Powerline Wall Hugger

Powerline.io Wall Hugger

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         Powerline Wall Hugger
// @version      2.1
// @description  Powerline.io Wall Hugger
// @author       Rumini - Discord: rumini
// @match        *://powerline.io/*
// @icon         https://i.imgur.com/9k4SFr0.png
// @grant        unsafeWindow
// @license      MIT
// @run-at       document-start
// @namespace https://greasyfork.org/users/1356205
// ==/UserScript==

if (window.location.href === 'https://powerline.io/') {
  window.location.href = 'https://powerline.io/maindev.html';
}

(function() {
  'use strict';

  const DIRECTION_NONE = 0;
  const DIRECTION_UP = 1;
  const DIRECTION_LEFT = 2;
  const DIRECTION_DOWN = 3;
  const DIRECTION_RIGHT = 4;

  const BASE_WALL_DISTANCE = 0.000000001;
  const WALL_DISTANCE_INCREMENT = 0.00001;

  let wallHuggerEnabled = false;
  let originalSendTurnPoint;
  let isTeleporting = false;
  let currentDirection = DIRECTION_NONE;
  let wallDistance = BASE_WALL_DISTANCE;
  let GAME_SCALE;

  const waitForGame = (callback) => {
    if (typeof Snake !== 'undefined' && typeof localPlayerID !== 'undefined' && typeof network !== 'undefined') {
        GAME_SCALE = unsafeWindow.GAME_SCALE || 10;
        callback();
    } else {
      setTimeout(() => waitForGame(callback), 100);
    }
  };

  const findNearestWall = (x, y) => {
    const halfArena = unsafeWindow.arenaWidth / 2;
    const distances = [
      { wall: 'left', distance: Math.abs(halfArena + x) },
      { wall: 'right', distance: Math.abs(halfArena - x) },
      { wall: 'top', distance: Math.abs(halfArena + y) },
      { wall: 'bottom', distance: Math.abs(halfArena - y) }
    ];
    return distances.reduce((nearest, current) =>
      current.distance < nearest.distance ? current : nearest
    );
  };

  const teleportToWall = (newDirection) => {
    if (!localPlayer || isTeleporting) return;

    isTeleporting = true;
    const nearestWall = findNearestWall(localPlayer.x, localPlayer.y);
    const halfArena = unsafeWindow.arenaWidth / 2;
    wallDistance += WALL_DISTANCE_INCREMENT * GAME_SCALE;
    let newX = localPlayer.x;
    let newY = localPlayer.y;

    switch (nearestWall.wall) {
      case 'left':
        newX = -halfArena + wallDistance;
        if (newDirection === DIRECTION_UP) {
          newY = halfArena - wallDistance;
        } else if (newDirection === DIRECTION_DOWN) {
          newY = -halfArena + wallDistance;
        }
        break;
      case 'right':
        newX = halfArena - wallDistance;
        if (newDirection === DIRECTION_UP) {
          newY = halfArena - wallDistance;
        } else if (newDirection === DIRECTION_DOWN) {
          newY = -halfArena + wallDistance;
        }
        break;
      case 'top':
        newY = halfArena - wallDistance;
        if (newDirection === DIRECTION_LEFT) {
          newX = -halfArena + wallDistance;
        } else if (newDirection === DIRECTION_RIGHT) {
          newX = halfArena - wallDistance;
        }
        break;
      case 'bottom':
        newY = -halfArena + wallDistance;
        if (newDirection === DIRECTION_LEFT) {
          newX = -halfArena + wallDistance;
        } else if (newDirection === DIRECTION_RIGHT) {
          newX = halfArena - wallDistance;
        }
        break;
    }

    localPlayer.x = newX;
    localPlayer.y = newY;
    localPlayer.direction = newDirection;

    // X and Y Axis is for some reason flipped when you are near the top and bottom wall
    if (nearestWall.wall === 'top' || nearestWall.wall === 'bottom') {
      originalSendTurnPoint.call(network, newDirection, newY / GAME_SCALE, -newX / GAME_SCALE);
    } else if (nearestWall.wall === 'left' && currentDirection === DIRECTION_UP && newDirection === DIRECTION_RIGHT) {
      originalSendTurnPoint.call(network, newDirection, -newX / GAME_SCALE, newY / GAME_SCALE);
    } else if (nearestWall.wall === 'right' && currentDirection === DIRECTION_DOWN && newDirection === DIRECTION_LEFT) {
      originalSendTurnPoint.call(network, newDirection, -newX / GAME_SCALE, newY / GAME_SCALE);
    } else {
      originalSendTurnPoint.call(network, newDirection, newX / GAME_SCALE, -newY / GAME_SCALE);
    }

    isTeleporting = false;
  };

  const toggleWallHugger = (enable) => {
    wallHuggerEnabled = enable !== undefined ? enable : !wallHuggerEnabled;
    if (wallHuggerEnabled) {
      originalSendTurnPoint = network.sendTurnPoint;
      network.sendTurnPoint = function(direction, x, y) {
        if (wallHuggerEnabled && !isTeleporting && direction !== DIRECTION_NONE) {
          teleportToWall(direction);
        } else {
          originalSendTurnPoint.call(this, direction, x, y);
        }
      };
      startDirectionTracking();
      hud.showTip("Wall Hugger Enabled", 2000);
    } else {
      if (originalSendTurnPoint) {
        network.sendTurnPoint = originalSendTurnPoint;
      }
      stopDirectionTracking();
      hud.showTip("Wall Hugger Disabled", 2000);
    }
  };

  const startDirectionTracking = () => {
    if (typeof requestAnimationFrame !== 'undefined') {
      const trackDirection = () => {
        if (wallHuggerEnabled && localPlayer) {
          currentDirection = localPlayer.direction;
        }
        if (wallHuggerEnabled) {
          requestAnimationFrame(trackDirection);
        }
      };
      requestAnimationFrame(trackDirection);
    } else {
      window.directionTrackingInterval = setInterval(() => {
        if (localPlayer) {
          currentDirection = localPlayer.direction;
        }
      }, 16);
    }
  };

  const stopDirectionTracking = () => {
    if (window.directionTrackingInterval) {
      clearInterval(window.directionTrackingInterval);
    }
  };

  const checkCollisionAndReset = () => {
    const observer = new MutationObserver(() => {
      if (localPlayerID === 0 && wallHuggerEnabled) {
        toggleWallHugger(false);
        wallDistance = BASE_WALL_DISTANCE;
      }
    });
    observer.observe(document.body, {
      childList: true,
      subtree: true
    });
  };

  const setupKeyBindings = () => {
    document.addEventListener('keydown', (e) => {
      if (e.key.toLowerCase() === 'h') {
        toggleWallHugger();
      }
    });
  };

  waitForGame(() => {
    setupKeyBindings();
    checkCollisionAndReset();
  });
})();