MH: Labyrinth Door Data Collector

Mousehunt data collection tool for avilible labyrinth doors

目前為 2019-07-31 提交的版本,檢視 最新版本

您需要先安裝使用者腳本管理器擴展,如 TampermonkeyGreasemonkeyViolentmonkey 之後才能安裝該腳本。

You will need to install an extension such as Tampermonkey to install this script.

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==UserScript==
// @name         MH: Labyrinth Door Data Collector
// @author       Warden Slayer - Warden Slayer#2302
// @namespace    https://greasyfork.org/en/users/227259-wardenslayer
// @version      1.0.6
// @description  Mousehunt data collection tool for avilible labyrinth doors
// @include      https://ajax.googleapis.com/ajax/libs/jquery/1.6.2/jquery.min.js
// @include      http://www.mousehuntgame.com/*
// @include      https://www.mousehuntgame.com/*
// @grant GM_setClipboard
// ==/UserScript==
$(document).ready(function() {
    buildCopyButton();
});

function buildCopyButton() {
    if ($(".copyButtonContainer").length > 0) return;
    var copyButtonContainer = document.createElement("div");
    copyButtonContainer.classList.add("copyButtonContainer");
    var hudLocation = $(".hudLocationContent.labyrinth");
    //Copy Button
    var copyButton = document.createElement("button");
    copyButton.id = "copyButton";
    copyButton.innerText = "Copy to Clipboard";
    copyButton.addEventListener("click", copyData)
    copyButtonContainer.appendChild(copyButton);
    hudLocation.after(copyButtonContainer);
    $(".copyButtonContainer").css({
        float: "right"
    });
}

function copyData() {
    var lastStep = $(".labyrinthHUD-hallway-padding").children().last();
    if ($(lastStep).hasClass("labyrinthHUD-hallway-tile active") || $(lastStep).hasClass("labyrinthHUD-hallway-tile locked")) {
        return;
    } else {
        var fealtyClues = $(".labyrinthHUD-clueDrawer-clue.y").find(".labyrinthHUD-clueDrawer-quantity").text();
        var techClues = $(".labyrinthHUD-clueDrawer-clue.h").find(".labyrinthHUD-clueDrawer-quantity").text();
        var scholarClues = $(".labyrinthHUD-clueDrawer-clue.s").find(".labyrinthHUD-clueDrawer-quantity").text();
        var treasureClues = $(".labyrinthHUD-clueDrawer-clue.t").find(".labyrinthHUD-clueDrawer-quantity").text();
        var farmingClues = $(".labyrinthHUD-clueDrawer-clue.f").find(".labyrinthHUD-clueDrawer-quantity").text();
        var deadEndClues = $(".labyrinthHUD-clueDrawer-clue.m").find(".labyrinthHUD-clueDrawer-quantity").text();
        var allDoors = $(".labyrinthHUD-doorContainer").children();
        //Add flag to denote shuffling
        var journalText = $(".journaltext");
        var journalArray = journalText.toArray(0);
        var shuffleFlag = parseJournal(journalArray);
        //Parse Doors
        var doorOne = $(allDoors).first();
        var doorThree = $(allDoors).last();
        var doorTwo = $(allDoors).not(doorOne).not(doorThree);
        var doorOneData = parseDoor(doorOne)
        var doorOneObj = new doorOption(doorOneData.doorLength,doorOneData.doorQuality,doorOneData.doorType);
        var doorTwoData = parseDoor(doorTwo)
        var doorTwoObj = new doorOption(doorTwoData.doorLength,doorTwoData.doorQuality,doorTwoData.doorType);
        var doorThreeData = parseDoor(doorThree)
        var doorThreeObj = new doorOption(doorThreeData .doorLength,doorThreeData.doorQuality,doorThreeData.doorType);
        var resultsArray = [fealtyClues,
            techClues,
            scholarClues,
            treasureClues,
            farmingClues,
            deadEndClues,
            doorOneObj.length,
            doorOneObj.quality,
            doorOneObj.type,
            doorTwoObj.length,
            doorTwoObj.quality,
            doorTwoObj.type,
            doorThreeObj.length,
            doorThreeObj.quality,
            doorThreeObj.type,
            shuffleFlag
        ];
        let results = resultsArray.join()
        console.log(results)
        GM_setClipboard(results)
    }
}

function parseDoor(door) {
    var doorString = door.find(".labyrinthHUD-door-name-padding").text();
    var doorArray = doorString.split(/\s+/);
    var doorLength = doorArray[0];
    var doorQuality = doorArray[1];
    var doorType = doorArray[2];
    //shorten door length
    if (doorLength == "Long") {
        doorLength = "L";
    } else if (doorLength == "Medium") {
        doorLength = "M";
    } else {
        doorLength = "S";
    }
    //shorten door quality
    if (doorQuality == "Epic") {
        doorQuality = "E";
    } else if (doorQuality == "Superior") {
        doorQuality = "S";
    } else {
        doorQuality = "P";
    }
    //shorten door type
    if (doorType == "Fealty") {
        doorType = "Y";
    } else if (doorType == "Tech") {
        doorType = "H";
    } else if (doorType == "Scholar") {
        doorType = "S";
    } else if (doorType == "Treasury") {
        doorType = "T";
    } else if (doorType == "Farming") {
        doorType = "F";
    } else {
        doorType = "M";
    }
    return {doorLength,doorQuality,doorType}
}

function parseJournal(array){
    var shuffleFlag = 0;
    array.forEach(function(elements) {
        var text = $(elements).text();
        if (text.includes("grinding whirr")) {
            shuffleFlag = 1;
        } else {
        }
    })
    return shuffleFlag;
}

function doorOption(length, quality, type) {
    this.length = length;
    this.quality = quality;
    this.type = type;
}