Clicks through battles, with adjustable speed and a toggle button, and provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes, now both with settings to disable graphics for performance.
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// ==UserScript==
// @name [Pokeclicker] Enhanced Auto Clicker
// @namespace Pokeclicker Scripts
// @author Ephenia (Original/Credit: Ivan Lay, Novie53, andrew951, Kaias26, kevingrillet, Optimatum)
// @description Clicks through battles, with adjustable speed and a toggle button, and provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes, now both with settings to disable graphics for performance.
// @copyright https://github.com/Ephenia
// @license GPL-3.0 License
// @version 3.0
// @homepageURL https://github.com/Ephenia/Pokeclicker-Scripts/
// @supportURL https://github.com/Ephenia/Pokeclicker-Scripts/issues
// @match https://www.pokeclicker.com/
// @icon https://www.google.com/s2/favicons?domain=pokeclicker.com
// @grant none
// @run-at document-idle
// ==/UserScript==
var scriptName = 'enhancedautoclicker';
const ticksPerSecond = 20;
// Auto Clicker
var autoClickState = ko.observable(false);
var autoClickMultiplier;
var autoClickerLoop;
// Auto Gym
var autoGymState = ko.observable(false);
var autoGymSelect;
var gymList = [];
var gymIndex;
//var gymChanged = false;
//var gymChangedNotifier = ko.observable(false);
// Auto Dungeon
var autoDungeonState = ko.observable(false);
var autoDungeonMode;
var dungeonID = 0;
var dungeonFloor;
var dungeonCoords;
var dungeonBossCoords;
var dungeonChestCoords;
var dungeonFloorSize;
var dungeonFlashDistance;
var dungeonFlashCols;
// Clicker statistics calculator
var calculatorLoop;
var calculatorDisplayMode;
var calcLastUpdate;
var calcPlayerState = -1;
var calcPlayerLocation;
var calcTicks;
var calcClicks;
var calcEnemies;
var calcAreaHealth;
// Visual settings
var gymGraphicsDisabled = ko.observable(false);
var dungeonGraphicsDisabled = ko.observable(false);
/* Initialization */
function initAutoClicker() {
const battleView = document.getElementsByClassName('battle-view')[0];
var elemAC = document.createElement("table");
elemAC.innerHTML = `<tbody><tr><td colspan="4">
<button id="auto-click-start" class="btn btn-${autoClickState() ? 'success' : 'danger'} btn-block" style="font-size:8pt;">
Auto Click [${autoClickState() ? 'ON' : 'OFF'}]<br>
<div id="auto-click-info">
<!-- calculator display will be set by resetCalculator() -->
</div>
</button>
<div id="click-rate-cont">
<div id="auto-click-rate-info">Click Attack Rate: ${(ticksPerSecond * autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2})}/s</div>
<input id="auto-click-rate" type="range" min="1" max="5" value="${autoClickMultiplier}">
</div>
</td></tr>
<tr>
<td style="width: 42%;">
<button id="auto-dungeon-start" class="btn btn-block btn-${autoDungeonState() ? 'success' : 'danger'}" style="font-size: 8pt;">
Auto Dungeon [${autoDungeonState() ? 'ON' : 'OFF'}]</button>
</td>
<td>
<select id="auto-dungeon-mode">
<option value="0">F</option>
<option value="1">B</option>
</select>
</td>
<td style="width: 40%;">
<button id="auto-gym-start" class="btn btn-block btn-${autoGymState() ? 'success' : 'danger'}" style="font-size: 8pt;">
Auto Gym [${autoGymState() ? 'ON' : 'OFF'}]
</button>
</td>
<td>
<select id="auto-gym-select">
<option value="0">#1</option>
<option value="1">#2</option>
<option value="2">#3</option>
<option value="3">#4</option>
<option value="4">#5</option>
<!--<option value="100">All</option>-->
</select>
</td>
</tr>
</tbody>`;
battleView.before(elemAC);
resetCalculator(); // initializes calculator display
// Add display settings to settings menu
var settingsHeader = document.createElement("tr");
settingsHeader.innerHTML = '<th colspan="2">Auto Clicker settings</th>';
document.getElementById('settingsModal').querySelector('tr[data-bind*="showMuteButton"]').after(settingsHeader);
var settingsElems = [];
settingsElems.push(document.createElement('tr'));
settingsElems.at(-1).innerHTML = `<td class="p-2">
Auto Clicker info display mode
</td>
<td class="p-0">
<select id="select-calculatorDisplayMode" class="form-control">
<option value="0">Clicks</option>
<option value="1">Damage</option>
</select>
</td>`;
settingsElems.push(document.createElement('tr'));
settingsElems.at(-1).innerHTML = `<td class="p-2">
<label class="m-0" for="checkbox-gymGraphicsDisabled">Disable Auto Gym graphics</label>
</td><td class="p-2">
<input id="checkbox-gymGraphicsDisabled" type="checkbox">
</td>`;
settingsElems.push(document.createElement('tr'));
settingsElems.at(-1).innerHTML = `<td class="p-2">
<label class="m-0" for="checkbox-dungeonGraphicsDisabled">Disable Auto Dungeon graphics</label>
</td><td class="p-2">
<input id="checkbox-dungeonGraphicsDisabled" type="checkbox">
</td>`;
settingsHeader.after(...settingsElems);
document.getElementById('auto-gym-select').value = autoGymSelect;
document.getElementById('auto-dungeon-mode').value = autoDungeonMode;
document.getElementById('select-calculatorDisplayMode').value = calculatorDisplayMode;
document.getElementById('checkbox-gymGraphicsDisabled').checked = gymGraphicsDisabled();
document.getElementById('checkbox-dungeonGraphicsDisabled').checked = dungeonGraphicsDisabled();
document.getElementById('auto-click-start').addEventListener('click', () => { toggleAutoClick(); });
document.getElementById('auto-click-rate').addEventListener('change', (event) => { changeClickMultiplier(event); });
document.getElementById('auto-gym-start').addEventListener('click', () => { toggleAutoGym(); });
document.getElementById('auto-gym-select').addEventListener('change', (event) => { changeSelectedGym(event); });
document.getElementById('auto-dungeon-start').addEventListener('click', () => { toggleAutoDungeon(); });
document.getElementById('auto-dungeon-mode').addEventListener('change', (event) => { changeDungeonMode(event); });
document.getElementById('checkbox-gymGraphicsDisabled').addEventListener('change', (event) => { toggleAutoGymGraphics(event); } );
document.getElementById('checkbox-dungeonGraphicsDisabled').addEventListener('change', (event) => { toggleAutoDungeonGraphics(event); } );
document.getElementById('select-calculatorDisplayMode').addEventListener('change', (event) => { changeCalcDisplayMode(event); } );
addGlobalStyle('#auto-click-info { display: flex;flex-direction: row;justify-content: center; }');
addGlobalStyle('#auto-click-info > div { width: 33.3%; }');
addGlobalStyle('#dungeonMap { padding-bottom: 9.513%; }');
addGlobalStyle('#click-rate-cont { display: flex; flex-direction: column; align-items: stretch;}');
overrideGymRunner()
overrideDungeonRunner();
if (autoClickState()) {
autoClicker();
}
}
function addGlobalStyle(css) {
var head = document.getElementsByTagName('head')[0];
if (!head) { return; }
var style = document.createElement('style');
style.type = 'text/css';
style.innerHTML = css;
head.appendChild(style);
}
/* Settings event handlers */
function toggleAutoClick() {
const element = document.getElementById('auto-click-start');
autoClickState(!autoClickState());
localStorage.setItem('autoClickState', autoClickState());
autoClickState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger');
autoClicker();
}
function changeClickMultiplier(event) {
// TODO decide on a better range / function
const multiplier = +event.target.value;
if (Number.isInteger(multiplier) && multiplier > 0) {
autoClickMultiplier = multiplier;
localStorage.setItem("autoClickMultiplier", autoClickMultiplier);
var displayNum = (ticksPerSecond * autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2})
document.getElementById('auto-click-rate-info').innerText = `Click Attack Rate: ${displayNum}/s`;
autoClicker();
}
}
function toggleAutoGym() {
const element = document.getElementById('auto-gym-start');
autoGymState(!autoGymState());
localStorage.setItem('autoGymState', autoGymState());
autoGymState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger');
element.textContent = `Auto Gym [${autoGymState() ? 'ON' : 'OFF'}]`;
if (autoClickState() && !autoGymState()) {
// Only break out of this script's auto restart, not the built-in one
GymRunner.autoRestart(false);
}
}
function changeSelectedGym(event) {
const val = +event.target.value;
if ([0, 1, 2, 3, 4, 100].includes(val)) {
autoGymSelect = val;
localStorage.setItem("autoGymSelect", autoGymSelect);
// In case currently fighting a gym
// TODO temporary, replace this with the commented code below once gym-cycling gets enabled
if (autoClickState() && autoGymState()) {
// Only break out of this script's auto restart, not the built-in one
GymRunner.autoRestart(false);
}
// For gym-cycling purposes
//setGymIndex(autoGymSelect);
//gymChanged = true;
}
}
function toggleAutoDungeon() {
const element = document.getElementById('auto-dungeon-start');
autoDungeonState(!autoDungeonState());
localStorage.setItem('autoDungeonState', autoDungeonState());
autoDungeonState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger');
element.textContent = `Auto Dungeon [${autoDungeonState() ? 'ON' : 'OFF'}]`;
}
function changeDungeonMode(event) {
const val = +event.target.value;
// Extra value-has-changed check to avoid repeat pathfinding
if (val != autoDungeonMode && [0, 1].includes(val)) {
dungeonCoords = null;
autoDungeonMode = val;
localStorage.setItem("autoDungeonMode", autoDungeonMode);
}
}
function toggleAutoGymGraphics(event) {
gymGraphicsDisabled(event.target.checked);
localStorage.setItem('gymGraphicsDisabled', gymGraphicsDisabled());
}
function toggleAutoDungeonGraphics(event) {
dungeonGraphicsDisabled(event.target.checked);
localStorage.setItem('dungeonGraphicsDisabled', dungeonGraphicsDisabled());
}
function changeCalcDisplayMode(event) {
const val = +event.target.value;
if (val != calculatorDisplayMode && [0, 1].includes(val)) {
calculatorDisplayMode = val;
localStorage.setItem('calculatorDisplayMode', calculatorDisplayMode);
resetCalculator();
}
}
/* Auto Clicker */
/**
* Resets and, if enabled, restarts autoclicker
* -While enabled, clicks <ticksPerSecond> times per second in active battle
* -Outside battles, runs Auto Dungeon and Auto Gym
*/
function autoClicker() {
var delay = Math.ceil(1000 / ticksPerSecond);
clearInterval(autoClickerLoop);
// Restart stats calculator
calcClickStats();
// Only use click multiplier while autoclicking
overrideClickAttack(autoClickState() ? autoClickMultiplier : 1);
if (autoClickState()) {
// Start autoclicker loop
autoClickerLoop = setInterval(function () {
// Click while in a normal battle
if (App.game.gameState === GameConstants.GameState.fighting) {
Battle.clickAttack(autoClickMultiplier);
}
// ...or gym battle
else if (App.game.gameState === GameConstants.GameState.gym) {
GymBattle.clickAttack(autoClickMultiplier);
}
// ...or dungeon battle
else if (App.game.gameState === GameConstants.GameState.dungeon && DungeonRunner.fighting()) {
DungeonBattle.clickAttack(autoClickMultiplier);
}
// ...or temporary battle
else if (App.game.gameState === GameConstants.GameState.temporaryBattle) {
TemporaryBattleBattle.clickAttack(autoClickMultiplier);
}
// If not battling, progress through dungeon
else if (autoDungeonState()) {
autoDungeon();
}
// If not battling gym, start battling
else if (autoGymState()) {
autoGym();
}
calcTicks[0]++;
}, delay);
} else {
if (autoGymState()) {
GymRunner.autoRestart(false);
}
}
}
/**
* Override the game's function for Click Attack to:
* - make multiple clicks at once via multiplier
* - support changing the attack speed cap for higher tick speeds
*/
function overrideClickAttack(clickMultiplier = 1) {
// Set delay based on the autoclicker's tick rate
// (lower to give setInterval some wiggle room)
var delay = Math.min(Math.ceil(1000 / ticksPerSecond) - 10, 50);
var clickDamageCached = 0;
var lastCached = 0;
Battle.clickAttack = function () {
// click attacks disabled and we already beat the starter
if (App.game.challenges.list.disableClickAttack.active() && player.regionStarters[GameConstants.Region.kanto]() != GameConstants.Starter.None) {
return;
}
const now = Date.now();
if (now - this.lastClickAttack < delay) {
return;
}
this.lastClickAttack = now;
if (!this.enemyPokemon()?.isAlive()) {
return;
}
// Avoid recalculating damage 20 times per second
if (now - lastCached > 1000) {
clickDamageCached = App.game.party.calculateClickAttack(true);
lastCached = now;
}
// Don't autoclick more than needed for lethal
var clicks = Math.min(clickMultiplier, Math.ceil(this.enemyPokemon().health() / clickDamageCached));
GameHelper.incrementObservable(App.game.statistics.clickAttacks, clicks);
this.enemyPokemon().damage(clickDamageCached * clicks);
if (!this.enemyPokemon().isAlive()) {
this.defeatPokemon();
}
}
}
/* Auto Gym */
/**
* Starts selected gym with auto restart enabled
*/
function autoGym() {
if (App.game.gameState === GameConstants.GameState.town) {
// Find all unlocked gyms in the current town
gymList = player.town().content.filter((c) => (c.constructor.name == "Gym" && c.isUnlocked()));
if (gymList.length > 0) {
setGymIndex(autoGymSelect);
// Start in auto restart mode
GymRunner.startGym(gymList[gymIndex], true);
return;
}
}
// Disable if we aren't in a location with unlocked gyms
toggleAutoGym();
}
/**
* Sets gymIndex for starting or changing gyms
*/
function setGymIndex(select) {
/*if (select == 100) {
// All gyms mode
gymIndex = 0;
} else { */
gymIndex = Math.min(select, gymList.length - 1);
//}
}
/**
* Override GymRunner built-in functions:
* -Add auto gym equivalent of gymWon() to save on performance by not loading town between
*/
function overrideGymRunner() {
// Necessary to support gym-cycling mode
/*const oldInit = GymRunner.startGym.bind(GymRunner);
GymRunner.startGym = function (...args) {
var returnVal = oldInit(...args);
if (GymRunner.initialRun || gymChanged) {
gymChangedNotifier.notifySubscribers(true);
gymChanged = false;
}
return returnVal;
}*/
GymRunner.gymWonNormal = GymRunner.gymWon;
// Version with free auto restart
GymRunner.gymWonAuto = function(gym) {
if (GymRunner.running()) {
GymRunner.running(false);
// First time defeating this gym
if (!App.game.badgeCase.hasBadge(gym.badgeReward)) {
gym.firstWinReward();
}
GameHelper.incrementObservable(App.game.statistics.gymsDefeated[GameConstants.getGymIndex(gym.town)]);
// Award money for defeating gym as we're auto clicking
App.game.wallet.gainMoney(gym.moneyReward);
// Auto restart if we've already checked for unlocked gyms
if (GymRunner.autoRestart() && gymList.length > 0) {
// All gyms mode
/*
if (autoGymSelect == 100 && gymList.length > 1) {
// Cycle through gyms
gymIndex = (gymIndex + 1) % gymList.length;
gymChanged = true;
}*/
// Unlike the original function, autoclicker doesn't charge the player money
GymRunner.startGym(gymList[gymIndex], GymRunner.autoRestart(), false);
return;
}
// Send the player back to the town they were in
player.town(gym.parent);
App.game.gameState = GameConstants.GameState.town;
}
}
// Only use our version when auto gym is running
GymRunner.gymWon = function(...args) {
if (autoClickState() && autoGymState()) {
GymRunner.gymWonAuto(...args);
} else {
GymRunner.gymWonNormal(...args);
}
}
}
/* Auto Dungeon */
/**
* Automatically begins and progresses through dungeons with multiple pathfinding options
*/
function autoDungeon() { // TODO more thoroughly test switching between modes and enabling/disabling within a dungeon
// Progress through dungeon
if (App.game.gameState === GameConstants.GameState.dungeon) {
if (DungeonBattle.catching()) {
return;
}
// Scan each new dungeon floor
if (dungeonID !== DungeonRunner.dungeonID || dungeonFloor !== DungeonRunner.map.playerPosition().floor) {
dungeonID = DungeonRunner.dungeonID;
dungeonCoords = null;
scan();
}
// Reset pathfinding coordinates to entrance
if (dungeonCoords == null) {
dungeonCoords = new Point(Math.floor(dungeonFloorSize / 2), dungeonFloorSize - 1);
}
// Explore using selected mode
if (autoDungeonMode == 0) {
fullClear();
} else if (autoDungeonMode == 1) {
seekBoss();
}
}
// Begin dungeon
else if (App.game.gameState === GameConstants.GameState.town) {
if (player.town() instanceof DungeonTown) {
const dungeon = player.town().dungeon;
// Enter dungeon if unlocked and affordable
if (dungeon?.isUnlocked() && App.game.wallet.hasAmount(new Amount(dungeon.tokenCost, GameConstants.Currency.dungeonToken))) {
DungeonRunner.initializeDungeon(dungeon);
return;
}
}
// Disable if locked, can't afford entry cost, or there's no dungeon here
toggleAutoDungeon();
}
}
/**
* Scans current dungeon floor for relevant locations and pathfinding data
*/
function scan() {
var dungeonBoard = DungeonRunner.map.board()[DungeonRunner.map.playerPosition().floor];
dungeonFloor = DungeonRunner.map.playerPosition().floor;
dungeonFloorSize = DungeonRunner.map.floorSizes[DungeonRunner.map.playerPosition().floor];
dungeonChestCoords = [];
// Scan for chest and boss coordinates
for (var y = 0; y < dungeonBoard.length; y++) {
for (var x = 0; x < dungeonBoard[y].length; x++) {
if (dungeonBoard[y][x].type() == GameConstants.DungeonTile.chest) {
dungeonChestCoords.push(new Point(x,y));
}
if (dungeonBoard[y][x].type() == GameConstants.DungeonTile.boss || dungeonBoard[y][x].type() == GameConstants.DungeonTile.ladder) {
dungeonBossCoords = new Point(x,y);
}
}
}
// TODO find a more future-proof way to get flash distance
dungeonFlashDistance = DungeonRunner.map.flash?.playerOffset[0] ?? 0;
dungeonFlashCols = [];
// Calculate minimum columns to fully reveal dungeon with Flash
if (dungeonFlashDistance > 0) {
var i = 0;
var j = dungeonFloorSize - 1;
while (i <= j) {
dungeonFlashCols.push(Math.min(i + dungeonFlashDistance, j));
if (i + dungeonFlashDistance < j - dungeonFlashDistance) {
dungeonFlashCols.push(j - dungeonFlashDistance);
}
i += dungeonFlashDistance * 2 + 1;
j -= dungeonFlashDistance * 2 + 1;
}
dungeonFlashCols.sort((a, b) => (a - b));
}
}
/**
* Navigate to the boss and fight it as quickly as possible, using only info visible to the player
*/
function seekBoss() {
// Seek the boss
while (!(dungeonCoords.x == dungeonBossCoords.x && dungeonCoords.y == dungeonBossCoords.y)) {
// Boss tile not visible, cover ground
if (!DungeonRunner.map.board()[dungeonFloor][dungeonBossCoords.y][dungeonBossCoords.x].isVisible) {
// End of column, move to new column
if (dungeonCoords.y == 0) {
dungeonCoords.y = dungeonFloorSize - 1;
if (dungeonCoords.x >= (dungeonFloorSize - 1) - dungeonFlashDistance) {
// Done with this side, move to other side of the entrance
dungeonCoords.x = Math.floor(dungeonFloorSize / 2) - 1;
} else {
// Move away from the entrance
dungeonCoords.x += (dungeonCoords.x >= Math.floor(dungeonFloorSize / 2) ? 1 : -1);
}
// Dungeon has Flash unlocked
} else if (dungeonCoords.y == (dungeonFloorSize - 1) && dungeonFlashDistance > 0) {
// Skip columns not in optimal flash pathing
if (dungeonFlashCols.includes(dungeonCoords.x)) {
dungeonCoords.y -= 1;
} else {
// Move away from the entrance
dungeonCoords.x += (dungeonCoords.x >= Math.floor(dungeonFloorSize / 2) ? 1 : -1);
}
}
// Move through column
else {
dungeonCoords.y -= 1;
}
}
// Boss visible, move towards it
else if (dungeonCoords.y != dungeonBossCoords.y) {
dungeonCoords.y += (dungeonCoords.y < dungeonBossCoords.y ? 1 : -1);
}
else if (dungeonCoords.x != dungeonBossCoords.x) {
dungeonCoords.x += (dungeonCoords.x < dungeonBossCoords.x ? 1 : -1);
}
// One move per tick to look more natural
if (!DungeonRunner.map.board()[dungeonFloor][dungeonCoords.y][dungeonCoords.x].isVisited) {
DungeonRunner.map.moveToCoordinates(dungeonCoords.x, dungeonCoords.y);
return;
}
}
// Start boss / move floors
DungeonRunner.map.moveToCoordinates(dungeonBossCoords.x, dungeonBossCoords.y);
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) {
DungeonRunner.startBossFight();
} else if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) {
DungeonRunner.nextFloor();
}
}
/**
* Fully explores dungeon, opening all chests at end of each floor
*/
function fullClear() {
// Fully explore floor
while (dungeonCoords !== -1) {
// Handles the segment to the right of the entrance
if ((dungeonCoords.y == dungeonFloorSize - 1) && dungeonCoords.x >= Math.floor(dungeonFloorSize / 2)) {
if (dungeonCoords.x == dungeonFloorSize - 1) {
dungeonCoords.x = Math.floor(dungeonFloorSize / 2) - 1;
} else {
dungeonCoords.x += 1;
}
}
// Move in one direction until reaching the wall
else {
var direction = (-1) ** (dungeonFloorSize - dungeonCoords.y);
// End of row, move up one
if ((dungeonCoords.x == (dungeonFloorSize - 1) && direction > 0) ||
(dungeonCoords.x == 0 && direction < 0)) {
if (dungeonCoords.y == 0) {
// Floor fully explored
dungeonCoords = -1;
break;
} else {
dungeonCoords.y -= 1;
}
} else {
dungeonCoords.x += direction;
}
}
// One move per tick to look more natural
if (!DungeonRunner.map.board()[dungeonFloor][dungeonCoords.y][dungeonCoords.x].isVisited) {
DungeonRunner.map.moveToCoordinates(dungeonCoords.x, dungeonCoords.y);
return;
}
// Just in case changed to allow multiple moves per tick
else if (DungeonRunner.fighting() || DungeonBattle.catching()) {
return;
}
}
// Floor explored, open chests
if (dungeonChestCoords.length > 0) {
var chest = dungeonChestCoords.pop();
DungeonRunner.map.moveToCoordinates(chest.x, chest.y);
DungeonRunner.openChest();
}
// Boss / ladder time
else {
DungeonRunner.map.moveToCoordinates(dungeonBossCoords.x, dungeonBossCoords.y);
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) {
DungeonRunner.startBossFight();
} else if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) {
DungeonRunner.nextFloor();
}
}
}
/**
* Override DungeonRunner built-in functions:
* -Add dungeon ID tracking to initializeDungeon() for easier mapping
* -Add auto dungeon equivalent of dungeonWon() to save on performance by restarting without loading town
*/
function overrideDungeonRunner() {
// Differentiate between dungeons for mapping
DungeonRunner.dungeonID = 0;
const oldInit = DungeonRunner.initializeDungeon.bind(DungeonRunner);
DungeonRunner.initializeDungeon = function (...args) {
DungeonRunner.dungeonID++;
return oldInit(...args);
}
DungeonRunner.dungeonWonNormal = DungeonRunner.dungeonWon;
// Version with integrated auto-restart to avoid loading town in between dungeons
DungeonRunner.dungeonWonAuto = function () {
if (!DungeonRunner.dungeonFinished()) {
DungeonRunner.dungeonFinished(true);
// First time clearing dungeon
if (!App.game.statistics.dungeonsCleared[GameConstants.getDungeonIndex(DungeonRunner.dungeon.name)]()) {
DungeonRunner.dungeon.rewardFunction();
}
GameHelper.incrementObservable(App.game.statistics.dungeonsCleared[GameConstants.getDungeonIndex(DungeonRunner.dungeon.name)]);
// Auto restart dungeon
if (DungeonRunner.hasEnoughTokens()) {
// Clear old board to force map visuals refresh
DungeonRunner.map.board([]);
DungeonRunner.initializeDungeon(DungeonRunner.dungeon);
return;
}
MapHelper.moveToTown(DungeonRunner.dungeon.name);
}
}
// Only use our version when auto dungeon is running
DungeonRunner.dungeonWon = function (...args) {
if (autoClickState() && autoDungeonState()) {
DungeonRunner.dungeonWonAuto(...args);
} else {
DungeonRunner.dungeonWonNormal(...args);
}
}
}
/* Clicker statistics calculator */
/**
* Resets and, if auto clicker is running, restarts calculator
* Shows the following statistics, averaged over the last ten seconds:
* -Percentage of ticksPerSecond the autoclicker is actually executing
* -Clicks per second or damage per second, depending on display mode
* -Required number of clicks or click attack damage to one-shot the current location, depending on display mode
* --Ignores dungeon bosses and chest health increases
* -Enemies defeated per second
* Statistics are reset when the player changes locations
*/
function calcClickStats() {
clearInterval(calculatorLoop);
resetCalculator();
if (autoClickState()) {
calculatorLoop = setInterval(function () {
if (!hasPlayerMoved()) {
var elem;
var clickDamage = App.game.party.calculateClickAttack(true);
var actualElapsed = (Date.now() - calcLastUpdate.at(-1)) / (1000 * calcLastUpdate.length);
// Percentage of maximum ticksPerSecond
elem = document.getElementById('tick-percentage');
var avgTicks = calcTicks.reduce((a, b) => a + b, 0) / calcTicks.length;
var tickFraction = avgTicks / (ticksPerSecond * actualElapsed);
elem.innerHTML = tickFraction.toLocaleString('en-US', {style: 'percent', maximumFractionDigits: 0} );
elem.style.color = 'gold';
// Average clicks/damage per second
elem = document.getElementById('clicks-per-second');
var avgClicks = (App.game.statistics.clickAttacks() - calcClicks.at(-1)) / calcClicks.length;
avgClicks = avgClicks / actualElapsed;
if (calculatorDisplayMode == 1) {
// display damage mode
var avgDPS = avgClicks * clickDamage;
elem.innerHTML = avgDPS.toLocaleString('en-US', {maximumFractionDigits: 0});
elem.style.color = 'gold';
} else {
// display clicks mode
elem.innerHTML = avgClicks.toLocaleString('en-US', {maximumFractionDigits: 1});
elem.style.color = 'gold';
}
// Required clicks/click damage
elem = document.getElementById('req-clicks');
if (calculatorDisplayMode == 1) {
// display damage mode
var reqDamage = calcAreaHealth;
elem.innerHTML = reqDamage.toLocaleString('en-US');
elem.style.color = (clickDamage >= reqDamage ? 'greenyellow' : 'darkred');
} else {
// display clicks mode
var reqClicks = Math.max((calcAreaHealth / clickDamage), 1);
reqClicks = Math.ceil(reqClicks * 10) / 10; // round up to one decimal point
elem.innerHTML = reqClicks.toLocaleString('en-US', {maximumFractionDigits: 1});
elem.style.color = (reqClicks == 1 ? 'greenyellow' : 'darkred');
}
// Enemies per second
elem = document.getElementById('enemies-per-second')
var avgEnemies = (App.game.statistics.totalPokemonDefeated() - calcEnemies.at(-1)) / calcEnemies.length;
avgEnemies = avgEnemies / actualElapsed;
elem.innerHTML = avgEnemies.toLocaleString('en-US', {maximumFractionDigits: 1});
// Make room for next second's stats tracking
// Add new entries to start of array for easier incrementing
calcTicks.unshift(0);
if (calcTicks.length > 10) {
calcTicks.pop();
}
calcClicks.unshift(App.game.statistics.clickAttacks());
if (calcClicks.length > 10) {
calcClicks.pop();
}
calcEnemies.unshift(App.game.statistics.totalPokemonDefeated());
if (calcEnemies.length > 10) {
calcEnemies.pop();
}
calcLastUpdate.unshift(Date.now());
if (calcLastUpdate.length > 10) {
calcLastUpdate.pop();
}
}
// Reset statistics on area / game state change
else {
resetCalculator();
}
}, 1000);
}
}
/**
* Resets stats trackers and calculator info display
*/
function resetCalculator() {
calcLastUpdate = [Date.now()];
calcTicks = [0];
calcClicks = [App.game.statistics.clickAttacks()];
calcEnemies = [App.game.statistics.totalPokemonDefeated()];
playerTown = player.town().name;
playerRoute = player.route();
calculateAreaHealth();
document.getElementById('auto-click-info').innerHTML = `<div>Clicker Efficiency:<br><div id="tick-percentage" style="font-weight:bold;">-</div></div>
<div>${calculatorDisplayMode == 0 ? 'Clicks/s' : 'DPS'}:<br><div id="clicks-per-second" style="font-weight:bold;">-</div></div>
<div>Req. ${calculatorDisplayMode == 0 ? 'Clicks' : 'Click Damage'}:<br><div id="req-clicks" style="font-weight:bold;">-</div></div>
<div>Enemies/s:<br><div id="enemies-per-second" style="font-weight:bold; color:gold;">-</div></div>`;
}
/**
* Check whether player state or location has changed
*/
function hasPlayerMoved() {
// TODO make this play more nicely with all-gyms mode before that can be enabled
var moved = false;
if (calcPlayerState != App.game.gameState) {
calcPlayerState = App.game.gameState;
moved = true;
}
if (calcPlayerState === GameConstants.GameState.gym) {
if (calcPlayerLocation != GymRunner.gymObservable().leaderName) {
moved = true;
}
calcPlayerLocation = GymRunner.gymObservable().leaderName;
} else if (calcPlayerState === GameConstants.GameState.dungeon) {
if (calcPlayerLocation != DungeonRunner.dungeon.name) {
moved = true;
}
calcPlayerLocation = DungeonRunner.dungeon.name;
} else {
// Conveniently, player.route() = 0 when not on a route
if (calcPlayerLocation != (player.route() || player.town().name)) {
moved = true;
}
calcPlayerLocation = player.route() || player.town().name;
}
return moved;
}
/**
* Calculate max Pokemon health for the current route/gym/dungeon
* -Ignores dungeon boss HP and chest HP increases
*/
function calculateAreaHealth() {
// Calculate area max hp
if (App.game.gameState === GameConstants.GameState.fighting) {
calcAreaHealth = PokemonFactory.routeHealth(player.route(), player.region);
// Adjust for route health variation
// TODO actually calculate the route's maximum health variation
calcAreaHealth = Math.round(calcAreaHealth * 1.1);
} else if (App.game.gameState === GameConstants.GameState.gym) {
// Get highest health gym pokemon
calcAreaHealth = GymRunner.gymObservable().getPokemonList().reduce((a, b) => Math.max(a, b.maxHealth), 0);
} else if (App.game.gameState === GameConstants.GameState.dungeon) {
calcAreaHealth = DungeonRunner.dungeon.baseHealth;
} else {
calcAreaHealth = 0;
}
}
/* Graphics settings */
/**
* Add extra Knockout data bindings to optionally disable (most) gym and dungeon graphics
*/
function addGraphicsBindings() {
// Add computed observable functions
GymRunner.autoGymOn = ko.pureComputed( () => {
return autoClickState() && autoGymState();
});
GymRunner.disableAutoGymGraphics = ko.pureComputed( () => {
return gymGraphicsDisabled() && GymRunner.autoGymOn();
});
DungeonRunner.disableAutoDungeonGraphics = ko.pureComputed( () => {
return dungeonGraphicsDisabled() && autoClickState() && autoDungeonState();
});
/*
GymBattle.leaderNameComputable = ko.pureComputed( () => {
gymChangedNotifier();
return GymBattle.gym.leaderName;
});
GymBattle.imagePathComputable = ko.pureComputed( () => {
gymChangedNotifier();
return GymBattle.gym.imagePath;
});
*/
// Add gymView data bindings
var gymContainer = document.querySelector('div[data-bind="if: App.game.gameState === GameConstants.GameState.gym"]');
var elemsToBind = ['knockout[data-bind*="pokemonNameTemplate"]', // Pokemon name
'span[data-bind*="pokemonsDefeatedComputable"]', // Gym Pokemon counter (pt 1)
'span[data-bind*="pokemonsUndefeatedComputable"]', // Gym Pokemon counter (pt 2)
'knockout[data-bind*="pokemonSpriteTemplate"]', // Pokemon sprite
'div.progress.hitpoints', // Pokemon healthbar
'div.progress.timer' // Gym timer
];
elemsToBind.forEach((query) => {
var elem = gymContainer.querySelector(query);
if (elem) {
elem.before(new Comment("ko ifnot: GymRunner.disableAutoGymGraphics()"));
elem.after(new Comment("/ko"))
}
});
// Always hide stop button during autoGym, even with graphics enabled
var restartButton = gymContainer.querySelector('button[data-bind="visible: GymRunner.autoRestart()"]');
restartButton.setAttribute('data-bind', 'visible: GymRunner.autoRestart() && !GymRunner.autoGymOn()');
// Make leader name and sprites use observables to support gym-cycling mode
/*
var leaderNameElem = gymContainer.querySelector('knockout[data-bind*="GymBattle.gym.leaderName"]');
leaderNameElem.setAttribute('data-bind', leaderNameElem.getAttribute('data-bind').replace('GymBattle.gym.leaderName', 'GymBattle.leaderNameComputable()'));
var leaderSpriteElem = gymContainer.querySelector('img[data-bind*="GymBattle.gym.imagePath"]');
leaderSpriteElem.setAttribute('data-bind', leaderSpriteElem.getAttribute('data-bind').replace('GymBattle.gym.imagePath', 'GymBattle.imagePathComputable()'));
*/
// Add dungeonView data bindings
var dungeonContainer = document.querySelector('div[data-bind="if: App.game.gameState === GameConstants.GameState.dungeon"]');
// Title bar contents
dungeonContainer.querySelector('h2.pageItemTitle')?.prepend(new Comment("ko ifnot: DungeonRunner.disableAutoDungeonGraphics()"));
dungeonContainer.querySelector('h2.pageItemTitle')?.append(new Comment("/ko"));
// Main container sprites etc
dungeonContainer.querySelector('h2.pageItemTitle')?.after(new Comment("ko ifnot: DungeonRunner.disableAutoDungeonGraphics()"));
dungeonContainer.querySelector('h2.pageItemFooter')?.before(new Comment("/ko"));
}
/* Initializing variables from localStorage */
/**
* Loads variable from localStorage
* -Returns value from localStorage if it exists and is correct type
* -Otherwise returns null
*/
function validateStorage(key, type) {
try {
var val = localStorage.getItem(key);
if (val === null) {
throw new Error();
}
val = JSON.parse(val);
if (typeof val !== type) {
throw new Error();
}
return val;
} catch (e) {
return null;
}
}
// Auto Clicker
autoClickState(validateStorage('autoClickState', 'boolean') ?? false);
autoClickMultiplier = validateStorage('autoClickMultiplier', 'number') ?? 1;
if (!(Number.isInteger(autoClickMultiplier) && autoClickMultiplier >= 1)) {
autoClickMultiplier = 1;
}
// Auto Gym
autoGymState(validateStorage('autoGymState', 'boolean') ?? false);
autoGymSelect = validateStorage('autoGymSelect', 'number') ?? 0;
if (![0, 1, 2, 3, 4, 100].includes(autoGymSelect)) {
autoGymSelect = 0;
}
// Auto Dungeon
autoDungeonState(validateStorage('autoDungeonState', 'boolean') ?? false);
autoDungeonMode = validateStorage('autoDungeonMode', 'number') ?? 0;
if (![0, 1].includes(autoDungeonMode)) {
autoDungeonMode = 0;
}
// Stats calculator
calculatorDisplayMode = validateStorage('calculatorDisplayMode', 'number') ?? 0;
if (![0, 1].includes(calculatorDisplayMode)) {
calculatorDisplayMode = 0;
}
// Graphics settings
gymGraphicsDisabled(validateStorage('gymGraphicsDisabled', 'boolean') ?? false);
dungeonGraphicsDisabled(validateStorage('dungeonGraphicsDisabled', 'boolean') ?? false);
/* Load script */
// Add data bindings before the game initializes Knockout
addGraphicsBindings();
function loadScript() {
const oldInit = Preload.hideSplashScreen;
Preload.hideSplashScreen = function () {
var result = oldInit.apply(this, arguments);
initAutoClicker();
return result;
}
}
if (document.getElementById('scriptHandler') != undefined) {
var scriptElement = document.createElement('div');
scriptElement.id = scriptName;
document.getElementById('scriptHandler').appendChild(scriptElement);
if (localStorage.getItem(scriptName) != null) {
if (localStorage.getItem(scriptName) == 'true') {
loadScript();
}
}
else {
localStorage.setItem(scriptName, 'true')
loadScript();
}
}
else {
loadScript();
}