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autoplay.noUpdate.user.js
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autoplay.noUpdate.user.js
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// ==UserScript==
// @name Ye Olde Megajump
// @namespace https://github.com/YeOldeWH/MonsterMinigameWormholeWarp
// @description A script that runs the Steam Monster Minigame for you. Now with megajump. Brought to you by the Ye Olde Wormhole Schemers and DannyDaemonic
// @version 8.0.3
// @match *://steamcommunity.com/minigame/towerattack*
// @match *://steamcommunity.com//minigame/towerattack*
// @grant none
// @updateURL https://raw.githubusercontent.com/YeOldeWH/MonsterMinigameWormholeWarp/master/autoplay.noUpdate.user.js
// @downloadURL https://raw.githubusercontent.com/YeOldeWH/MonsterMinigameWormholeWarp/master/autoplay.noUpdate.user.js
// ==/UserScript==
// IMPORTANT: Update the @version property above to a higher number such as 1.1 and 1.2 when you update the script! Otherwise, Tamper / Greasemonkey users will not update automatically.
(function(w) {
"use strict";
// OPTIONS
var clickRate = 20;
var logLevel = 1; // 5 is the most verbose, 0 disables all log
var wormholeOn100 = 1;
var likeNewOn100 = 0;
var medicOn100 = 1;
var clicksOnBossLevel = 0;
var upgThreshold = 100;
var minAbilityUsePercent = 0.3;
var enableAutoClicker = true;
var enableAutoUpgradeHP = true;
var enableAutoUpgradeClick = true;
var enableAutoUpgradeDPS = false;
var enableAutoUpgradeElemental = true;
var enableAutoPurchase = true;
var enableAutoBadgePurchase = true;
var removeInterface = getPreferenceBoolean("removeInterface", true); // get rid of a bunch of pointless DOM
var removeParticles = getPreferenceBoolean("removeParticles", true);
var removeFlinching = getPreferenceBoolean("removeFlinching", true);
var removeCritText = getPreferenceBoolean("removeCritText", false);
var removeAllText = getPreferenceBoolean("removeAllText", false);
var enableFingering = getPreferenceBoolean("enableFingering", true);
var disableRenderer = getPreferenceBoolean("disableRenderer", true);
var enableTrollTrack = getPreferenceBoolean("enableTrollTrack", false);
var enableElementLock = getPreferenceBoolean("enableElementLock", true);
var enableAutoRefresh = true;
var enableChen = getPreferenceBoolean("enableChen", false);
var autoRefreshMinutes = 30;
var autoRefreshMinutesRandomDelay = 10;
var autoRefreshSecondsCheckLoadedDelay = 30;
var predictTicks = 0;
var predictJumps = 0;
var predictLastWormholesUpdate = 0;
// Auto refresh handler delay
var autoRefreshDuringBossDelayTotal = 0; // Total delay already passed
var autoRefreshDuringBossDelay = 60000; // Delay during the boss (ms)
var autoRefreshDuringBossDelayStep = 2500; // Delay 'step' (until we try again)
// DO NOT MODIFY
var isPastFirstRun = false;
var isAlreadyRunning = false;
var refreshTimer = null;
var currentClickRate = enableAutoClicker ? clickRate : 0;
var lastLevel = 0;
var lastLevelInfo = [{
level: 0,
levelsGained: 0,
timeStarted: 0,
timeTakenInSeconds: 0
}];
var _previousEnemyHP = [0];
var _previousDPS = [0];
var _tickInfo = [];
var approxYOWHClients = 0;
var skipsLastJump = 0;
var updateSkips = false;
var trt_oldCrit = function() {};
var trt_oldPush = function() {};
var trt_oldRender = function() {};
var ELEMENTS = {
LockedElement: -1
};
var UPGRADES = {
LIGHT_ARMOR: 0,
AUTO_FIRE_CANNON: 1,
ARMOR_PIERCING_ROUND: 2,
DAMAGE_TO_FIRE_MONSTERS: 3,
DAMAGE_TO_WATER_MONSTERS: 4,
DAMAGE_TO_AIR_MONSTERS: 5,
DAMAGE_TO_EARTH_MONSTERS: 6,
LUCKY_SHOT: 7,
HEAVY_ARMOR: 8,
ADVANCED_TARGETING: 9,
EXPLOSIVE_ROUNDS: 10,
MEDICS: 11,
MORALE_BOOSTER: 12,
GOOD_LUCK_CHARMS: 13,
METAL_DETECTOR: 14,
DECREASE_COOLDOWNS: 15,
TACTICAL_NUKE: 16,
CLUSTER_BOMB: 17,
NAPALM: 18,
BOSS_LOOT: 19,
ENERGY_SHIELDS: 20,
FARMING_EQUIPMENT: 21,
RAILGUN: 22,
PERSONAL_TRAINING: 23,
AFK_EQUIPMENT: 24,
NEW_MOUSE_BUTTON: 25,
CYBERNETIC_ENHANCEMENTS: 26,
LEVEL_1_SENTRY_GUN: 27,
TITANIUM_MOUSE_BUTTON: 28
};
var ABILITIES = {
FIRE_WEAPON: 1,
CHANGE_LANE: 2,
RESPAWN: 3,
CHANGE_TARGET: 4,
MORALE_BOOSTER: 5,
GOOD_LUCK_CHARMS: 6,
MEDICS: 7,
METAL_DETECTOR: 8,
DECREASE_COOLDOWNS: 9,
TACTICAL_NUKE: 10,
CLUSTER_BOMB: 11,
NAPALM: 12,
RESURRECTION: 13,
CRIPPLE_SPAWNER: 14,
CRIPPLE_MONSTER: 15,
MAX_ELEMENTAL_DAMAGE: 16,
RAINING_GOLD: 17,
CRIT: 18,
PUMPED_UP: 19,
THROW_MONEY_AT_SCREEN: 20,
GOD_MODE: 21,
TREASURE: 22,
STEAL_HEALTH: 23,
REFLECT_DAMAGE: 24,
FEELING_LUCKY: 25,
WORMHOLE: 26,
LIKE_NEW: 27
};
var ENEMY_TYPE = {
SPAWNER: 0,
CREEP: 1,
BOSS: 2,
MINIBOSS: 3,
TREASURE: 4
};
var BOSS_DISABLED_ABILITIES = [
ABILITIES.MORALE_BOOSTER,
ABILITIES.GOOD_LUCK_CHARMS,
ABILITIES.TACTICAL_NUKE,
ABILITIES.CLUSTER_BOMB,
ABILITIES.NAPALM,
ABILITIES.CRIT,
ABILITIES.CRIPPLE_SPAWNER,
ABILITIES.CRIPPLE_MONSTER,
ABILITIES.MAX_ELEMENTAL_DAMAGE,
ABILITIES.REFLECT_DAMAGE,
ABILITIES.STEAL_HEALTH,
ABILITIES.THROW_MONEY_AT_SCREEN
];
var CONTROL = {
speedThreshold: 2000,
rainingRounds: 100,
disableGoldRainLevels: 500,
rainingSafeRounds: 9
};
var GAME_STATUS = {
LOBBY: 1,
RUNNING: 2,
OVER: 3
};
var wormholesUsedOnLevel = 0;
// Try to disable particles straight away,
// if not yet available, they will be disabled in firstRun
disableParticles();
// Define custom getters for document.hidden and the prefixed versions, so the game
// doesn't stop ticking in the background.
if (Object.defineProperty) {
var props = ['hidden', 'webkitHidden', 'mozHidden', 'msHidden'];
for (var i = 0; i < props.length; ++i)
Object.defineProperty(document, props[i], {value: false});
}
if(!getPreferenceBoolean("alertShown", false)) {
w.ShowAlertDialog(
'Ye Olde Megajump',
'<div style="color:#FF5252">This dialog will be shown just once, so please read through it.<br><br></div>' +
'<h3 style="color:yellow">This script does not lag your game,<br>we are limiting it to 1 frame per second to lower CPU usage.</h3>' +
'<p>We have multiple options to configure this script, and disabling FPS limiter is one of them.</p>' +
'<p><a href="https://github.com/YeOldeWH/MonsterMinigameWormholeWarp" target="_blank">You can report issues on GitHub</a></p>' +
'<p>Thanks and have fun!</p>'
).done(function(strButton) {
setPreference("alertShown", true);
});
}
function s() {
return w.g_Minigame.m_CurrentScene;
}
function firstRun() {
advLog("Starting YOWH Script.", 1);
trt_oldCrit = s().DoCritEffect;
trt_oldPush = s().m_rgClickNumbers.push;
trt_oldRender = w.g_Minigame.Render;
toggleFingering();
if(enableElementLock) {
lockElements();
}
if (enableAutoRefresh) {
autoRefreshPage(autoRefreshMinutes);
}
toggleRenderer();
// disable particle effects - this drastically reduces the game's memory leak
disableParticles();
// disable enemy flinching animation when they get hit
if(removeFlinching && w.CEnemy) {
w.CEnemy.prototype.TakeDamage = function() {};
w.CEnemySpawner.prototype.TakeDamage = function() {};
w.CEnemyBoss.prototype.TakeDamage = function() {};
}
if(removeCritText) {
toggleCritText();
}
if(removeAllText) {
toggleAllText();
}
// style
var styleNode = document.createElement('style');
styleNode.type = 'text/css';
var styleText = [
// Page content
".pagecontent {padding: 0}",
// Align abilities to the left
"#abilitiescontainer {text-align: left;}",
// Activitylog and ability list
"#activeinlanecontainer {padding-left: 10px;}",
"#activeinlanecontainer:hover {height: auto; background-image: radial-gradient(circle farthest-corner at 32px 0px, rgba(0,124,182,0.1), #11111C); padding-bottom: 10px; position:absolute; z-index: 1;}",
"#activeinlanecontainer:hover + #activitylog {margin-top: 88px;}",
"#activitylog {margin-top: 20px}",
// Hide leave game button
".leave_game_btn {display: none;}",
// Option menu
".game_options {height: auto;}",
".game_options .toggle_sfx_btn {margin: 6px 7px 0px 2px; float: right;}",
".game_options .toggle_music_btn {margin-right: 2px; float: right;}",
".options_box {background-color: #000; width: 940px; padding: 12px; box-shadow: 2px 2px 0px rgba(0, 0, 0, 0.6); color: #EDEDED; margin: 4px auto 0; overflow: auto; float: left;}",
".options_box span.asterisk {color: #FF5252; font-size: 24px; line-height: 4px; vertical-align: bottom;}",
".options_column {-moz-column-count: 2; -webkit-column-count: 2; column-count: 2; width: 50%; float: left;}",
".options_column label {display: inline-block;}",
".options_column input {float: left;}",
".options_column input[type=number] {margin: 6px 5px 0 0; padding: 2px 0px 0px 4px;}",
".options_column input[name=setLogLevel] {width: 25px;}",
".options_column span.asterisk {line-height: 14px;}",
// Element lock box
".lock_elements_box {width: 165px; top: -76px; left: 303px; box-sizing: border-box; line-height: 1rem; padding: 7px 10px; position: absolute; color: #EDEDED;}",
// Breadcrumbs
".breadcrumbs {color: #bbb;}",
".bc_span {text-shadow: 1px 1px 0px rgba( 0, 0, 0, 0.3 );}",
".bc_room {color: #ACE191;}",
".bc_level {color: #FFA07A;}",
".bc_time {color: #9AC0FF;}",
".bc_worms {color: #FFF79A;}",
// Adjustments for hard to see areas on the new background
"#upgradesscroll, #activityscroll {opacity: 0.75;}",
".teamhealth {background: rgba( 240, 240, 255, 0.2 );}",
"#upgrades .title_upgrates {color: #67C;}",
// Always show ability count
".abilitytemplate > a > .abilityitemquantity {visibility: visible; pointer-events: none;}",
".tv_ui {background-image: url(http://i.imgur.com/vM1gTFY.gif);}",
"#Chen {position: absolute; bottom: 0px; left: 770px; width: 286px; height: 250px; background-image: url(//i.imgur.com/xMbQChA.png); }",
""
];
styleNode.textContent = styleText.join("");
document.head.appendChild(styleNode);
if( removeInterface ) {
var node = document.getElementById("global_header");
if (node && node.parentNode) {
node.parentNode.removeChild( node );
}
node = document.getElementById("footer");
if (node && node.parentNode) {
node.parentNode.removeChild( node );
}
node = document.getElementById("footer_spacer");
if (node && node.parentNode) {
node.parentNode.removeChild( node );
}
document.body.style.backgroundPosition = "0 0";
}
originalUpdateLog = CUI.prototype.UpdateLog;
// Set to match preferences
toggleTrackTroll();
toggleChen();
// Add cool background
$J('body.flat_page.game').css('background-image', 'url(http://i.imgur.com/P8TB236.jpg)');
// Add "players in game" label
var titleActivity = document.querySelector( '.title_activity' );
var playersInGame = document.createElement( 'span' );
playersInGame.innerHTML = '<span id=\"players_in_game\">0/1500</span> Players in room<br>';
titleActivity.insertBefore(playersInGame, titleActivity.firstChild);
ELEMENTS.PlayersInGame = document.getElementById("players_in_game");
var info_box = document.querySelector(".leave_game_helper");
info_box.className = "options_box";
var options_menu = document.querySelector(".game_options");
var sfx_btn = document.querySelector(".toggle_sfx_btn");
options_menu.insertBefore(info_box, sfx_btn);
info_box.innerHTML = '<b>OPTIONS</b>' + ((typeof GM_info !== "undefined") ? ' (v' + GM_info.script.version + ')' : '') + '<br>Settings marked with a <span class="asterisk">*</span> requires a refresh to take effect.<hr>';
var options1 = document.createElement("div");
options1.className = "options_column";
options1.appendChild(makeCheckBox("removeInterface", "Remove interface", removeInterface, handleEvent, true));
options1.appendChild(makeCheckBox("removeParticles", "Remove particle effects", removeParticles, handleEvent, true));
options1.appendChild(makeCheckBox("removeFlinching", "Remove flinching effects", removeFlinching, handleEvent, true));
options1.appendChild(makeCheckBox("removeCritText", "Remove crit text", removeCritText, toggleCritText, false));
options1.appendChild(makeCheckBox("removeAllText", "Remove all text", removeAllText, toggleAllText, false));
options1.appendChild(makeCheckBox("disableRenderer", "Limit frames per second to increase performance", disableRenderer, toggleRenderer, false));
options1.appendChild(makeCheckBox("enableChen", "Honk Honk?", enableChen, toggleChen, false));
info_box.appendChild(options1);
var options2 = document.createElement("div");
options2.className = "options_column";
if (typeof GM_info !== "undefined") {
options2.appendChild(makeCheckBox("enableAutoRefresh", "Enable AutoRefresh (mitigate memory leak)", enableAutoRefresh, toggleAutoRefresh, false));
}
options2.appendChild(makeCheckBox("enableFingering", "Enable targeting pointer", enableFingering, toggleFingering, false));
options2.appendChild(makeCheckBox("enableTrollTrack", "Enable tracking trolls", enableTrollTrack, toggleTrackTroll, false));
options2.appendChild(makeNumber("setLogLevel", "Change the log level (you shouldn't need to touch this)", logLevel, 0, 5, updateLogLevel));
info_box.appendChild(options2);
//Elemental upgrades lock
var ab_box = document.getElementById("abilities");
var lock_elements_box = document.createElement("div");
lock_elements_box.className = "lock_elements_box";
lock_elements_box.title = "To maximise team damage players should max only one element. But distributions of elements through people should be equal. So we calculated your element using your unique ID. Upgrade your element to make maximum performance or disable this checkbox.";
var lock_elements_checkbox = makeCheckBox("enableElementLock", "Lock element upgrades for more team dps", enableElementLock, toggleElementLock, false);
lock_elements_box.appendChild(lock_elements_checkbox);
ab_box.appendChild(lock_elements_box);
// Easter egg
$J('<a onclick="SmackTV();return false;" style="position:absolute;left:830px;z-index:99;top:584px;"><div style="width:98px;height:52px;"></div></a>').insertAfter($J('.tv_ui'));
enhanceTooltips();
isPastFirstRun = true;
}
// Valve's update
var originalUpdateLog = null;
// The trolltrack
var localUpdateLog = function( rgLaneLog ) {
var abilities = this.m_Game.m_rgTuningData.abilities;
var level = getGameLevel();
if( !this.m_Game.m_rgPlayerTechTree ) return;
var nHighestTime = 0;
for( var i=rgLaneLog.length-1; i >= 0; i--) {
var rgEntry = rgLaneLog[i];
if( isNaN( rgEntry.time ) ) rgEntry.time = this.m_nActionLogTime + 1;
if( rgEntry.time <= this.m_nActionLogTime ) continue;
// If performance concerns arise move the level check out and swap switch for if.
switch( rgEntry.type ) {
case 'ability':
if ( (level % 100 !== 0 && [26].indexOf(rgEntry.ability) > -1) || (level % 100 === 0 && [10, 11, 12, 15, 20].indexOf(rgEntry.ability) > -1) ) {
var ele = this.m_eleUpdateLogTemplate.clone();
$J(ele).data('abilityid', rgEntry.ability);
$J('.name', ele).text(rgEntry.actor_name).attr("style", "color: red; font-weight: bold;");
$J('.ability', ele).text(abilities[rgEntry.ability].name + " on level " + level);
$J('img', ele).attr('src', g_rgIconMap['ability_' + rgEntry.ability].icon);
$J(ele).v_tooltip({tooltipClass: 'ta_tooltip', location: 'top'});
this.m_eleUpdateLogContainer[0].insertBefore(ele[0], this.m_eleUpdateLogContainer[0].firstChild);
advLog(rgEntry.actor_name + " used " + s().m_rgTuningData.abilities[ rgEntry.ability ].name + " on level " + level, 1);
if(rgEntry.ability == ABILITIES.WORMHOLE) {
wormholesUsedOnLevel++;
}
}
break;
default:
console.log("Unknown action log type: %s", rgEntry.type);
console.log(rgEntry);
}
if(rgEntry.time > nHighestTime) nHighestTime = rgEntry.time;
}
if( nHighestTime > this.m_nActionLogTime ) this.m_nActionLogTime = nHighestTime;
var e = this.m_eleUpdateLogContainer[0];
while(e.children.length > 20 ) {
e.children[e.children.length-1].remove();
}
};
function disableParticles() {
if (w.CSceneGame) {
w.CSceneGame.prototype.DoScreenShake = function() {};
if(removeParticles) {
w.CSceneGame.prototype.SpawnEmitter = function(emitter) {
emitter.emit = false;
return emitter;
};
var particles = s().m_rgActiveParticles;
if(particles) {
if (particles[ 7 ]) {
particles[ 7 ][0].emit = false;
particles[ 7 ][1].emit = false;
}
if (particles[ 5 ]) {
particles[ 5 ][0].emit = false;
}
if (particles[ 6 ]) {
particles[ 6 ][0].emit = false;
particles[ 6 ][1].emit = false;
}
if (particles[ 8 ]) {
particles[ 8 ][0].emit = false;
particles[ 8 ][1].emit = false;
particles[ 8 ][2].emit = false;
}
if (particles[ 9 ]) {
particles[ 9 ][0].emit = false;
particles[ 9 ][1].emit = false;
}
}
}
}
}
function getTimeleft() {
var cTime = new Date();
var cHours = cTime.getUTCHours();
var cMins = cTime.getUTCMinutes();
var timeLeft = 60 - cMins;
if (cHours == 15) {
return timeLeft;
}
return 61;
}
function unshiftIntoCircularBuffer(buffer, bufferSize, value) {
buffer.unshift(value);
if (buffer.length > bufferSize) {
buffer.pop();
}
}
var _jumpHistory = [];
var defaultEntryRemoved = false;
function updateLevelAndDPSTracker() {
var levelHasChanged = lastLevelInfo[0].level !== getGameLevel();
if (levelHasChanged) {
unshiftIntoCircularBuffer(lastLevelInfo, 1000,
{ level: getGameLevel(),
levelsGained: -1,
timeStarted: s().m_rgGameData.timestamp,
timeTakenInSeconds: -1,
total_enemy_hp: getTotalLevelEnemyStats().max_hp,
level_dps: 0
});
var previousLevel = lastLevelInfo[1];
previousLevel.levelsGained = getGameLevel() - previousLevel.level;
previousLevel.timeTakenInSeconds = s().m_rgGameData.timestamp - previousLevel.timeStarted;
}
// This is a weird place for this I know, but I couldn't think of anywhere better in my sleep deprived state
updateCurrentDPS(levelHasChanged);
if (levelHasChanged) {
previousLevel.level_dps = getAverageDPS();
if (!defaultEntryRemoved) {
defaultEntryRemoved = true;
lastLevelInfo.pop();
}
}
}
function updateCurrentDPS(levelHasChanged) {
var skipped_dps = 0;
if (levelHasChanged) {
var previousLevel = lastLevelInfo[1];
var skipped_dps = (previousLevel.levelsGained * previousLevel.total_enemy_hp) / previousLevel.timeTakenInSeconds;
}
var current_hp = getTotalLevelEnemyStats().current_hp;
var dps = Math.max(current_hp - _previousEnemyHP[0], 0);
unshiftIntoCircularBuffer(_previousDPS, 10, (dps + skipped_dps) || 0);
unshiftIntoCircularBuffer(_previousEnemyHP, 10, current_hp);
}
function getAverageDPS() {
return _previousDPS.reduce(function (a, b) {
return a + b;
}) / _previousDPS.length;
}
function getTotalLevelEnemyStats() {
var current_hp = 0;
var max_hp = 0;
s().m_rgGameData.lanes.map(function (lane) {
lane.enemies.map(function(enemy) {
current_hp += enemy.hp
max_hp += enemy.max_hp
});
});
return {current_hp: current_hp, max_hp: max_hp}
}
var predictedLevelHits = 0;
var predictedLevelMisses = 0;
function updateNextLevelPrediction() {
unshiftIntoCircularBuffer(_tickInfo, 1000,
{
tick: s().m_rgGameData.timestamp,
level: getGameLevel(),
tickVelocity: levelsPerSec(),
predictedLevel: getNextPredictedLevel()
});
var currentLevel = _tickInfo[0].level;
var predictedCurrentLevel = (_tickInfo[1] && _tickInfo[1].predictedLevel) || 0;
if (currentLevel !== predictedCurrentLevel) {
console.log("Prediction off by ", currentLevel - predictedCurrentLevel);
predictedLevelMisses++;
} else {
predictedLevelHits++;
}
}
function getPredictedLevelAccuracy() {
return (predictedLevelHits / (predictedLevelHits + predictedLevelMisses))
}
function getLevelForTick(tick) {
var info = _tickInfo.filter(function(i) { return i.tick === tick; })[0];
if (info) {
return info.level;
}
return 0;
}
function averageWormholesPerBoss() {
var bosses = lastLevelInfo.filter(function(i) { return isBossLevel(i.level); })
return bosses.map(function(i) { return i.levelsGained }).reduce(function(curr, level) { return curr + level}, 0) / bosses.length
}
function averageBossesPerSecond() {
var bosses = lastLevelInfo.filter(function(i) { return isBossLevel(i.level); })
if (bosses.length > 1) {
return (bosses.length / (bosses[0].timeStarted - bosses[bosses.length-1].timeStarted));
}
return 0;
}
var scriptStartedInfo = {level: 0, time: 0};
function getLevelsPerSecondSinceStart() {
return (getGameLevel() - scriptStartedInfo.level) / (s().m_rgGameData.timestamp - scriptStartedInfo.time);
}
function getNextPredictedLevel() {
var levelVelocity = Math.round(_tickInfo
.filter(function(i) { return i.level === getGameLevel(); })
.map(function(i) { return i.tickVelocity; })
.reduce(function(curr, velocity) { return curr + velocity; }, 0));
var wormholes = $J.unique(
s().m_rgActionLog
.filter(function(entry) { return entry.ability === ABILITIES.WORMHOLE; })
.filter(function(entry) { return getLevelForTick(entry.time) === getGameLevel(); })
.map(function(entry) { return entry.actor + ":" + entry.time; })
).reduce(function(curr, key) {
return curr + 1;
}, 0);
return getGameLevel() + levelVelocity + wormholes;
}
function MainLoop() {
var status = s().m_rgGameData.status;
if(status != GAME_STATUS.RUNNING) {
if(disableRenderer) {
s().Tick();
}
return;
}
var level = getGameLevel();
updateLevelAndDPSTracker();
updateApproxYOWHClients();
updateNextLevelPrediction();
if (scriptStartedInfo.level === 0) {
scriptStartedInfo.level = level;
scriptStartedInfo.time = s().m_rgGameData.timestamp;
}
if (!isAlreadyRunning) {
isAlreadyRunning = true;
if( level !== lastLevel ) {
// Clear any unsent abilities still in the queue when our level changes
s().m_rgAbilityQueue.clear();
// update skips if applicable
if (updateSkips) {
skipsLastJump = level - lastLevel;
updateSkips = false;
}
wormholesUsedOnLevel = 0;
}
if (level % 100 == 0) {
// On a WH level, jump everyone with wormholes to lane 0, unless there is a boss there, in which case jump to lane 1.
var targetLane = 0;
// Check lane 0, enemy 0 to see if it's a boss
var enemyData = s().GetEnemy(0, 0).m_data;
if(typeof enemyData !== "undefined"){
var enemyType = enemyData.type;
if(enemyType == ENEMY_TYPE.BOSS) {
advLog('In lane 0, there is a boss, avoiding', 4);
targetLane = 1;
var enemyDataLaneOne = s().GetEnemy(1, 0).m_data;
var enemyDataLaneTwo = s().GetEnemy(2, 0).m_data;
if(typeof enemyDataLaneOne != "undefined" && typeof enemyDataLaneTwo == "undefined"){
//Lane 1 has monsters. Lane 2 is empty. Switch to lane 2 instead.
targetLane = 2;
}
}
}
if( s().m_rgPlayerData.current_lane != targetLane ) {
advLog('Moving player to wormhole lane ' + targetLane, 4);
s().TryChangeLane(targetLane); // put everyone in the same lane
}
updateSkips = true;
// GoGo Chen
honkingIntenstifys(true);
} else {
goToLaneWithBestTarget(level);
honkingIntenstifys(false);
}
attemptRespawn();
if (level % 100 !== 0 && w.SteamDB_Wormhole_Timer) {
w.clearInterval(w.SteamDB_Wormhole_Timer);
w.SteamDB_Wormhole_Timer = false;
}
var timeLeft = getTimeleft(); // Time left in minutes
if(level % 100 == 0){
useAbilitiesAt100();
} else if(timeLeft <= 15) {
useAllAbilities();
} else {
useAbilities(level);
}
updatePlayersInGame();
if( level !== lastLevel ) {
if (level % 100 === 0) {
enableAbility(ABILITIES.WORMHOLE);
enableAbility(ABILITIES.LIKE_NEW);
} else {
disableAbility(ABILITIES.WORMHOLE);
disableAbility(ABILITIES.LIKE_NEW);
}
lastLevel = level;
updateLevelInfoTitle(level);
refreshPlayerData();
}
// only AutoUpgrade after we've spend all badge points
if(s().m_rgPlayerTechTree) {
if(s().m_rgPlayerTechTree.badge_points === 0) {
useAutoUpgrade();
useAutoPurchaseAbilities();
}
else {
useAutoBadgePurchase();
}
}
var absoluteCurrentClickRate = 0;
if(currentClickRate > 0) {
var levelRainingMod = level % CONTROL.rainingRounds;
absoluteCurrentClickRate = level > CONTROL.speedThreshold && (levelRainingMod === 0 || 3 >= (CONTROL.rainingRounds - levelRainingMod)) ? 0 : currentClickRate;
var wormholesOnLine = getActiveAbilityLaneCount(ABILITIES.WORMHOLE);
var levelsUntilBoss = (CONTROL.rainingRounds - (level % CONTROL.rainingRounds));
if(levelsUntilBoss < 10 && (wormholesOnLine > levelsUntilBoss || wormholesUsedOnLevel > levelsUntilBoss)) {
advLog("Too much wormholes for throttle back. WH: " + wormholesOnLine + " / "+ wormholesUsedOnLevel+" > lvl: " + levelsUntilBoss, 4);
absoluteCurrentClickRate = currentClickRate;
}
else {
absoluteCurrentClickRate = currentClickRate;
// throttle back as we approach
var levelsPer = levelsPerSecRaw();
if (level > 100000 && levelsPer != 0) { // sanity check
var ticksTillBoss = (level % 100) / levelsPerSec()
if (ticksTillBoss <= 15) {
absoluteCurrentClickRate = Math.round(currentClickRate * (Math.pow(1.333, -(15-ticksTillBoss)) * 39 / 40 + 0.1));
}
}
}
//If at the boss level, dont click at all
if (level % CONTROL.rainingRounds == 0) {
absoluteCurrentClickRate = clicksOnBossLevel;
}
s().m_nClicks += absoluteCurrentClickRate;
}
s().m_nLastTick = false;
w.g_msTickRate = 1000;
var damagePerClick = s().CalculateDamage(
s().m_rgPlayerTechTree.damage_per_click,
s().m_rgGameData.lanes[s().m_rgPlayerData.current_lane].element
);
advLog("Ticked. Current clicks per second: " + absoluteCurrentClickRate + ". Current damage per second: " + (damagePerClick * absoluteCurrentClickRate), 4);
if(disableRenderer) {
s().Tick();
requestAnimationFrame(function() {
w.g_Minigame.Renderer.render(s().m_Container);
});
}
isAlreadyRunning = false;
if( absoluteCurrentClickRate > 0) {
var enemy = s().GetEnemy(
s().m_rgPlayerData.current_lane,
s().m_rgPlayerData.target);
if (enemy) {
displayText(
enemy.m_Sprite.position.x - (enemy.m_nLane * 440),
enemy.m_Sprite.position.y - 52,
"-" + w.FormatNumberForDisplay((damagePerClick * absoluteCurrentClickRate), 5),
"#aaf"
);
if( s().m_rgStoredCrits.length > 0 ) {
var rgDamage = s().m_rgStoredCrits.reduce(function(a,b) {
return a + b;
});
s().m_rgStoredCrits.length = 0;
s().DoCritEffect( rgDamage, enemy.m_Sprite.position.x - (enemy.m_nLane * 440), enemy.m_Sprite.position.y + 17, 'Crit!' );
}
var goldPerClickPercentage = s().m_rgGameData.lanes[s().m_rgPlayerData.current_lane].active_player_ability_gold_per_click;
if (goldPerClickPercentage > 0 && enemy.m_data.hp > 0) {
var goldPerSecond = enemy.m_data.gold * goldPerClickPercentage * absoluteCurrentClickRate;
s().ClientOverride('player_data', 'gold', s().m_rgPlayerData.gold + goldPerSecond);
s().ApplyClientOverrides('player_data', true);
advLog(
"Raining gold ability is active in current lane. Percentage per click: " + goldPerClickPercentage
+ "%. Approximately gold per second: " + goldPerSecond,
4
);
displayText(
enemy.m_Sprite.position.x - (enemy.m_nLane * 440),
enemy.m_Sprite.position.y - 17,
"+" + w.FormatNumberForDisplay(goldPerSecond, 5),
"#e1b21e"
);
}
}
}
}
}
function useAutoBadgePurchase() {
if(!enableAutoBadgePurchase) { return; }
// id = ability
// ratio = how much of the remaining badges to spend
//Note: this isn't an actual ratio, because badge points get reduced and the values don't add to 1
//For now, this is not a problem, but for stylistic reasons, should eventually be changed.
//Regular users buy ratio
if (likeNewOn100 == 1 && wormholeOn100 == 1) {
// High Level, "Waste Not" Users
var abilityPriorityList = [
{ id: ABILITIES.WORMHOLE, ratio: 0.5 },
{ id: ABILITIES.LIKE_NEW, ratio: 1 },
{ id: ABILITIES.CRIT, ratio: 1 },
{ id: ABILITIES.TREASURE, ratio: 1 },
{ id: ABILITIES.PUMPED_UP, ratio: 1 },
];
} else if (likeNewOn100 == 1) {
// Like New Buyers
var abilityPriorityList = [
{ id: ABILITIES.WORMHOLE, ratio: 0 },
{ id: ABILITIES.LIKE_NEW, ratio: 1 },
{ id: ABILITIES.CRIT, ratio: 1 },
{ id: ABILITIES.TREASURE, ratio: 1 },
{ id: ABILITIES.PUMPED_UP, ratio: 1 },
];
} else {
// Regular User Buy Ratio
var abilityPriorityList = [
{ id: ABILITIES.WORMHOLE, ratio: 1 },
{ id: ABILITIES.LIKE_NEW, ratio: 0 },
{ id: ABILITIES.CRIT, ratio: 1 },
{ id: ABILITIES.TREASURE, ratio: 1 },
{ id: ABILITIES.PUMPED_UP, ratio: 1 },
];
}
var badgePoints = s().m_rgPlayerTechTree.badge_points;
var abilityData = s().m_rgTuningData.abilities;
var abilityPurchaseQueue = [];
for (var i = 0; i < abilityPriorityList.length; i++) {
var id = abilityPriorityList[i].id;
var ratio = abilityPriorityList[i].ratio;
var cost = abilityData[id].badge_points_cost;
var portion = parseInt(badgePoints * ratio);
badgePoints -= portion;
while(portion >= cost) {
abilityPurchaseQueue.push(id);
portion -= cost;
}
badgePoints += portion;
}
s().m_rgPurchaseItemsQueue = s().m_rgPurchaseItemsQueue.concat(abilityPurchaseQueue);
s().m_UI.UpdateSpendBadgePointsDialog();
}
function toggleAutoBadgePurchase(event) {
var value = enableAutoBadgePurchase;
if(event !== undefined) {
value = handleCheckBox(event);
}
enableAutoBadgePurchase = value;
}
function useAllAbilities() {
for(var key in ABILITIES) {
if(ABILITIES[key] == ABILITIES.WORMHOLE) { continue; }
if(ABILITIES[key] == ABILITIES.LIKE_NEW) { continue; }
tryUsingAbility(ABILITIES[key]);
}
}
function isBossLevel(level) {
return level % 100 === 0
}
function updateApproxYOWHClients() {
var APPROXIMATE_WH_PER_PERSON_PER_SECOND = 10;
if (lastLevelInfo.length < 2) {
return;
}
var lastLevel = lastLevelInfo[1].level;
if (isBossLevel(lastLevel)) {
var levelsJumped = getGameLevel() - lastLevel;
var bossLevelTime = lastLevelInfo[1].timeTakenInSeconds;
var possiblyInaccurateCount = Math.round(levelsJumped / (bossLevelTime * APPROXIMATE_WH_PER_PERSON_PER_SECOND));
if (possiblyInaccurateCount < 1500) {
approxYOWHClients = possiblyInaccurateCount;
} else {
console.log("Inaccurate count of YOWH Clients: ",possiblyInaccurateCount,
", levelsJumped: ", levelsJumped,
", bossLevelTime: ", bossLevelTime,
", lastLevelInfo", lastLevelInfo);
}
}
}
function levelsPerSecRaw() {
if (lastLevelInfo.length < 2) {
return 0;
}
var timeSpentOnBosses = 0;
var levelsGainedFromBosses = 0;
lastLevelInfo.filter(function(levelInfo) {
return isBossLevel(levelInfo.level);
}).map(function(levelInfo) {
timeSpentOnBosses += levelInfo.timeTakenInSeconds;
levelsGainedFromBosses += levelInfo.levelsGained;
})
return (((getGameLevel() - lastLevelInfo.slice(-1).pop().level - levelsGainedFromBosses)
/ (s().m_rgGameData.timestamp - lastLevelInfo.slice(-1).pop().timeStarted - timeSpentOnBosses)) * 1000 ) / 1000;
}
function levelsPerSec() {
if (lastLevelInfo.length < 2) {
return 0;
}
var timeSpentOnBosses = 0;
var levelsGainedFromBosses = 0;
lastLevelInfo.slice(0, 10).filter(function(levelInfo) {