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idle.js
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idle.js
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// ==UserScript==
// @name Ensingm2 Salien Game Idler
// @namespace https://github.com/ensingm2/saliengame_idler
// @version 0.0.1
// @author ensingm2
// @match *://steamcommunity.com/saliengame/play
// @match *://steamcommunity.com/saliengame/play/
// @grant none
// ==/UserScript==
// This is the zone you want to attack (Optional, otherwise picks one for you).
var target_zone = -1;
// Variables. Don't change these unless you know what you're doing.
var real_round_length = 120; // Round Length of a real game (In Seconds, for calculating score)
var resend_frequency = 110; // Frequency at which we can say we finished a round (May be different than real length)
var update_length = 1; // How long to wait between updates (In Seconds)
var loop_rounds = true;
var language = "english"; // Used when POSTing scores
var access_token = "";
var account_id = undefined; // Used to get data back in boss battles
var current_game_id = undefined;
var current_game_start = undefined; // Timestamp for when the current game started
var time_passed_ms = 0;
var current_timeout = undefined;
var max_retry = 5; // Max number of retries to send requests
var auto_first_join = true; // Automatically join the best zone at first
var current_planet_id = undefined;
var last_update_grid = undefined; // Last time we updated the grid (to avoid too frequent calls)
var check_game_state = undefined; // Check the state of the game script and unlock it if needed (setInterval)
var auto_switch_planet = {
"active": true, // Automatically switch to the best planet available (true : yes, false : no)
"current_difficulty": undefined
};
var gui; //local gui variable
var start_button = false; // is start button already pressed?
var animations_enabled = true;
var boss_options = {
"update_freq": 5, // Number of seconds between calls to ReportBossDamage
"report_interval": undefined,
"error_count": 0,
"last_heal": undefined,
"last_report": undefined, // Used in the check of the game script state and unlock it if needed
"current_max_hp": undefined // Used in damages calculation
}
var current_game_is_boss = false; // State if we're entering / in a boss battle or not
class BotGUI {
constructor(state) {
console.log('GUI Has been created');
this.state = state;
this.createStatusWindow();
this.createProgressBar();
}
createStatusWindow() {
if(document.getElementById('salienbot_gui')) {
return false;
}
var $statusWindow = $J([
'<div id="salienbot_gui" style="overflow: hidden; background: #191919; z-index: 1; border: 3px solid #83d674; padding: 20px; margin: 15px; width: 300px; transform: translate(0, 0);">',
'<div id="gui_minimize_toggle" style="top: 5px; right: 5px; position: absolute; font-size: .75em">Collapse [-]</div>',
'<h1><a href="https://github.com/ensingm2/saliengame_idler/">Salien Game Idler</a></h1>',
'<p style="margin-top: -.8em; font-size: .75em"><span id="salienbot_status"></span></p>', // Running or stopped
'<p><b>Task:</b> <span id="salienbot_task">Initializing</span></p>', // Current task
`<p><b>Target Zone:</b> <span id="salienbot_zone">None</span></p>`,
`<p style="display: none;" id="salienbot_zone_difficulty_div"><b>Zone Difficulty:</b> <span id="salienbot_zone_difficulty"></span> <span id="salienbot_zone_score"></span></p>`,
'<p><b>Level:</b> <span id="salienbot_level">' + this.state.level + '</span> <b>EXP:</b> <span id="salienbot_exp">' + this.state.exp + " / " + this.state.next_level_exp + '</span></p>',
'<p><b>Lvl Up In:</b> <span id="salienbot_esttimlvl"></span></p>',
'<p><input id="planetSwitchCheckbox" type="checkbox"/> Automatic Planet Switching</p>',
'<p><input id="animationsCheckbox" type="checkbox"/> Hide Game (Improves Performance)</p>',
'</div>'
].join(''))
$J('#salien_game_placeholder').append( $statusWindow )
}
createProgressBar() {
this.progressbar = new CProgressBar(63);
this.progressbar.x = 2
this.progressbar.y = 48
}
updateStatus(running) {
const statusTxt = running ? '<span style="color: green;">✓ Running</span>' : '<span style="color: red;">✗ Stopped</span>';
$J('#salienbot_status').html(statusTxt);
}
updateTask(status, log_to_console) {
if(log_to_console || log_to_console === undefined)
console.log(status);
document.getElementById('salienbot_task').innerText = status;
}
updateExp(exp) {
document.getElementById('salienbot_exp').innerText = exp;
}
updateLevel(level) {
document.getElementById('salienbot_level').innerText = level;
}
updateEstimatedTime(secondsLeft) {
if (secondsLeft == -1) {
document.getElementById('salienbot_esttimlvl').innerText = "Max level reached";
return;
}
let date = new Date(null);
date.setSeconds(secondsLeft);
var result = date.toISOString().substr(8, 11).split(/[T:]/);
var days = result[0]-1;
var hours = result[1];
var minutes = result[2];
var seconds = result[3];
var timeTxt = "";
if(days > 0)
timeTxt += days + "d ";
if(hours > 0 || timeTxt.length > 0)
timeTxt += hours + "h ";
if(minutes > 0 || timeTxt.length > 0)
timeTxt += minutes + "m ";
timeTxt += seconds + "s";
document.getElementById('salienbot_esttimlvl').innerText = timeTxt;
}
updateZone(zone, progress, difficulty, is_boss_battle) {
var printString = zone;
if(is_boss_battle === undefined)
is_boss_battle = false;
if(progress === undefined && !is_boss_battle) {
$J("#salienbot_zone_difficulty_div").hide();
difficulty = "";
}
else {
$J("#salienbot_zone_difficulty_div").show();
gGame.m_State.m_Grid.m_Tiles[target_zone].addChild(this.progressbar);
if(is_boss_battle) {
$J("#salienbot_zone_score").hide();
document.getElementById('salienbot_zone_difficulty').innerText = "[BOSS]";
}
else {
$J("#salienbot_zone_score").show();
document.getElementById('salienbot_zone_score').innerText = "(" + get_max_score(zone) + "xp/round)";
document.getElementById('salienbot_zone_difficulty').innerText = difficulty;
printString += " (" + (progress * 100).toFixed(2) + "% Complete)"
}
}
document.getElementById('salienbot_zone').innerText = printString;
}
};
function initGUI(){
if (!gGame.m_State || gGame.m_State instanceof CBootState || gGame.m_IsStateLoading){
if(gGame.m_State && !gGame.m_IsStateLoading && !start_button){
start_button = true;
console.log("clicking button");
gGame.m_State.button.click();
}
setTimeout(function() { initGUI(); }, 100);
} else {
console.log(gGame);
gui = new BotGUI({
level: gPlayerInfo.level,
exp: gPlayerInfo.score,
next_level_exp: (gPlayerInfo.next_level_score !== undefined) ? gPlayerInfo.next_level_score : "Infinite"
});
// Set our onclicks
$J('#animationsCheckbox').change(function() {
INJECT_toggle_animations(!this.checked);
});
$J('#animationsCheckbox').prop('checked', !animations_enabled);
$J('#planetSwitchCheckbox').change(function() {
auto_switch_planet.active = this.checked;
});
$J('#planetSwitchCheckbox').prop('checked', auto_switch_planet.active);
// Add an onclick to toggle the height of the div (effectively a minimize)
$J("#gui_minimize_toggle").click(function() {
var current_height = $J("#salienbot_gui").height();
if(current_height != 30) {
$J("#gui_minimize_toggle").text("Expand [+]");
$J("#salienbot_gui").height(30);
}
else {
$J("#gui_minimize_toggle").text("Collapse [-]");
$J("#salienbot_gui").height("auto");
}
});
// Run the global initializer, which will call the function for whichever screen you're in
INJECT_init();
}
};
function calculateTimeToNextLevel() {
if (gPlayerInfo.level == 25)
return -1;
const nextScoreAmount = get_max_score(target_zone);
const missingExp = Math.ceil((gPlayerInfo.next_level_score - gPlayerInfo.score) / nextScoreAmount) * nextScoreAmount;
const roundTime = resend_frequency + update_length;
const secondsLeft = missingExp / nextScoreAmount * roundTime - time_passed_ms / 1000;
return secondsLeft;
}
// Handle AJAX errors to avoid the script to be locked by a single API error
function ajaxErrorHandling(ajaxObj, params, messagesArray) {
ajaxObj.tryCount++;
if (ajaxObj.tryCount <= ajaxObj.retryLimit) {
var currentTask = "Retrying in 5s to " + messagesArray[0] + " (Retry #" + ajaxObj.tryCount + "). Error: " + params.xhr.status + ": " + params.thrownError;
gui.updateTask(currentTask);
setTimeout(function() { $J.ajax(ajaxObj); }, 5000);
}
else {
var currentTask = "Error " + messagesArray[1] + ": " + params.xhr.status + ": " + params.thrownError + " (Max retries reached).";
gui.updateTask(currentTask);
}
}
// Check the state of the game script and unlock it if needed
function checkUnlockGameState() {
if (current_game_start === undefined || (current_game_is_boss == true && boss_options.last_report === undefined))
return;
var now = new Date().getTime();
if (current_game_is_boss) {
var timeDiff = (now - boss_options.last_report) / 1000;
} else {
var timeDiff = (now - current_game_start) / 1000;
}
var maxWait = 300; // Time (in seconds) to wait until we try to unlock the script
if (timeDiff < maxWait)
return;
gui.updateTask("Detected the game script is locked. Trying to unlock it.");
if (auto_switch_planet.active == true) {
CheckSwitchBetterPlanet(true);
} else {
SwitchNextZone(0, true);
}
}
// Grab the user's access token
var INJECT_get_access_token = function() {
$J.ajax({
async: false,
type: "GET",
url: "https://steamcommunity.com/saliengame/gettoken",
success: function(data) {
if(data.token != undefined) {
console.log("Got access token: " + data.token);
access_token = data.token;
}
else {
console.log("Failed to retrieve access token.")
access_token = undefined;
}
}
});
}
// Make the call to start a round, and kick-off the idle process
var INJECT_start_round = function(zone, access_token, attempt_no, is_boss_battle) {
if(attempt_no === undefined)
attempt_no = 0;
if(is_boss_battle === undefined)
is_boss_battle = false;
// Leave the game if we're already in one.
if(current_game_id !== undefined) {
gui.updateTask("Previous game detected. Ending it.", true);
INJECT_leave_round();
}
var postURL = "https://community.steam-api.com/ITerritoryControlMinigameService/JoinZone/v0001/";
if(is_boss_battle)
postURL = "https://community.steam-api.com/ITerritoryControlMinigameService/JoinBossZone/v0001/"
// Send the POST to join the game.
$J.ajax({
async: false,
type: "POST",
url: postURL,
data: { access_token: access_token, zone_position: zone },
tryCount : 0,
retryLimit : max_retry,
success: function(data, textStatus, jqXHR) {
if( $J.isEmptyObject(data.response) ) {
// Check if the zone is completed
INJECT_update_grid(false); // Error handling set to false to avoid too much parallel calls with the setTimeout below
if(window.gGame.m_State.m_Grid.m_Tiles[zone].Info.captured || attempt_no >= max_retry) {
if (auto_switch_planet.active == true)
CheckSwitchBetterPlanet();
else
SwitchNextZone();
}
else {
// Check header error for an eventual lock inside a game area
var errorId = jqXHR.getResponseHeader('x-eresult');
if (errorId == 11) {
var gameIdStuck = jqXHR.getResponseHeader('x-error_message').match(/\d+/)[0];
console.log("Game has ended. Leaving it.");
current_game_id = gameIdStuck;
INJECT_leave_round();
} else {
console.log("Error getting zone response (on start):",data);
}
gui.updateTask("Waiting 5s and re-sending join attempt (Attempt #" + (attempt_no + 1) + ").");
clearTimeout(current_timeout);
current_timeout = setTimeout(function() { INJECT_start_round(zone, access_token, attempt_no+1, current_game_is_boss); }, 5000);
}
}
else {
console.log("Round successfully started in zone #" + zone);
console.log(data);
// Set target
target_zone = zone;
current_game_is_boss = window.gGame.m_State.m_Grid.m_Tiles[target_zone].Info.boss;
// Update the GUI
gui.updateStatus(true);
gui.updateZone(zone, data.response.zone_info.capture_progress, data.response.zone_info.difficulty, is_boss_battle);
gui.updateEstimatedTime(calculateTimeToNextLevel());
current_game_id = data.response.zone_info.gameid;
current_game_start = new Date().getTime();
if (auto_switch_planet.active == true) {
auto_switch_planet.current_difficulty = data.response.zone_info.difficulty;
if (!is_boss_battle)
CheckSwitchBetterPlanet(true);
}
if(is_boss_battle) {
boss_options.error_count = 0;
boss_options.report_interval = setInterval(function() { INJECT_report_boss_damage(); }, boss_options.update_freq*1000);
} else {
INJECT_wait_for_end(resend_frequency);
}
}
},
error: function (xhr, ajaxOptions, thrownError) {
var messagesArray = ["start the round", "starting round"];
var ajaxParams = {
xhr: xhr,
ajaxOptions: ajaxOptions,
thrownError: thrownError
};
ajaxErrorHandling(this, ajaxParams, messagesArray);
}
});
}
var INJECT_report_boss_damage = function() {
function success(results) {
boss_options.last_report = new Date().getTime();
if (results.response.waiting_for_players == true) {
gui.updateTask("Waiting for players...");
} else {
results.response.boss_status.boss_players.forEach( function(player) {
if (player.accountid == account_id) {
if (player.time_last_heal !== undefined)
boss_options.last_heal = player.time_last_heal;
if (player.hp > 0) {
gui.updateTask("In boss battle. Boss HP left: " + results.response.boss_status.boss_hp + ". EXP earned: " + player.xp_earned + ". HP left: " + player.hp);
if (results.response.boss_status.boss_hp == 0 || results.response.game_over) {
end_game();
}
} else {
gui.updateTask("You died, ending boss fight. Boss HP left: " + results.response.boss_status.boss_hp + ". EXP earned: " + player.xp_earned);
end_game();
}
// Update GUI
gui.updateLevel(player.new_level);
var total_exp = parseInt(player.score_on_join) + player.xp_earned;
if (gPlayerInfo.level == 25)
gui.updateExp(total_exp + " / Infinite");
else
gui.updateExp(total_exp + " / " + player.next_level_score);
gui.updateEstimatedTime(calculateTimeToNextLevel());
}
});
gui.progressbar.SetValue((results.response.boss_status.boss_max_hp - results.response.boss_status.boss_hp) / results.response.boss_status.boss_max_hp);
if (boss_options.current_max_hp === undefined)
boss_options.current_max_hp = results.response.boss_status.boss_max_hp;
}
}
function error(results, eresult) {
if (eresult == 11 || boss_options.error_count >= max_retry)
end_game();
else
boss_options.error_count++;
}
function end_game() {
gui.updateTask("Boss battle finished. Searching a new planet / zone.");
clearInterval(boss_options.report_interval);
boss_options.report_interval = undefined;
boss_options.last_heal = undefined;
boss_options.last_report = undefined;
boss_options.current_max_hp = undefined;
current_game_is_boss = false;
INJECT_leave_round();
if (auto_switch_planet.active == true)
CheckSwitchBetterPlanet();
else
SwitchNextZone();
}
var damageDone = (boss_options.current_max_hp === undefined) ? Math.floor(Math.random() * 20) : Math.floor(Math.random() * (boss_options.current_max_hp / 9000000));
var damageTaken = 0;
var now = (new Date().getTime()) / 1000;
if (boss_options.last_heal === undefined)
boss_options.last_heal = now - Math.floor(Math.random() * 40);
var healDiff = now - boss_options.last_heal;
var useHealing = (healDiff >= 120) ? 1 : 0;
gServer.ReportBossDamage(damageDone, damageTaken, useHealing, success, error);
}
// Update time remaining, and wait for the round to complete.
var INJECT_wait_for_end = function() {
var now = new Date().getTime();
time_passed_ms = now - current_game_start;
var time_remaining_ms = (resend_frequency*1000) - time_passed_ms;
var time_remaining = Math.round(time_remaining_ms/1000);
// Update GUI
gui.updateTask("Waiting " + Math.max(time_remaining, 0) + "s for round to end", false);
gui.updateStatus(true);
if (target_zone != -1)
gui.updateEstimatedTime(calculateTimeToNextLevel());
gui.progressbar.SetValue(time_passed_ms/(resend_frequency*1000));
// Wait
var wait_time = update_length*1000;
var callback;
// use absolute timestamps to calculate if the game is over, since setTimeout timings are not always reliable
if(time_remaining_ms <= 0) {
callback = function() { INJECT_end_round(); };
}
else {
callback = function() { INJECT_wait_for_end(); };
}
// Set the timeout
clearTimeout(current_timeout);
current_timeout = setTimeout(callback, wait_time);
}
// Send the call to end a round, and restart if needed.
var INJECT_end_round = function(attempt_no) {
if(attempt_no === undefined)
attempt_no = 0;
// Grab the max score we're allowed to send
var score = get_max_score();
// Update gui
gui.updateTask("Ending Round");
// Post our "Yay we beat the level" call
$J.ajax({
async: false,
type: "POST",
url: "https://community.steam-api.com/ITerritoryControlMinigameService/ReportScore/v0001/",
data: { access_token: access_token, score: score, language: language },
tryCount : 0,
retryLimit : max_retry,
success: function(data) {
if( $J.isEmptyObject(data.response) ) {
// Check if the zone is completed
INJECT_update_grid(false); // Error handling set to false to avoid too much parallel calls with the setTimeout below
if(window.gGame.m_State.m_Grid.m_Tiles[target_zone].Info.captured || attempt_no >= max_retry) {
if (auto_switch_planet.active == true)
CheckSwitchBetterPlanet();
else
SwitchNextZone();
}
else {
console.log("Error getting zone response (on end):",data);
gui.updateTask("Waiting 5s and re-sending score (Attempt #" + (attempt_no + 1) + ").");
clearTimeout(current_timeout);
current_timeout = setTimeout(function() { INJECT_end_round(attempt_no+1); }, 5000);
}
}
else {
console.log("Successfully finished the round and got expected data back:");
console.log("Level: ", data.response.new_level, "\nEXP: ", data.response.new_score);
console.log(data);
// Update the player info
INJECT_update_player_info();
// Update GUI
gui.updateLevel(data.response.new_level);
if (gPlayerInfo.level == 25) {
gui.updateExp(data.response.new_score + " / Infinite");
} else {
gui.updateExp(data.response.new_score + " / " + data.response.next_level_score);
}
gui.updateEstimatedTime(calculateTimeToNextLevel());
gui.updateZone("None");
// Restart the round if we have that variable set
if(loop_rounds) {
current_game_id = undefined;
SwitchNextZone();
}
}
},
error: function (xhr, ajaxOptions, thrownError) {
var messagesArray = ["end the round", "ending round"];
var ajaxParams = {
xhr: xhr,
ajaxOptions: ajaxOptions,
thrownError: thrownError
};
ajaxErrorHandling(this, ajaxParams, messagesArray);
}
});
}
// Leave an existing game
var INJECT_leave_round = function() {
if(current_game_id === undefined)
return;
console.log("Leaving game: " + current_game_id);
// Cancel timeouts
clearTimeout(current_timeout);
// POST to the endpoint
$J.ajax({
async: false,
type: "POST",
url: "https://community.steam-api.com/IMiniGameService/LeaveGame/v0001/",
data: { access_token: access_token, gameid: current_game_id },
tryCount : 0,
retryLimit : max_retry,
success: function(data) {},
error: function (xhr, ajaxOptions, thrownError) {
var messagesArray = ["leave the round", "leaving round"];
var ajaxParams = {
xhr: xhr,
ajaxOptions: ajaxOptions,
thrownError: thrownError
};
ajaxErrorHandling(this, ajaxParams, messagesArray);
}
});
// Clear the current game ID var
current_game_id = undefined;
// Update the GUI
gui.updateTask("Left Zone #" + target_zone);
gui.updateStatus(false);
target_zone = -1;
}
// returns 0 for easy, 1 for medium, 2 for hard
var INJECT_get_difficulty = function(zone_id) {
return window.gGame.m_State.m_PlanetData.zones[zone_id].difficulty;
}
// Updates the player info
// Currently only used in INJECT_end_round. This was meant to hopefully update the UI.
var INJECT_update_player_info = function() {
gServer.GetPlayerInfo(
function( results ) {
gPlayerInfo = results.response;
},
function(){}
);
}
// Update the zones of the grid (map) on the current planet
var INJECT_update_grid = function(error_handling) {
if(current_planet_id === undefined)
return;
if (error_handling === undefined)
error_handling = true;
// Skip update if a previous successful one happened in the last 8s
if (last_update_grid !== undefined) {
var last_update_diff = new Date().getTime() - last_update_grid;
if ((last_update_diff / 1000) < 8)
return;
}
gui.updateTask('Updating grid', true);
// GET to the endpoint
$J.ajax({
async: false,
type: "GET",
url: "https://community.steam-api.com/ITerritoryControlMinigameService/GetPlanet/v0001/",
data: { id: current_planet_id },
tryCount : 0,
retryLimit : max_retry,
success: function(data) {
window.gGame.m_State.m_PlanetData = data.response.planets[0];
window.gGame.m_State.m_PlanetData.zones.forEach( function ( zone ) {
window.gGame.m_State.m_Grid.m_Tiles[zone.zone_position].Info.progress = zone.capture_progress;
window.gGame.m_State.m_Grid.m_Tiles[zone.zone_position].Info.captured = zone.captured;
window.gGame.m_State.m_Grid.m_Tiles[zone.zone_position].Info.difficulty = zone.difficulty;
window.gGame.m_State.m_Grid.m_Tiles[zone.zone_position].Info.boss = zone.boss_active;
});
last_update_grid = new Date().getTime();
console.log("Successfully updated map data on planet: " + current_planet_id);
},
error: function (xhr, ajaxOptions, thrownError) {
if (error_handling == true) {
var messagesArray = ["update the grid", "updating the grid"];
var ajaxParams = {
xhr: xhr,
ajaxOptions: ajaxOptions,
thrownError: thrownError
};
ajaxErrorHandling(this, ajaxParams, messagesArray);
}
}
});
}
// Defaults to max score of current zone & full round duration if no params are given
function get_max_score(zone, round_duration) {
// defaults
if(zone === undefined)
zone = target_zone;
if(round_duration === undefined)
round_duration = real_round_length;
var difficulty = INJECT_get_difficulty(zone);
var score = 5 * round_duration * Math.pow(2, (difficulty-1));
return score;
}
// Get the best zone available
function GetBestZone() {
var bestZone;
var highestDifficulty = -1;
gui.updateTask('Getting best zone');
for (var idx = 0; idx < window.gGame.m_State.m_Grid.m_Tiles.length; idx++) {
var zone = window.gGame.m_State.m_Grid.m_Tiles[idx].Info;
if (!zone.captured && zone.progress > 0) {
if (zone.boss) {
console.log("Zone " + idx + " with boss. Switching to it.");
return [idx, zone.boss];
}
if(zone.difficulty > highestDifficulty) {
highestDifficulty = zone.difficulty;
maxProgress = zone.progress;
bestZone = [idx, zone.boss];
} else if(zone.difficulty < highestDifficulty) continue;
if(zone.progress < maxProgress) {
maxProgress = zone.progress;
bestZone = [idx, zone.boss];
}
}
}
if(bestZone !== undefined) {
console.log(`${window.gGame.m_State.m_PlanetData.state.name} - Zone ${bestZone[0]} Progress: ${window.gGame.m_State.m_Grid.m_Tiles[bestZone[0]].Info.progress} Difficulty: ${window.gGame.m_State.m_Grid.m_Tiles[bestZone[0]].Info.difficulty}`);
} else {
// Since the zone 0 on planet 38 issue we don't join a zone with capture progress = 0
// Joining a random zone instead to avoid a 5 min. break when switching to a fresh new planet
var randomZone = Math.floor(Math.random() * 96);
bestZone = [randomZone, window.gGame.m_State.m_Grid.m_Tiles[randomZone].Info.boss];
console.log(`${window.gGame.m_State.m_PlanetData.state.name} - Random zone ${bestZone[0]} Progress: ${window.gGame.m_State.m_Grid.m_Tiles[bestZone[0]].Info.progress} Difficulty: ${window.gGame.m_State.m_Grid.m_Tiles[bestZone[0]].Info.difficulty}`);
}
return bestZone;
}
// Get the best planet available
function GetBestPlanet() {
var bestPlanetId = undefined;
var activePlanetsScore = [];
var planetsMaxDifficulty = [];
var maxScore = 0;
var numberErrors = 0;
var bossSpawned = false;
gui.updateStatus('Getting best planet');
// GET to the endpoint
$J.ajax({
async: false,
type: "GET",
url: "https://community.steam-api.com/ITerritoryControlMinigameService/GetPlanets/v0001/",
tryCount : 0,
retryLimit : max_retry,
success: function(data) {
data.response.planets.forEach( function(planet) {
if (planet.state.active == true && planet.state.captured == false)
activePlanetsScore[planet.id] = 0;
planetsMaxDifficulty[planet.id] = 0;
});
},
error: function (xhr, ajaxOptions, thrownError) {
var messagesArray = ["get active planets", "getting active planets"];
var ajaxParams = {
xhr: xhr,
ajaxOptions: ajaxOptions,
thrownError: thrownError
};
ajaxErrorHandling(this, ajaxParams, messagesArray);
}
});
// GET the score of each active planet
Object.keys(activePlanetsScore).forEach ( function (planet_id) {
// GET to the endpoint
$J.ajax({
async: false,
type: "GET",
url: "https://community.steam-api.com/ITerritoryControlMinigameService/GetPlanet/v0001/",
data: { id: planet_id },
success: function(data) {
data.response.planets[0].zones.forEach( function ( zone ) {
if (zone.difficulty >= 1 && zone.difficulty <= 7 && zone.captured == false) {
var zoneProgress = (zone.capture_progress === undefined) ? 0 : zone.capture_progress;
var zoneScore = Math.ceil(Math.pow(10, (zone.difficulty - 1) * 2) * (1 - zoneProgress)) + ((zone.boss_active) ? 10000000000 : 0);
activePlanetsScore[planet_id] += isNaN(zoneScore) ? 0 : zoneScore;
if (zone.boss_active == true)
bossSpawned = true;
if (zone.difficulty > planetsMaxDifficulty[planet_id])
planetsMaxDifficulty[planet_id] = zone.difficulty;
}
});
},
error: function() {
numberErrors++;
}
});
if (activePlanetsScore[planet_id] > maxScore) {
maxScore = activePlanetsScore[planet_id];
bestPlanetId = planet_id;
}
});
console.log(activePlanetsScore);
// Check if the maximum difficulty available on the best planet is the same as the current one and no boss spawned
// If yes, no need to move. Except if max difficulty = 1 and score <= 20, we'll rush it for a new planet
if ((current_planet_id in activePlanetsScore) && planetsMaxDifficulty[bestPlanetId] <= auto_switch_planet.current_difficulty && bossSpawned == false) {
var lowScorePlanet = activePlanetsScore.findIndex(function(score) { return score <= 20; });
if (planetsMaxDifficulty[bestPlanetId] == 1 && lowScorePlanet !== -1) {
return lowScorePlanet;
} else {
return current_planet_id;
}
}
// Prevent a planet switch if :
// (there were >= 2 errors while fetching planets OR if there's an error while fetching the current planet score)
// AND the max difficulty available on best planet found is <= current difficulty
if ((numberErrors >= 2 || ((current_planet_id in activePlanetsScore) && activePlanetsScore[current_planet_id] == 0)) && planetsMaxDifficulty[bestPlanetId] <= auto_switch_planet.current_difficulty && bossSpawned == false)
return null;
return bestPlanetId;
}
// Switch to the next zone when one is completed
function SwitchNextZone(attempt_no, planet_call) {
if(attempt_no === undefined)
attempt_no = 0;
if (planet_call === undefined)
planet_call = false;
INJECT_update_grid();
var currentBestZone = GetBestZone();
var next_zone = currentBestZone[0];
if (next_zone !== undefined) {
if (next_zone != target_zone) {
console.log("Found new best zone: " + next_zone);
current_game_is_boss = currentBestZone[1];
INJECT_start_round(next_zone, access_token, attempt_no, current_game_is_boss);
} else {
console.log("Current zone #" + target_zone + " is already the best. No need to switch.");
current_game_is_boss = currentBestZone[1];
INJECT_start_round(target_zone, access_token, attempt_no, current_game_is_boss);
}
} else {
if (auto_switch_planet.active == true) {
console.log("There are no more zones, the planet must be completed. Searching a new one.");
CheckSwitchBetterPlanet();
} else {
INJECT_leave_round();
INJECT_update_grid();
console.log("There are no more zones, the planet must be completed. You'll need to choose another planet!");
target_zone = -1;
INJECT_leave_planet();
}
}
}
// Check & switch for a potentially better planet, start to the best available zone
function CheckSwitchBetterPlanet(difficulty_call) {
if (difficulty_call === undefined)
difficulty_call = false;
var now = new Date().getTime();
var lastGameStart = (current_game_start === undefined) ? now : current_game_start;
var timeDiff = (now - lastGameStart) / 1000;
var best_planet = GetBestPlanet();
if (best_planet !== undefined && best_planet !== null && best_planet != current_planet_id) {
console.log("Planet #" + best_planet + " has higher XP potential. Switching to it. Bye planet #" + current_planet_id);
INJECT_switch_planet(best_planet, function() {
SwitchNextZone(0, difficulty_call);
});
} else if (best_planet == current_planet_id) {
if ((timeDiff >= 8 && difficulty_call == true) || difficulty_call == false)
SwitchNextZone(0, difficulty_call);
} else if (best_planet === null) {
console.log("Too many errors while searching a better planet. Let's continue on the current zone.");
if ((timeDiff >= 8 && difficulty_call == true) || difficulty_call == false)
INJECT_start_round(target_zone, access_token, 0, current_game_is_boss);
} else {
console.log("There's no planet better than the current one.");
}
}
var INJECT_switch_planet = function(planet_id, callback) {
// ONLY usable from battle selection, if at planet selection, run join instead
if(gGame.m_State instanceof CPlanetSelectionState)
join_planet_helper(planet_id);
if(!(gGame.m_State instanceof CBattleSelectionState))
return;
gui.updateTask("Attempting to move to Planet #" + planet_id);
// Leave our current round if we haven't.
INJECT_leave_round();
// Leave the planet
INJECT_leave_planet(function() {
// Join Planet
join_planet_helper(planet_id);
});
function wait_for_state_load() {
if(gGame.m_IsStateLoading || gGame.m_State instanceof CPlanetSelectionState) {
clearTimeout(current_timeout);
current_timeout = setTimeout(function() { wait_for_state_load(); }, 50);
}
else
callback();
}
function join_planet_helper(planet_id) {
// Make sure the planet_id is valid (or we'll error out)
var valid_planets = gGame.m_State.m_rgPlanets;
var found = false;
for(var i=0; i<valid_planets.length; i++)
if (valid_planets[i].id == planet_id)
found = true;
if(!found) {
gui.updateTask("Attempted to switch to an invalid planet. Please choose a new one.");
gui.updateStatus(false);
return;
}
INJECT_join_planet(planet_id,
function ( response ) {
gGame.ChangeState( new CBattleSelectionState( planet_id ) );
wait_for_state_load();
},
function ( response ) {
ShowAlertDialog( 'Join Planet Error', 'Failed to join planet. Please reload your game or try again shortly.' );
});
}
}
// Leave the planet
var INJECT_leave_planet = function(callback) {
if(typeof callback !== 'function')
callback = function() {};
function wait_for_state_load() {
if(gGame.m_IsStateLoading || gGame.m_State instanceof CBattleSelectionState) {
clearTimeout(current_timeout);
current_timeout = setTimeout(function() { wait_for_state_load(); }, 50);
}
else {
// Clear the current planet ID var
current_planet_id = undefined;
INJECT_init();
// Restore old animation state
INJECT_toggle_animations(anim_state);
callback();
}
}
// Cancel timeouts
clearTimeout(current_timeout);
// Leave our current round if we haven't.
INJECT_leave_round();
// Temporarily enable animations
var anim_state = animations_enabled;
INJECT_toggle_animations(true);
// (Modified) Default Code
gAudioManager.PlaySound( 'ui_select_backwards' );
gServer.LeaveGameInstance(
gGame.m_State.m_PlanetData.id,
function() {
gGame.ChangeState( new CPlanetSelectionState() );
// Wait for the new state to load, then hook in
wait_for_state_load();
}
);
}
var INJECT_join_planet = function(planet_id, success_callback, error_callback) {
if(typeof success_callback !== 'function')
success_callback = function() {};
if(typeof error_callback !== 'function')
error_callback = function() {};
function wait_for_state_load() {
if(gGame.m_IsStateLoading || gGame.m_State instanceof CPlanetSelectionState) {
clearTimeout(current_timeout);
current_timeout = setTimeout(function() { wait_for_state_load(); }, 50);
}
else {
current_planet_id = planet_id;
INJECT_init();
// Restore old animation state
INJECT_toggle_animations(anim_state);
}
}
// Modified Default code
var rgParams = {
id: planet_id,
access_token: access_token
};
// Temporarily enable animations
var anim_state = animations_enabled;
INJECT_toggle_animations(true);
$J.ajax({
async: false,
url: window.gServer.m_WebAPI.BuildURL( 'ITerritoryControlMinigameService', 'JoinPlanet', true ),
method: 'POST',
data: rgParams
}).success( function( results, textStatus, request ) {
if ( request.getResponseHeader( 'x-eresult' ) == 1 ) {
success_callback( results );
// Wait for the new state to load, then hook in
wait_for_state_load();
}
else {
console.log(results, textStatus, request);
error_callback();
}
}).fail( error_callback );
}
var INJECT_init_battle_selection = function() {
// Update the GUI
gui.updateStatus(true);
gui.updateTask("Initializing Battle Selection Menu.");