r!PsAw small mod

autorespawn, redrawing player, copy party link, leave game, no privacy settings button, no apes.io advertisment

目前為 2024-08-09 提交的版本,檢視 最新版本

// ==UserScript==
// @name         r!PsAw small mod
// @namespace    http://tampermonkey.net/
// @version      0.0.2
// @description  autorespawn, redrawing player, copy party link, leave game, no privacy settings button, no apes.io advertisment
// @author       You
// @match        https://diep.io/*
// @icon         https://www.google.com/s2/favicons?sz=64&domain=diep.io
// @grant        none
// @license      MIT
// ==/UserScript==

// Mouse coordinates
var uwuX = '0'; var uwuY = '0';
document.addEventListener('mousemove', function(e) {
   uwuX = e.clientX;
   uwuY = e.clientY;
});

//remove privacy settings button and apes.io promo
setTimeout(() => {
document.getElementById("cmpPersistentLink").remove();
document.getElementById("apes-io-promo").remove();
}, 2500);

//toggle leave game
let active = false;
let s = false;
let ingame_quit_btn = document.getElementById("quick-exit-game");
let app = document.getElementById("app");

function check_class(){
  if(ingame_quit_btn.classList.contains("shown")){
      active = false;
  }else if(ingame_quit_btn.classList.contains("hidden")){
      active = true;
  }
}

setInterval(check_class, 300);

var toggle_quit_btn = document.createElement('button');
toggle_quit_btn.innerHTML = `leave button active? ${active}`;
toggle_quit_btn.style.color = "white";
toggle_quit_btn.style.position = "fixed";
toggle_quit_btn.style.width = "100px";
toggle_quit_btn.style.height = "50px";
toggle_quit_btn.style.bottom = "20%";
toggle_quit_btn.style.left = "20%";
toggle_quit_btn.style.transform = "translate(-50%, 50%)";
toggle_quit_btn.style.cursor = "pointer";
toggle_quit_btn.style.zIndex = '9999';
toggle_quit_btn.onclick = function() {
   s = !s;
  toggle_quit_btn.innerHTML = `leave button active? ${active}`;
  if(s){
   ingame_quit_btn.classList.remove("hidden");
   ingame_quit_btn.classList.add("shown");
  }else{
   ingame_quit_btn.classList.remove("shown");
   ingame_quit_btn.classList.add("hidden");
  }
}

app.appendChild(toggle_quit_btn);

//autorespawn (easy way)
let ingamescreen = document.getElementById("in-game-screen");
let autorespawn = false;
function respawn(){
 if(autorespawn){
  if(ingamescreen.classList.contains("screen") && ingamescreen.classList.contains("active")){
   return;
  }else{
    let spawnbtn = document.getElementById("spawn-button");
    spawnbtn.click();
  }
 }
}

setInterval(respawn, 1000);

var toggle_auto_r_btn = document.createElement('button');
toggle_auto_r_btn.innerHTML = `auto respawn active? ${autorespawn}`;
toggle_auto_r_btn.style.color = "white";
toggle_auto_r_btn.style.position = "fixed";
toggle_auto_r_btn.style.width = "100px";
toggle_auto_r_btn.style.height = "50px";
toggle_auto_r_btn.style.bottom = "20%";
toggle_auto_r_btn.style.left = "25%";
toggle_auto_r_btn.style.transform = "translate(-50%, 50%)";
toggle_auto_r_btn.style.cursor = "pointer";
toggle_auto_r_btn.style.zIndex = '9999';
toggle_auto_r_btn.onclick = function() {
   autorespawn = !autorespawn;
   toggle_auto_r_btn.innerHTML = `auto respawn active? ${autorespawn}`;
}

app.appendChild(toggle_auto_r_btn);

//copy party link
var copy_p_link_btn = document.createElement('button');
copy_p_link_btn.innerHTML = `copy party link`;
copy_p_link_btn.style.color = "white";
copy_p_link_btn.style.position = "fixed";
copy_p_link_btn.style.width = "100px";
copy_p_link_btn.style.height = "50px";
copy_p_link_btn.style.bottom = "20%";
copy_p_link_btn.style.left = "30%";
copy_p_link_btn.style.transform = "translate(-50%, 50%)";
copy_p_link_btn.style.cursor = "pointer";
copy_p_link_btn.style.zIndex = '9999';
copy_p_link_btn.onclick = function() {
  document.getElementById("copy-party-link").click();
}

app.appendChild(copy_p_link_btn);

//find the current Level (works only after Level 3 for some reason)
CanvasRenderingContext2D.prototype.fillText = new Proxy(CanvasRenderingContext2D.prototype.fillText, {
    apply(fillRect, ctx, [text, x, y, ...blah]) {
        if (text.startsWith('Lvl ')) {
            currentLevel = text.split(' ')[1];
            tanky = text.split(' ')[2];
        }
        fillRect.call(ctx, text, x, y, ...blah);
    }
});

//Diep Units & fov calculator

/* bugs that I need to fix:

- when increasing level while being Tank, circle radius decreases (to ranger size), but tank body increases

  -> possible solution: (complete tanks table, find the fieldFactors here: https://github.com/ABCxFF/diepindepth/blob/main/extras/tankdefs.json)

- window.resize doesn't check if canvas size changes, but only if the user changes it.

For example opening google console changes canvas size, but user didn't change the window.

-
*/
var currentLevel = 0;
var lastLevel = 0;
var tanky = "";
let ripsaw_radius;
let fieldFactor = 1.0;
let found = false;
let loltank;
const diepUnits = 55;
let FOV = (0.55 * fieldFactor) / Math.pow(1.01, (currentLevel - 1) / 2);
let scalingFactor = FOV * windowScaling();
const fieldFactors = [
    {tank: "Sniper", factor: 0.899},
    {tank: "Overseer", factor: 0.899},
    {tank: "Overlord", factor: 0.899},
    {tank: "Assassin", factor: 0.8},
    {tank: "Necromancer", factor: 0.899},
    {tank: "Hunter", factor: 0.85},
    {tank: "Stalker", factor: 0.8},
    {tank: "Ranger", factor: 0.699},
    {tank: "Manager", factor: 0.899},
    {tank: "Predator", factor: 0.85},
    {tank: "Trapper", factor: 0.899},
    {tank: "Gunner Trapper", factor: 0.899},
    {tank: "Overtrapper", factor: 0.899},
    {tank: "Mega Trapper", factor: 0.899},
    {tank: "Tri-Trapper", factor: 0.899},
    {tank: "Smasher", factor: 0.899},
    {tank: "Landmine", factor: 0.899},
    {tank: "Streamliner", factor: 0.85},
    {tank: "Auto Trapper", factor: 0.899},
    {tank: "Battleship", factor: 0.899},
    {tank: "Auto Smasher", factor: 0.899},
    {tank: "Spike", factor: 0.899},
    {tank: "Factory", factor: 0.899},
    {tank: "Skimmer", factor: 0.899},
    {tank: "Rocketeer", factor: 0.899},
]

function windowScaling() {
  const a = canvas.height / 1080;
  const b = canvas.width / 1920;
  return b < a ? a : b;
}

function calculateFOV(Fv, l) {
    const numerator = 0.55 * Fv;
    console.log("interesting" + l);
    const denominator = Math.pow(1.01, (l - 1) / 2);
    FOV = numerator / denominator;
    return FOV;
}

function apply_values(FF){
        calculateFOV(FF, currentLevel);
        scalingFactor = FOV * windowScaling();
        ripsaw_radius = diepUnits * scalingFactor;
}

function apply_changes(value){
    if(found){
        fieldFactor = fieldFactors[value].factor;
        loltank = tanky;
        lastLevel = currentLevel;
        apply_values(fieldFactor);
    }else{
     if(value === null){
        fieldFactor = 1.0;
        loltank = "default";
        lastLevel = currentLevel;
        apply_values(fieldFactor);
     }
    }
}

function bruteforce_tanks(){
    for (let i = 0; i < fieldFactors.length; i++){
        if(tanky.includes(fieldFactors[i].tank)){
            found = true;
            console.log("FOUND TANK");
            apply_changes(i);
            break;
        }else{
            found = false;
            if(i < fieldFactors.length - 1){
             console.log(`checking tank ${i}`);
            }else{
             console.log("No Tank was found, resetting to default")
             apply_changes(null);
            }
        }
    }
}

window.addEventListener("resize", bruteforce_tanks);

function check_lvl_change() {
    if(lastLevel === currentLevel){
        console.log("level wasn't changed");
    }else{
        console.log("changed level, bruteforcing");
        bruteforce_tanks();
    }
}

function check_change(){
    console.log("lastLevel: " + lastLevel + " currentLevel: " + currentLevel);
    check_lvl_change();
    if(loltank != tanky){
        if(loltank === "default"){
            return;
        }else{
            bruteforce_tanks();
        }
    }
}

setInterval(check_change, 250);

//canvas gui
const ctx = canvas.getContext('2d');
function ctx_text(fcolor, scolor, lineWidth, font, text, textX, textY){
    ctx.fillStyle = fcolor;
    ctx.lineWidth = lineWidth;
    ctx.font = font;
    ctx.strokeStyle = scolor;
    ctx.strokeText(`${text}`, textX, textY)
    ctx.fillText(`${text}`, textX, textY)
}

function ctx_arc(x, y, r, sAngle, eAngle, counterclockwise, c){
    ctx.beginPath();
    ctx.arc(x, y, r, sAngle, eAngle, counterclockwise);
    ctx.fillStyle = c;
ctx.fill();
}

setTimeout(() => {
    let gui = () => {
       if(ingamescreen.classList.contains("screen") && ingamescreen.classList.contains("active")){
        ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "canvas Lvl:" + currentLevel, canvas.width/20 + 10, 60);
        ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "canvas tank: " + tanky, canvas.width/20 + 10, 80);
        ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "radius: " + ripsaw_radius, canvas.width/20 + 10, 100);
        ctx_text("white", "DarkRed", 6, 1.5 + "em Ubuntu", "field Factor: " + fieldFactor, canvas.width/20 + 10, 120);
        if(currentLevel != null && tanky != null){
          ctx.beginPath();
          ctx.moveTo(canvas.width / 2, canvas.height / 2);
          ctx.lineTo(uwuX*2, uwuY*2);
          ctx.stroke();
            ctx_arc(canvas.width / 2, canvas.height / 2, ripsaw_radius, 0, 2 * Math.PI, false, "darkblue");
            ctx_arc(canvas.width / 2, canvas.height / 2, ripsaw_radius*0.9, 0, 2 * Math.PI, false, "lightblue");
        };
       }
        window.requestAnimationFrame(gui);
    }
    gui();
    setTimeout(() => {
        gui();
    },5000);
}, 1000);