chat.addChatMessage('Please refresh the page for the reset frame & window positions to take effect.');
- }
-
- function createNavButton(shortname, icon, tooltip, callback) {
- const iconClass = 'js-' + shortname + '-icon';
- const tooltipClass = 'js-' + shortname + '-tooltip'; // Create the icon
-
- const $newIcon = (0, _misc.makeElement)({
- element: 'div',
- class: 'btn border black ' + iconClass,
- content: icon
- }); // Add the icon to the right of Elixir icon
-
- const $elixirIcon = document.querySelector('#sysgem');
- $elixirIcon.parentNode.insertBefore($newIcon, $elixirIcon.nextSibling); // Add tooltip onhover
-
- $newIcon.addEventListener('mouseenter', () => {
- const $newTooltip = (0, _misc.makeElement)({
- element: 'div',
- class: 'btn border grey ' + tooltipClass,
- content: tooltip
- }); // Add the tooltip to the left of Elixir icon
-
- $elixirIcon.parentNode.insertBefore($newTooltip, $elixirIcon);
- }); // Remove tooltip after hover
-
- $newIcon.addEventListener('mouseleave', () => {
- const $newTooltip = document.querySelector('.' + tooltipClass);
- $newTooltip.parentNode.removeChild($newTooltip);
- }); // Call the appropriate function when clicked
-
- document.querySelector('.' + iconClass).addEventListener('click', callback);
- } // state.openWindows should always only be managed by this file
- // Sometimes we want to track when a UI window we don't control is opened/closed
- // We use these methods to help facilitate that
- // To use these methods correctly, you need to track when the window opens _and_ when it closes
- // If you don't _need_ to do both those things, then don't do that, and don't use these methods
-
-
- function setWindowOpen(windowName) {
- const state = (0, _state.getState)();
- state.openWindows[windowName] = true;
- (0, _state.saveState)();
- }
-
- function setWindowClosed(windowName) {
- const state = (0, _state.getState)();
- state.openWindows[windowName] = false;
- (0, _state.saveState)();
- }
-
- function isWindowOpen(windowName) {
- const state = (0, _state.getState)();
- return state.openWindows[windowName];
- }
-
- },{"./chat":48,"./misc":50,"./state":52}],54:[function(require,module,exports){
- "use strict";
-
- Object.defineProperty(exports, "__esModule", {
- value: true
- });
- exports.VERSION = exports.BREAKING_VERSION = void 0;
- // If this version is different from the user's stored state,
- // e.g. they have upgraded the version of this script and there are breaking changes,
- // then their stored state will be deleted.
- const BREAKING_VERSION = 1; // Used for initialization message in chat, and userscript version
-
- exports.BREAKING_VERSION = BREAKING_VERSION;
- const VERSION = '1.5.1';
- exports.VERSION = VERSION;
-
- },{}]},{},[1]);