DiepBox by Cazka

made with much love

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。

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 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         DiepBox by Cazka
// @description  made with much love
// @version      0.2.0
// @author       Cazka#1820
// @match        *://diep.io/*
// @grant        GM_addStyle
// @grant        GM_getValue
// @grant        GM_setValue
// @grant        GM_addValueChangeListener
// @grant        GM_removeValueChangeListener
// @license      MIT
// @namespace    https://greasyfork.org/users/541070
// ==/UserScript==

/*
 *   C L A S S E S
 */
class Gui {
    constructor(title) {
        this._colors = ['#E8B18A', '#E666EA', '#9566EA', '#6690EA', '#E7D063', '#EA6666', '#92EA66', '#66EAE6'];
        this._buttons = [];
        this._notifications = [];

        this._title = title;
        this._gui;
        this._guiHead;
        this._guiBody;
        this._notificationBody;
        this._notificationColor = 0;

        this._init();
        this._enableShortcuts();
    }
    _init() {
        const nonce = `a${Math.floor(Math.random() * 1e5)}`;
        GM_addStyle(
            `.${nonce}{z-index:9999;}.${nonce} button{display:block;font-family:Ubuntu;color:#fff;text-shadow:-.1em -.1em 0 #000,0 -.1em 0 #000,.1em -.1em 0 #000,.1em 0 0 #000,.1em .1em 0 #000,0 .1em 0 #000,-.1em .1em 0 #000,-.1em 0 0 #000;opacity:.8;border:0;padding:.3em .5em;width:100%;transition:all .15s}.${nonce}{top:0;left:0;position:absolute}.${nonce} button:active:not([disabled]){filter:brightness(.9)}.${nonce} button:hover:not([disabled]):not(:active){filter:brightness(1.1)}`
        );

        this._gui = document.createElement('div');
        this._guiHead = document.createElement('div');
        this._guiBody = document.createElement('div');

        this._gui.className = `${nonce}`;
        this._guiBody.style.display = 'block';

        document.body.appendChild(this._gui);
        this._gui.appendChild(this._guiHead);
        this._gui.appendChild(this._guiBody);

        this._addButton(this._guiHead, this._title, () => {
            if (this._guiBody.style.display === 'block') {
                this._guiBody.style.display = 'none';
            } else {
                this._guiBody.style.display = 'block';
            }
        });

        //Notification
        this._notificationBody = document.body.appendChild(document.createElement('div'));
        this._notificationBody.className = `${nonce}`;
        this._notificationBody.style.pointerEvents = 'none';
        this._notificationBody.style.position = 'absolute';
        this._notificationBody.style.zIndex = '99999';
        this._notificationBody.style.left = `${unsafeWindow.innerWidth / 3}px`;
        this._notificationBody.style.top = `${unsafeWindow.innerHeight / 20}px`;
        this._notificationBody.style.width = '33%';
        this._notificationBody.style.opacity = '0.70';
        unsafeWindow.addEventListener('resize', () => {
            this._notificationBody.style.left = `${unsafeWindow.innerWidth / 3}px`;
            this._notificationBody.style.top = `${unsafeWindow.innerHeight / 20}px`;
        });
    }

    addButton(text, onclick, keyCode) {
        return this._addButton(this._guiBody, text, onclick, keyCode);
    }

    notification(text, duration = 5000) {
        const button = document.createElement('button');
        button.innerText = text;
        button.style['background-color'] = this._colors[this._notificationColor++ % this._colors.length];
        button.style.display = 'block';
        button.addEventListener('contextmenu', (e) => e.preventDefault());

        this._notificationBody.appendChild(button);
        setTimeout(() => button.remove(), duration);
    }

    removeButton(button) {
        const index = this._buttons.findIndex((x) => x === button);
        if (index == -1) return;

        button.remove();
        button.active = false;

        this._buttons.splice(index, 1);
    }
    reset() {
        for (let i = 1, n = this._buttons.length; i < n; i++) {
            this.removeButton(this._buttons[1]);
        }
    }

    _addButton(parent, text, onclick, keyCode) {
        const button = document.createElement('button');
        button.innerHTML = text;
        button.keyCode = keyCode;
        button.onclick = onclick;
        button.style['background-color'] = this._colors[this._buttons.length % this._colors.length];
        button.addEventListener('contextmenu', (e) => e.preventDefault());

        parent.appendChild(button);
        this._buttons.push(button);
        return button;
    }

    _enableShortcuts() {
        unsafeWindow.addEventListener('keydown', (event) => {
            if (document.getElementById('textInputContainer').style.display === 'block') return;
            this._buttons.forEach((button) => {
                if (button.keyCode === event.code) button.onclick();
            });
        });
        // unsafeWindow.onkeydown = new Proxy(unsafeWindow.onkeydown, {
        //     apply: (target, thisArgs, args) => {
        //         if (document.getElementById('textInputContainer').style.display === 'block')
        //             return Reflect.apply(target, thisArgs, args);
        //         this._buttons.forEach((button) => {
        //             if (button.keyCode === event.code) button.onclick();
        //         });
        //         return Reflect.apply(target, thisArgs, args);
        //     },
        // });
    }
}
class Minimap {
    constructor() {
        this._minimapWidth;
        this._minimapHeight;
        this._x00;
        this._y00;
        this._pointX;
        this._pointY;
        this._pointX_previous;
        this._pointY_previous;
        this._viewportWidth;
        this._viewportHeight;
        this._fov;

        this._minimapHook();
        this._arrowHook();
        this._viewportHook();
        this._fovHook();
    }
    get x() {
        return this._pointX ? (this._pointX - this._x00) / this._minimapWidth : 0;
    }
    get y() {
        return this._pointY ? (this._pointY - this._y00) / this._minimapHeight : 0;
    }
    get x_previous() {
        return this._pointX_previous ? (this._pointX_previous - this._x00) / this._minimapWidth : 0;
    }
    get y_previous() {
        return this._pointY_previous ? (this._pointY_previous - this._y00) / this._minimapHeight : 0;
    }
    get scale() {
        return {
            x: this._viewportWidth / this._minimapWidth,
            y: this._viewportHeight / this._minimapHeight,
        };
    }
    get fov() {
        return this._fov;
    }

    _minimapHook() {
        let setTransformArgs;

        const onsetTransform = (args) => {
            if (args[0] === args[3]) setTransformArgs = args;
        };
        const onstrokeRect = () => {
            if (setTransformArgs) {
                this._minimapWidth = setTransformArgs[0];
                this._minimapHeight = setTransformArgs[3];
                this._x00 = setTransformArgs[4];
                this._y00 = setTransformArgs[5];
                setTransformArgs = undefined;
            }
        };
        this._ctxHook('setTransform', onsetTransform);
        this._ctxHook('strokeRect', onstrokeRect);
    }
    _arrowHook() {
        let index = 0;
        const stack = Array(4);

        let pointA;
        let pointB;
        let pointC;

        const calculatePos = () => {
            const side1 = Math.floor(
                Math.sqrt(Math.pow(pointA[0] - pointB[0], 2) + Math.pow(pointA[1] - pointB[1], 2))
            );
            const side2 = Math.floor(
                Math.sqrt(Math.pow(pointA[0] - pointC[0], 2) + Math.pow(pointA[1] - pointC[1], 2))
            );
            const side3 = Math.floor(
                Math.sqrt(Math.pow(pointB[0] - pointC[0], 2) + Math.pow(pointB[1] - pointC[1], 2))
            );
            if (side1 == side2 && side2 == side3) return;

            this._pointX_previous = this._pointX;
            this._pointY_previous = this._pointY;

            this._pointX = (pointA[0] + pointB[0] + pointC[0]) / 3;
            this._pointY = (pointA[1] + pointB[1] + pointC[1]) / 3;
        };
        const onbeginPath = () => {
            index = 0;
            stack[index++] = 0;
        };
        const onmoveTo = (args) => {
            if (index === 1 && stack[index - 1] === 0) {
                stack[index++] = 1;
                pointA = args;
                return;
            }
            index = 0;
        };
        const onlineTo = (args) => {
            if (index === 2 && stack[index - 1] === 1) {
                stack[index++] = 2;
                pointB = args;
                return;
            }
            if (index === 3 && stack[index - 1] === 2) {
                stack[index++] = 2;
                pointC = args;
                return;
            }
            index = 0;
        };
        const onfill = () => {
            if (index === 4 && stack[index - 1] === 2) {
                calculatePos();
                return;
            }
            index = 0;
        };

        this._ctxHook('beginPath', onbeginPath);
        this._ctxHook('moveTo', onmoveTo);
        this._ctxHook('lineTo', onlineTo);
        this._ctxHook('fill', onfill);
    }
    _viewportHook() {
        let setTransformArgs;

        const onsetTransform = (args) => {
            if ((args[0] / args[3]).toFixed(4) !== (unsafeWindow.innerWidth / unsafeWindow.innerHeight).toFixed(4))
                return;
            if (args[0] >= unsafeWindow.innerWidth && args[3] >= unsafeWindow.innerHeight) return;

            setTransformArgs = args;
        };
        const onfillRect = () => {
            if (setTransformArgs) {
                unsafeWindow.input.set_convar('ren_minimap_viewport', false);
                this._viewportWidth = setTransformArgs[0];
                this._viewportHeight = setTransformArgs[3];
                setTransformArgs = undefined;
            }
        };

        this._ctxHook('setTransform', onsetTransform);
        this._ctxHook('fillRect', onfillRect);

        setTimeout(() => unsafeWindow.input.set_convar('ren_minimap_viewport', true), 1000);
        setInterval(() => {
            unsafeWindow.input.set_convar('ren_minimap_viewport', true);
        }, 1000);
    }
    _fovHook() {
        let solid_background = false;
        setTimeout(() => {
            solid_background = unsafeWindow.input.get_convar('ren_solid_background') === 'true' ? true : false;
        }, 1000);

        const calculateFov = (fov) => {
            this._fov = fov * 10;
        };
        function onstroke() {
            if (this.fillStyle === '#cccccc') {
                if (solid_background) unsafeWindow.input.set_convar('ren_solid_background', true);
                calculateFov(this.globalAlpha);
            }
        }

        this._ctxHook('stroke', onstroke);

        setInterval(() => {
            if (solid_background) unsafeWindow.input.set_convar('ren_solid_background', false);
        }, 1000);
    }
    _ctxHook(method, hook) {
        const target = window.CanvasRenderingContext2D.prototype;
        target[method] = new Proxy(target[method], {
            apply(target, thisArg, args) {
                args = hook.call(thisArg, args) || args;
                return target.apply(thisArg, args);
            },
        });
    }
}
class DiepGamepad {
    constructor() {
        this._axes = [0, 0, 0, 0];
        this._buttons = [...Array(17)].map((x) => {
            return { pressed: false };
        });
    }

    set x(value) {
        this._axes[0] = value;
    }
    set y(value) {
        this._axes[1] = value;
    }
    set mx(value) {
        this._axes[2] = value;
    }
    set my(value) {
        this._axes[3] = value;
    }
    set leftMouse(value) {
        this._buttons[7].pressed = value;
    }
    set rightMouse(value) {
        this._buttons[6].pressed = value;
    }
    set connected(value) {
        unsafeWindow.navigator.getGamepads = () => [value ? this.toGamepad() : undefined];
    }

    get x() {
        return this._axes[0];
    }
    get y() {
        return this._axes[1];
    }
    get mx() {
        return this._axes[2];
    }
    get my() {
        return this._axes[3];
    }
    get leftMouse() {
        return this._buttons[7].pressed;
    }
    get rightMouse() {
        return this._buttons[6].pressed;
    }
    get connected() {
        return unsafeWindow.navigator.getGamepads()[0] ? true : false;
    }

    toGamepad() {
        return {
            axes: this._axes,
            buttons: this._buttons,
            mapping: 'standard',
        };
    }
}
class Vector {
    static length({ x, y }) {
        return Math.sqrt(x ** 2 + y ** 2);
    }
    static add(u, v) {
        return {
            x: u.x + v.x,
            y: u.y + v.y,
        };
    }
    static subtract(u, v) {
        return {
            x: u.x - v.x,
            y: u.y - v.y,
        };
    }
    static scale(r, v) {
        return {
            x: r * v.x,
            y: r * v.y,
        };
    }
    static normalize(v) {
        return {
            x: v.x / Vector.length(v),
            y: v.y / Vector.length(v),
        };
    }
    static dot(u, v) {
        return u.x * v.x + u.y * v.y;
    }
    static distance(u, v) {
        return Vector.length(Vector.subtract(u, v));
    }
    static distanceLine(a, n, p) {
        const r = Vector.dot(n, Vector.subtract(a, p)) / -Vector.dot(n, n);
        const point = Vector.add(a, Vector.scale(r, n));
        const distance = Vector.distance(point, p);
        return {
            r,
            point,
            distance,
        };
    }
}
class Arena {
    static get BLOCKSIZE() {
        return 50;
    }
    static scale(x, y) {
        return {
            x: Math.floor(22300 * (x - 0.5) + 0.5),
            y: Math.floor(22300 * (y - 0.5) + 0.5),
        };
    }
    static unscale(x, y) {
        return {
            x: x / 22300 + 0.5,
            y: y / 22300 + 0.5,
        };
    }
}
class Player {
    constructor() {
        this._minimap = new Minimap();
        this._gamepad = new DiepGamepad();

        this._mouse = {
            x: 0,
            y: 0,
        };
        this._inputs = {
            left: false,
            down: false,
            up: false,
            right: false,
        };
        this._dead = true;

        unsafeWindow.addEventListener('mousemove', (e) => this._onmousemove(e));
        unsafeWindow.addEventListener('mousedown', (e) => this._onmousedown(e));
        unsafeWindow.addEventListener('mouseup', (e) => this._onmouseup(e));
        unsafeWindow.addEventListener('keydown', (e) => this._onkeydown(e));
        unsafeWindow.addEventListener('keyup', (e) => this._onkeyup(e));
        //Dead Listener
        setInterval(() => {
            if(!unsafeWindow.input) return;
            const isDead = document.getElementById('dimmer')?.dataset.isActive === 'true';
            if (this._dead == isDead) return;
            this._dead = isDead;

            if (this._dead) this.ondead();
            //else this.onspawn();
        }, 20);
        //Message Listener
        const notify = (text) => {
            if (this.onmessage) this.onmessage(text);
        };
        CanvasRenderingContext2D.prototype.fillText = new Proxy(CanvasRenderingContext2D.prototype.fillText, {
            apply(target, thisArg, args) {
                if (args[0].startsWith("You've killed ")) {
                    notify(args[0]);
                }
                return Reflect.apply(target, thisArg, args);
            },
        });
    }

    set useGamepad(value) {
        this._gamepad.connected = value;
    }

    get position() {
        const position = Arena.scale(this._minimap.x, this._minimap.y);
        const previous = Arena.scale(this._minimap.x_previous, this._minimap.y_previous);
        return {
            x: position.x,
            y: position.y,
            x_previous: previous.x,
            y_previous: previous.y,
        };
    }
    get mouse() {
        return this.toArenaPos(this._mouse.x, this._mouse.y);
    }
    get inputs() {
        return this._inputs;
    }
    get dead() {
        return this._dead;
    }

    get gamemode() {
        return unsafeWindow.localStorage.gamemode;
    }

    keyDown(key) {
        unsafeWindow.input.keyDown(key);
        this._onkeydown({ keyCode: key });
    }
    keyUp(key) {
        unsafeWindow.input.keyUp(key);
        this._onkeyup({ keyCode: key });
    }
    spawn(name) {
        if (!this.dead) return;

        if (name !== undefined) {
            document.getElementById('textInput').value = name;
        }

        this.keyDown(13);
        this.keyUp(13);

        setTimeout(() => {
            if (document.getElementById('textInputContainer').style.display === 'none') return;
            this.keyDown(13);
            this.keyUp(13);
        }, 300);
    }
    toScreenPos(x, y) {
        const position = this.position;

        const directionX = x - position.x;
        const directionY = y - position.y;

        const scaledX = Math.round(directionX * this._minimap.fov);
        const scaledY = Math.round(directionY * this._minimap.fov);

        const screenX = scaledX + window.innerWidth / 2;
        const screenY = scaledY + window.innerHeight / 2;

        return { x: screenX, y: screenY };
    }
    toArenaPos(x, y) {
        const position = this.position;

        const directionX = x - window.innerWidth / 2;
        const directionY = y - window.innerHeight / 2;

        const scaledX = Math.round(directionX * 1/this._minimap.fov);
        const scaledY = Math.round(directionY * 1/this._minimap.fov);

        const arenaX = scaledX + position.x;
        const arenaY = scaledY + position.y;

        return { x: arenaX, y: arenaY };
    }
    moveTo(x, y) {
        const position = this.position;

        const deltaX = x - position.x;
        const deltaY = y - position.y;
        const length = Vector.length({ x: deltaX, y: deltaY });

        if (length === 0) {
            this._gamepad.x = 0;
            this._gamepad.y = 0;
            return;
        }

        //max speed
        x = deltaX / length;
        y = deltaY / length;

        this._gamepad.x = x;
        this._gamepad.y = y;
    }
    lookAt(x, y) {
        const position = this.position;

        const a = window.innerHeight / 1080;
        const b = window.innerWidth / 1920;
        const c = b < a ? a : b;

        let x_axes = (((x - position.x) / c) * this._minimap.fov) / 1200 / 1.1;
        let y_axes = (((y - position.y) / c) * this._minimap.fov) / 1200 / 1.1;

        const length = Vector.length({ x: x_axes, y: y_axes });

        if (length != 0 && length < 0.1) {
            x_axes *= 0.11 / length;
            y_axes *= 0.11 / length;
        }

        this._gamepad.mx = x_axes;
        this._gamepad.my = y_axes;
    }
    findBestPos(targetPosition, inputs) {
        const TOLERANCE = 200;
        //Strategies:
        //(1) Dont move to target if to close [removed]
        //(2) copy movement vector if to close [removed]
        //(3) predict future position
        //(4) make way when target moves to my direction
        //(5) dont do (2). create new vector through player inputs instead. this makes better predictions.
        const me = this.position;
        const target = {
            x: targetPosition.x,
            y: targetPosition.y,
            x_previous: targetPosition.x_previous,
            y_previous: targetPosition.y_previous,
        };

        const distance = Vector.distance(me, target);

        const targetVector = Vector.subtract(
            { x: target.x, y: target.y },
            { x: target.x_previous, y: target.y_previous }
        );

        // (4)
        if (distance < 4 * TOLERANCE && Vector.length(targetVector) > 2) {
            const { r, point, distance } = Vector.distanceLine(target, targetVector, me);

            if (distance < 75 && r > 0) {
                return Vector.add(me, Vector.subtract(me, point));
            }
        }
        // (5)
        if (distance < TOLERANCE) {
            let x = inputs.left ? -1 : 0;
            x += inputs.right ? 1 : 0;
            let y = inputs.up ? -1 : 0;
            y += inputs.down ? 1 : 0;
            return Vector.add(me, { x, y });
        }

        // (3)
        return Vector.add(target, Vector.scale(50, targetVector));
    }
    _onmousemove(e) {
        this._mouse.x = e.clientX;
        this._mouse.y = e.clientY;
    }
    _onmousedown(e) {
        this.onkeyDown && this.onkeyDown(e.which);
    }
    _onmouseup(e) {
        this.onkeyUp && this.onkeyUp(e.which);
    }
    _onkeydown(e) {
        switch (e.keyCode) {
            case 37:
            case 65:
                this._inputs.left = true;
                break;
            case 40:
            case 83:
                this._inputs.down = true;
                break;
            case 38:
            case 87:
                this._inputs.up = true;
                break;
            case 39:
            case 68:
                this._inputs.right = true;
                break;
            case 1:
            case 32:
                this._gamepad.leftMouse = true;
                break;
            case 3:
            case 16:
                this._gamepad.rightMouse = true;
                break;
        }

        this.onkeyDown && this.onkeyDown(e.keyCode);
    }
    _onkeyup(e) {
        switch (e.keyCode) {
            case 37:
            case 65:
                this._inputs.left = false;
                break;
            case 40:
            case 83:
                this._inputs.down = false;
                break;
            case 38:
            case 87:
                this._inputs.up = false;
                break;
            case 39:
            case 68:
                this._inputs.right = false;
                break;
            case 1:
            case 32:
                this._gamepad.leftMouse = false;
                break;
            case 3:
            case 16:
                this._gamepad.rightMouse = false;
                break;
        }

        this.onkeyUp && this.onkeyUp(e.keyCode);
    }
}
class MultiboxStorage {
    /*
     * items in storage:
     * position: [x, y, x_previous, y_previous]
     * mouse: [x,y]
     * mutex: boolean
     * multibox: boolean
     * keyDown: Number
     * keyUp: Number
     * clumpMode: String
     * inputs: [left, down, up, right]
     */
    constructor() {
        //if the user launches this script for the first time
        try {
            this.position;
            this.mouse;
            this.multibox;
            this.mutex;
            this.keyDown;
            this.keyUp;
            this.clumpMode;
            this.inputs;
            this.notification;
        } catch (err) {
            console.log('DiepBox Error: MultiboxStorage needs to be initialized');
            this.reset();
        }
    }

    set position(position) {
        GM_setValue('position', [position.x, position.y, position.x_previous, position.y_previous]);
    }
    set mouse(mouse) {
        GM_setValue('mouse', [mouse.x, mouse.y]);
    }
    set mutex(mutex) {
        GM_setValue('mutex', mutex ? 1 : 0);
    }
    set multibox(multibox) {
        GM_setValue('multibox', multibox ? 1 : 0);
    }
    set keyDown(key) {
        GM_setValue('keyDown', key);
    }
    set keyUp(key) {
        GM_setValue('keyUp', key);
    }
    set clumpMode(mode) {
        let m = 0;
        switch (mode) {
            case 'player':
                m = 0;
                break;
            case 'mouse':
                m = 1;
                break;
            case 'shield':
                m = 2;
                break;
            case 'off':
                m = 3;
                break;
            default:
                throw new Error('unsupported clump mode', mode);
        }
        GM_setValue('clumpMode', m);
    }
    set inputs(inputs) {
        GM_setValue('inputs', [inputs.left, inputs.down, inputs.up, inputs.right]);
    }
    set notification(text) {
        GM_setValue('notification', text);
    }

    get position() {
        const position = GM_getValue('position');
        return {
            x: position[0],
            y: position[1],
            x_previous: position[2],
            y_previous: position[3],
        };
    }
    get mouse() {
        const mouse = GM_getValue('mouse');
        return {
            x: mouse[0],
            y: mouse[1],
        };
    }
    get mutex() {
        const mutex = GM_getValue('mutex');
        return mutex === 1 ? true : false;
    }
    get multibox() {
        const multibox = GM_getValue('multibox');
        return multibox === 1 ? true : false;
    }
    get keyDown() {
        return GM_getValue('keyDown');
    }
    get keyUp() {
        return GM_getValue('keyUp');
    }
    get clumpMode() {
        const m = GM_getValue('clumpMode');
        let mode = '';
        switch (m) {
            case 0:
                mode = 'player';
                break;
            case 1:
                mode = 'mouse';
                break;
            case 2:
                mode = 'shield';
                break;
            case 3:
                mode = 'off';
                break;
            default:
                throw new Error('unsupported clump mode', m);
        }
        return mode;
    }
    get inputs() {
        const inputs = GM_getValue('inputs');
        return {
            left: inputs[0],
            down: inputs[1],
            up: inputs[2],
            right: inputs[3],
        };
    }
    get notification() {
        return GM_getValue('notification');
    }

    reset() {
        this.position = { x: 0, y: 0, x_previous: 0, y_previous: 0 };
        this.mouse = { x: 0, y: 0 };
        this.mutex = false;
        this.multibox = false;
        this.keyDown = -1;
        this.keyUp = -1;
        this.clumpMode = 'player';
        this.inputs = { left: false, down: false, up: false, right: false };
        this.notification = '';
    }
    on(name, cb) {
        return GM_addValueChangeListener(name, cb);
    }
    once(name, cb) {
        const id = GM_addValueChangeListener(name, (...args) => {
            cb(...args);
            this.off(id);
        });
    }
    off(id) {
        GM_removeValueChangeListener(id);
    }
}

/*
 *   D E B U G G E R
 */
const DEBUG = false;
const debugger_mouse = document.body.appendChild(document.createElement('div'));
function DEBUG_MousePosition(x, y, info = '') {
    if (!DEBUG) return;
    debugger_mouse.style.pointerEvents = 'none';
    debugger_mouse.style.position = 'absolute';
    debugger_mouse.style.zIndex = '99999';
    debugger_mouse.style.left = `${x - 5}px`;
    debugger_mouse.style.top = `${y - 2}px`;
    debugger_mouse.innerText = '👆 ' + info;
}
const debugger_pos = document.body.appendChild(document.createElement('div'));
const debugger_pos_prediction = document.body.appendChild(document.createElement('div'));
function DEBUG_PlayerPosition(x = -100, y = -100, x_prediction = -100, y_prediction = -100, info = '') {
    if (!DEBUG) return;
    debugger_pos.style.pointerEvents = 'none';
    debugger_pos.style.position = 'absolute';
    debugger_pos.style.zIndex = '99999';
    debugger_pos.style.left = `${x - 11}px`;
    debugger_pos.style.top = `${y - 12}px`;
    debugger_pos.innerText = '🟢 ' + info;

    debugger_pos_prediction.style.pointerEvents = 'none';
    debugger_pos_prediction.style.position = 'absolute';
    debugger_pos_prediction.style.zIndex = '99999';
    debugger_pos_prediction.style.left = `${x_prediction - 11}px`;
    debugger_pos_prediction.style.top = `${y_prediction - 12}px`;
    debugger_pos_prediction.innerText = '🔵';
}
/*
 *   H E L P E R   F U N C T I O N S
 */
function onbtnMultibox() {
    this.active = !this.active;
    if (this.active) {
        storage.multibox = true;
        this.innerHTML = 'Multiboxing: ON';
    } else {
        storage.multibox = false;
        this.innerHTML = 'Multiboxing: OFF';
    }
}
function onbtnAfk() {
    this.active = !this.active;
    if (this.active) {
        player.useGamepad = true;
        this.position = player.position;
        this.mouse = player.mouse;
        this.innerHTML = 'AFK: ON';
    } else {
        player.useGamepad = false;
        this.innerHTML = 'AFK: OFF';
    }
}
function onbtnToggleClump() {
    this.mode = this.mode || 0;
    this.mode = (this.mode + 1) % 4;
    switch (this.mode) {
        case 0:
            storage.clumpMode = 'player';
            this.innerHTML = 'Clump: Player';
            break;
        case 1:
            storage.clumpMode = 'mouse';
            this.innerHTML = 'Clump: Mouse';
            break;
        case 2:
            storage.clumpMode = 'shield';
            this.innerHTML = 'Clump: Shield';
            break;
        case 3:
            storage.clumpMode = 'off';
            this.innerHTML = 'Clump: OFF';
            break;
    }
}
function onbtnDiscord() {
    window.open('https://discord.gg/5q2E3Sx');
}

function smallBoi() {
    player.isMaster = false;
    player.useGamepad = storage.multibox;

    const multiboxListener = storage.on('multibox', (name, old_value, new_value, remote) => {
        player.useGamepad = new_value;
    });
    const keyDownListener = storage.on('keyDown', (name, old_value, new_value, remote) => {
        if ([-1, 65, 83, 87, 68, 37, 40, 38, 39].includes(new_value)) return;

        if (DEBUG) console.log('master keyDown', new_value);

        if (storage.multibox) {
            if ([1, 32].includes(new_value)) player._gamepad.leftMouse = true;
            else if ([3, 16].includes(new_value)) player._gamepad.rightMouse = true;

            player.keyDown(new_value);
        }
    });
    const keyUpListener = storage.on('keyUp', (name, old_value, new_value, remote) => {
        if ([-1, 65, 83, 87, 68, 37, 40, 38, 39].includes(new_value)) return;

        if (DEBUG) console.log('master keyUp', new_value);

        if (storage.multibox) {
            if ([1, 32].includes(new_value)) player._gamepad.leftMouse = false;
            else if ([3, 16].includes(new_value)) player._gamepad.rightMouse = false;

            player.keyUp(new_value);
        }
    });

    btnForceMaster = gui.addButton('Unlock this tab', () => {
        storage.reset();
        storage.off(multiboxListener);
        storage.off(keyDownListener);
        storage.off(keyUpListener);

        gui.reset();

        bigBoi();
    });
}
function bigBoi() {
    player.isMaster = true;
    storage.mutex = true;
    storage.clumpMode = 'player';

    const notificationListener = storage.on('notification', (name, old_value, new_value, remote) => {
        gui.notification(new_value);
    });

    storage.once('mutex', (name, old_value, new_value, remote) => {
        if (!new_value) {
            storage.off(notificationListener);

            gui.reset();

            smallBoi();
        }
    });

    btnMultibox = gui.addButton('Multiboxing: OFF', onbtnMultibox, 'KeyF');
    btnAfk = gui.addButton('AFK: OFF', onbtnAfk, 'KeyQ');
    btnToggleClump = gui.addButton('Clump: Player', onbtnToggleClump, 'KeyP');
    btnDiscord = gui.addButton('Discord', onbtnDiscord);
}
function mainLoop() {
    if (!unsafeWindow.input) return;

    if (player.isMaster) {
        storage.position = player.position;
        storage.inputs = player.inputs;

        if (!btnAfk.active) storage.mouse = player.mouse;

        if (btnAfk.active) {
            if (Vector.distance(btnAfk.position, player.position) > 50) {
                player.moveTo(btnAfk.position.x, btnAfk.position.y);
            } else {
                player.moveTo(player.position.x, player.position.y);
            }
            player.lookAt(btnAfk.mouse.x, btnAfk.mouse.y);
        }
    } else {
        const clumpMode = storage.clumpMode;
        const mouse = storage.mouse;
        let position;
        let bestPosition;

        switch (clumpMode) {
            case 'player':
                position = storage.position;
                bestPosition = player.findBestPos(position, storage.inputs);
                break;
            case 'mouse':
                position = mouse;
                bestPosition = position;
                break;
            case 'shield':
                position = Vector.add(
                    storage.position,
                    Vector.scale(200, Vector.normalize(Vector.subtract(mouse, storage.position)))
                );
                bestPosition = position;
                break;
            case 'off':
                position = player.position;
                bestPosition = position;
                break;
            default:
                throw new Error('Unsupported clumpMode', clumpMode);
                break;
        }

        if (storage.multibox) {
            player.moveTo(bestPosition.x, bestPosition.y);
            player.lookAt(mouse.x, mouse.y);
            //player.spawn();
        }

        //Debugging
        const mouseScreen = player.toScreenPos(mouse.x, mouse.y);
        DEBUG_MousePosition(mouseScreen.x, mouseScreen.y, `(${mouse.x}, ${mouse.y})`);

        const playerScreen = player.toScreenPos(position.x, position.y);
        const bestPositionScreen = player.toScreenPos(bestPosition.x, bestPosition.y);
        DEBUG_PlayerPosition(
            playerScreen.x,
            playerScreen.y,
            bestPositionScreen.x,
            bestPositionScreen.y,
            `(${bestPosition.x}, ${bestPosition.y})`
        );
    }
}

/*
 *   M A I N
 */
const gui = new Gui('DiepBox by Cazka');
const player = new Player();
const storage = new MultiboxStorage();

let btnForceMaster;
let btnMultibox;
let btnToggleClump;
let btnAfk;
let btnDiscord;

if (storage.mutex) {
    smallBoi();
}
else {
    bigBoi();
}

unsafeWindow.addEventListener('unload', () => {
    if (player.isMaster) {
        storage.reset();
    }
});

player.onkeyDown = (key) => {
    if (player.isMaster) {
        storage.keyDown = key;
        storage.keyDown = -1;
    }
};
player.onkeyUp = (key) => {
    if (player.isMaster) {
        storage.keyUp = key;
        storage.keyUp = -1;
    }
};

player.onmessage = (text) => {
    if (!player.isMaster) {
        storage.notification = text;
    }
};

unsafeWindow.addEventListener('keydown', (e) => {
    if (!player.isMaster && e.keyCode == 13) {
        const input = document.getElementById('textInput');
        input.value = input.value.startsWith('\u0044\u0042') ? input.value : '\u0044\u0042 ' + input.value;
    }
});

//setup canvas
const ctx = document.getElementById('canvas').getContext('2d');

// run main Loop
unsafeWindow.requestAnimationFrame = new Proxy(unsafeWindow.requestAnimationFrame, {
    apply: function (target, thisArg, args) {
        mainLoop();
        if (player.isMaster) return Reflect.apply(target, thisArg, args);
        else setTimeout(() => Reflect.apply(target, thisArg, args), 1000 / 20);
    },
});