[Pokeclicker] Enhanced Auto Clicker

Clicks through battles appropriately depending on the game state. Also, includes a toggle button to turn Auto Clicking on or off and various insightful statistics. Now also includes an automatic Gym battler as well as Auto Dungeon with different modes.

Ajankohdalta 27.4.2022. Katso uusin versio.

// ==UserScript==
// @name        [Pokeclicker] Enhanced Auto Clicker
// @namespace   Pokeclicker Scripts
// @match       https://www.pokeclicker.com/
// @grant       none
// @version     1.6
// @author      Ephenia (Original/Credit: Ivan Lay, Novie53)
// @description Clicks through battles appropriately depending on the game state. Also, includes a toggle button to turn Auto Clicking on or off and various insightful statistics. Now also includes an automatic Gym battler as well as Auto Dungeon with different modes.
// ==/UserScript==

var clickState;
var clickColor;
var awaitAutoClick;
var autoClickerLoop;
var autoClickDPS;
var clickDPS;
var reqDPS;
var enemySpeedRaw;
var enemySpeed;
var colorDPS;
var gymState;
var gymColor;
var gymSelect;
var dungeonState;
var dungeonColor;
var dungeonSelect;
var foundBoss = false;
var foundBossX;
var foundBossY;
var newSave;
var trainerCards;
var battleView = document.getElementsByClassName('battle-view')[0];

function initAutoClicker() {
    if (clickState == "OFF") {
        clickColor = "danger"
        clickDPS = 0
    } else {
        clickColor = "success"
        clickDPS = +localStorage.getItem('storedClickDPS');
    }
    if (gymState == "OFF") {
        gymColor = "danger"
    } else {
        gymColor = "success"
    }
    if (dungeonState == "OFF") {
        dungeonColor = "danger"
    } else {
        dungeonColor = "success"
    }

    var elemAC = document.createElement("table");
    elemAC.innerHTML = `<tbody><tr><td colspan="4">
    <button id="auto-click-start" class="btn btn-`+ clickColor + ` btn-block" style="font-size:8pt;">
    Auto Click [`+ clickState + `]<br>
    <div id="auto-click-info">
    <div id="click-DPS">Auto Click DPS:<br><div style="font-weight:bold;color:gold;">`+ clickDPS.toLocaleString('en-US') + `</div></div>
    <div id="req-DPS">Req. DPS:<br><div style="font-weight:bold;">0</div></div>
    <div id="enemy-DPS">Enemy/s:<br><div style="font-weight:bold;color:black;">0</div></div>
    </div>
    </button></td></tr>
    <tr>
    <td style="width: 42%;">
    <button id="auto-dungeon-start" class="btn btn-block btn-`+ dungeonColor + `" style="font-size: 8pt;">
    Auto Dungeon [`+ dungeonState + `]</button>
    </td>
    <td>
  <select id="dungeon-select">
    <option value="0">F</option>
    <option value="1">B</option>
  </select>
    </td>
    <td style="width: 40%;">
    <button id="auto-gym-start" class="btn btn-block btn-`+ gymColor + `" style="font-size: 8pt;">
    Auto Gym [`+ gymState + `]
    </button>
    </td>
    <td>
  <select id="gym-select">
    <option value="0">#1</option>
    <option value="1">#2</option>
    <option value="2">#3</option>
    <option value="3">#4</option>
    <option value="4">#5</option>
  </select>
    </td>
    </tr>
    </tbody>`
    battleView.before(elemAC)
    document.getElementById('gym-select').value = gymSelect;
    document.getElementById('dungeon-select').value = dungeonSelect;

    $("#auto-click-start").click(toggleAutoClick)
    $("#auto-gym-start").click(toggleAutoGym)
    $("#gym-select").change(changeSelectedGym)
    $("#auto-dungeon-start").click(toggleAutoDungeon)
    $("#dungeon-select").change(changeSelectedDungeon)
    addGlobalStyle('#auto-click-info { display: flex;flex-direction: row;justify-content: center; }');
    addGlobalStyle('#auto-click-info > div { width: 33.3%; }');
    addGlobalStyle('#dungeonMap { padding-bottom: 9.513%; }');

    if (clickState == "ON") {
        autoClicker();
        calcClickDPS();
    }
}

function toggleAutoClick() {
    if (clickState == "OFF") {
        clickState = "ON"
        document.getElementById("auto-click-start").classList.remove('btn-danger');
        document.getElementById("auto-click-start").classList.add('btn-success');
        clickDPS = +localStorage.getItem('storedClickDPS');
        autoClicker();
        calcClickDPS();
    } else {
        clickState = "OFF"
        document.getElementById("auto-click-start").classList.remove('btn-success');
        document.getElementById("auto-click-start").classList.add('btn-danger');
        clickDPS = 0;
        reqDPS = 0;
        enemySpeedRaw = 0;
        clearInterval(autoClickerLoop)
        clearInterval(autoClickDPS)
    }
    localStorage.setItem("autoClickState", clickState);
    document.getElementById('auto-click-start').innerHTML = `Auto Click [` + clickState + `]<br>
    <div id="auto-click-info">
    <div id="click-DPS">Auto Click DPS:<br><div style="font-weight:bold;color:gold;">`+ clickDPS.toLocaleString('en-US') + `</div></div>
    <div id="req-DPS">Req. DPS:<br><div style="font-weight:bold;">0</div></div>
    <div id="enemy-DPS">Enemy/s:<br><div style="font-weight:bold;color:black;">0</div></div>
    </div>`
}

function toggleAutoGym() {
    if (gymState == "OFF") {
        gymState = "ON"
        document.getElementById("auto-gym-start").classList.remove('btn-danger');
        document.getElementById("auto-gym-start").classList.add('btn-success');
    } else {
        gymState = "OFF"
        document.getElementById("auto-gym-start").classList.remove('btn-success');
        document.getElementById("auto-gym-start").classList.add('btn-danger');
    }
    localStorage.setItem("autoGymState", gymState);
    document.getElementById('auto-gym-start').innerHTML = `Auto Gym [` + gymState + `]`
}

function toggleAutoDungeon() {
    if (dungeonState == "OFF") {
        dungeonState = "ON"
        document.getElementById("auto-dungeon-start").classList.remove('btn-danger');
        document.getElementById("auto-dungeon-start").classList.add('btn-success');
    } else {
        dungeonState = "OFF"
        document.getElementById("auto-dungeon-start").classList.remove('btn-success');
        document.getElementById("auto-dungeon-start").classList.add('btn-danger');
    }
    localStorage.setItem("autoDungeonState", dungeonState);
    document.getElementById('auto-dungeon-start').innerHTML = `Auto Dungeon [` + dungeonState + `]`
}

function changeSelectedGym() {
    if (gymSelect != +document.getElementById('gym-select').value) {
        gymSelect = +document.getElementById('gym-select').value
        localStorage.setItem("selectedGym", gymSelect);
    }
}

function changeSelectedDungeon() {
    if (dungeonSelect != +document.getElementById('dungeon-select').value) {
        dungeonSelect = +document.getElementById('dungeon-select').value
        localStorage.setItem("selectedDungeon", dungeonSelect);
    }
}

function getRandomInt(max) {
    return Math.floor(Math.random() * max);
}

function calcClickDPS() {
    autoClickDPS = setInterval(function () {
        var enemyHealth;
        try {
            enemyHealth = Battle.enemyPokemon().maxHealth();
        }
        catch (err) {
            enemyHealth = 0;
        }

        if (clickDPS != App.game.party.calculateClickAttack() * 20) {
            clickDPS = App.game.party.calculateClickAttack() * 20;
            document.getElementById('click-DPS').innerHTML = `Auto Click DPS:<br><div style="font-weight:bold;color:gold;">` + clickDPS.toLocaleString('en-US'); +`</div>`
            localStorage.setItem('storedClickDPS', clickDPS)
        }
        if (reqDPS != enemyHealth * 20) {
            reqDPS = enemyHealth * 20;
            if (clickDPS >= reqDPS) {
                colorDPS = "greenyellow"
            } else {
                colorDPS = "darkred"
            }
            document.getElementById('req-DPS').innerHTML = `Req. DPS:<br><div style="font-weight:bold;color:` + colorDPS + `">` + reqDPS.toLocaleString('en-US'); +`</div>`
        }
        if (enemySpeedRaw != ((App.game.party.calculateClickAttack() * 20) / enemyHealth).toFixed(1)) {
            enemySpeed = ((App.game.party.calculateClickAttack() * 20) / enemyHealth).toFixed(1);
            enemySpeedRaw = enemySpeed
            //console.log(enemySpeedRaw)
            if (enemySpeedRaw == 'Infinity') {
                enemySpeed = 0
            }
            if (enemySpeedRaw >= 20 && enemySpeedRaw != 'Infinity') {
                enemySpeed = 20
            }
            document.getElementById('enemy-DPS').innerHTML = `Enemy/s:<br><div style="font-weight:bold;color:black;">` + enemySpeed + `</div>`
        }
    }, 1000);
}

function autoClicker() {
    autoClickerLoop = setInterval(function () {
        // Click while in a normal battle
        if (App.game.gameState == GameConstants.GameState.fighting) {
            Battle.clickAttack();
        }

        //Auto Gym checking
        if (gymState == "ON") {
            autoGym();
        }
        
        //Auto Dungeon checking
        if (dungeonState == "ON" && DungeonRunner.fighting() == false && DungeonBattle.catching() == false) {
            autoDungeon();
        }
        //Reset the values for the boss coordinates if we timeout or turn off autoDungeon
        if ((dungeonState == "OFF" && foundBoss) || (dungeonState == "ON" && DungeonRunner.dungeonFinished() && foundBoss)){
            foundBoss = false
            bossCoords.length = 0
        }

        // Click while in a gym battle
        if (App.game.gameState === GameConstants.GameState.gym) {
            GymBattle.clickAttack();
        }

        // Click while in a dungeon - will also interact with non-battle tiles (e.g. chests)
        if (App.game.gameState === GameConstants.GameState.dungeon) {
            if (DungeonRunner.fighting() && !DungeonBattle.catching()) {
                DungeonBattle.clickAttack();
            }
        }
    }, 50); // The app hard-caps click attacks at 50
}

function autoGym() {
    if (player.town().hasOwnProperty("gym") || player.town().hasOwnProperty("gymList")) {
        if (player.town().gym != null || player.town().gym !== undefined) {
            if (MapHelper.calculateTownCssClass(player.town().name) != "currentLocation") {
                MapHelper.moveToTown(player.town().name)
            }
            if (player.region != player.town().region) {
                player.region = player.town().region
            }

            if (App.game.gameState != GameConstants.GameState.gym) {
                if (player.town().hasOwnProperty("gymList")) {
                    var selGym;
                    for (var i = 0; i <= gymSelect; i++) {
                        if (Gym.isUnlocked(player.town().gymList[i]) == true) {
                            selGym = i;
                        } else {
                            selGym = (i - 1)
                            i = gymLength;
                        }
                        if (selGym != -1) {
                            GymRunner.startGym(player.town().gymList[i])
                        }
                    }
                } else {
                    if (Gym.isUnlocked(player.town().gym) == true) {
                        GymRunner.startGym(player.town().gym)
                    }
                }
            }
        }
    }
}

var bossCoords = []

function autoDungeon() {
    //Rewrite
    if (player.town().hasOwnProperty("dungeon") == true && player.town().dungeon !== undefined) {
        var getTokens = App.game.wallet.currencies[GameConstants.Currency.dungeonToken]();
        var dungeonCost = player.town().dungeon.tokenCost;
        if (MapHelper.calculateTownCssClass(player.town().name) != "currentLocation") {
            MapHelper.moveToTown(player.town().name)
        }
        //Don't think this condition is ever possible
        /*if (player.region != player.town().region) {
            player.region = player.town().region
        }*/
        if (getTokens >= dungeonCost && App.game.gameState != GameConstants.GameState.dungeon) {
            DungeonRunner.initializeDungeon(player.town().dungeon)
        }

        if (App.game.gameState === GameConstants.GameState.dungeon) {
            var dungeonBoard = DungeonRunner.map.board();
            //The boss can be found at any time
            if (foundBoss == false){
                bossCoords = scan(dungeonBoard)
            }
            //Wander around until we can move to the boss tile
            //Pathfinding should be implemented here, A* looks like the best algorithm
            else if (foundBoss == true && dungeonSelect == 1){
                wander(dungeonBoard, bossCoords)
            }
            else if (dungeonSelect == 0){
                fullClear(dungeonBoard, bossCoords)
            }
        }
    }
}

function scan(dungeonBoard){
    /*var bossCoords = []
    var playerCoords = []*/
    for (var i = 0; i < dungeonBoard.length; i++){
        for (var j = 0; j<dungeonBoard[i].length; j++){
            if (dungeonBoard[i][j].type() == GameConstants.DungeonTile.boss){
                foundBoss = true
                return [i, j]
            }
            //Required for pathfinding, if ever implemented
            /*if (dungeonBoard[i][j].hasPlayer == true){
                playerCoords = [i, j]
            }*/
        }
    }
}

function wander(dungeonBoard, bossCoords){
    var moves = []
    //Iterates through the board and compiles all possible moves
    for (var i = 0; i < dungeonBoard.length; i++){
        for (var j = 0; j < dungeonBoard[i].length; j++){
            //The entrance doesn't count as visited on first entering a dungeon so this OR is required
            if (dungeonBoard[i][j].isVisited == true || dungeonBoard[i][j].type() == GameConstants.DungeonTile.entrance){
                //This is required because if the column doesn't exist it throws an attribute of undefined error
                if (dungeonBoard[i+1] != undefined){
                    if (dungeonBoard[i+1][j] != undefined){
                        if (dungeonBoard[i+1][j].isVisited == false) moves.push([i+1, j])
                    }
                }
                if (dungeonBoard[i-1] != undefined){
                    if (dungeonBoard[i-1][j] != undefined){
                        if (dungeonBoard[i-1][j].isVisited == false) moves.push([i-1, j])
                    }
                }
                if (dungeonBoard[i][j+1] != undefined){
                    if (dungeonBoard[i][j+1].isVisited == false) moves.push([i, j+1])
                }
                if (dungeonBoard[i][j-1] != undefined){
                    if (dungeonBoard[i][j-1].isVisited == false) moves.push([i, j-1])
                }
            }
        }
    }
    //Select a random move from compiled list of possible ones
    var moveTo = moves[getRandomInt(moves.length)]
    //Coordinates saved in couples of [y, x] so we swap them when we want to move
    DungeonRunner.map.moveToCoordinates(moveTo[1], moveTo[0])
    //Reset moves array
    moves.length = 0
    //Attempt to move to the boss if the coordinates are within movable range
    DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0])
    if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss){
        foundBoss = false
        bossCoords.length = 0
        DungeonRunner.startBossFight()
    }
}

function fullClear(dungeonBoard, bossCoords){
    //Get number of invisible tiles, if 0 we have the map
    var invisTile = document.getElementById('dungeonMap').querySelectorAll('.tile-invisible').length;
    //Chests
    var getChests = document.getElementById('dungeonMap').querySelectorAll('.tile-chest').length;
    //Enemies
    var getEnemy = document.getElementById('dungeonMap').querySelectorAll('.tile-enemy').length;

    for (var i = 0; i < dungeonBoard.length; i++){
        for (var j = 0; j<dungeonBoard[i].length; j++){
            //Basically just attempts to move to all tiles that aren't cleared
            if (dungeonBoard[i][j].isVisited == false){
                DungeonRunner.map.moveToCoordinates(j, i)
            }

            if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.chest){
                DungeonRunner.openChest()
            }
        }
    }
    //If we cleared the entire floor, move to the boss room and start the fight
    if (invisTile == 0 && getChests == 0 && getEnemy == 0 && foundBoss == true){
        DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0])
        foundBoss = false
        bossCoords.length = 0
        DungeonRunner.startBossFight()
    }
}

if (localStorage.getItem('autoClickState') == null) {
    localStorage.setItem("autoClickState", "OFF");
}
if (localStorage.getItem('storedClickDPS') == null) {
    localStorage.setItem("storedClickDPS", 0);
}
if (localStorage.getItem('autoGymState') == null) {
    localStorage.setItem("autoGymState", "OFF");
}
if (localStorage.getItem('selectedGym') == null) {
    localStorage.setItem("selectedGym", 0);
}
if (localStorage.getItem('autoDungeonState') == null) {
    localStorage.setItem("autoDungeonState", "OFF");
}
if (localStorage.getItem('selectedDungeon') == null) {
    localStorage.setItem("selectedDungeon", 0);
}
clickState = localStorage.getItem('autoClickState');
gymState = localStorage.getItem('autoGymState');
gymSelect = +localStorage.getItem('selectedGym');
dungeonState = localStorage.getItem('autoDungeonState');
dungeonSelect = localStorage.getItem('selectedDungeon');

function loadScript(){
    var oldInit = Preload.hideSplashScreen

    Preload.hideSplashScreen = function(){
        var result = oldInit.apply(this, arguments)
        initAutoClicker()
        return result
    }
}

var scriptName = 'enhancedautoclicker'

if (document.getElementById('scriptHandler') != undefined){
    var scriptElement = document.createElement('div')
    scriptElement.id = scriptName
    document.getElementById('scriptHandler').appendChild(scriptElement)
    if (localStorage.getItem(scriptName) != null){
        if (localStorage.getItem(scriptName) == 'true'){
            loadScript()
        }
    }
    else{
        localStorage.setItem(scriptName, 'true')
        loadScript()
    }
}
else{
    loadScript();
}

function addGlobalStyle(css) {
    var head, style;
    head = document.getElementsByTagName('head')[0];
    if (!head) { return; }
    style = document.createElement('style');
    style.type = 'text/css';
    style.innerHTML = css;
    head.appendChild(style);
}
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