[Pokeclicker] Enhanced Auto Clicker

Clicks through battles, with adjustable speed, and provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes.

As of 06.05.2024. See ბოლო ვერსია.

// ==UserScript==
// @name          [Pokeclicker] Enhanced Auto Clicker
// @namespace     Pokeclicker Scripts
// @author        Optimatum (Original/Credit: Ephenia, Ivan Lay, Novie53, andrew951, Kaias26, kevingrillet)
// @description   Clicks through battles, with adjustable speed, and provides various insightful statistics. Also includes an automatic gym battler and automatic dungeon explorer with multiple pathfinding modes.
// @copyright     https://github.com/Ephenia
// @license       GPL-3.0 License
// @version       3.5.1

// @homepageURL   https://github.com/Ephenia/Pokeclicker-Scripts/
// @supportURL    https://github.com/Ephenia/Pokeclicker-Scripts/issues

// @match         https://www.pokeclicker.com/
// @icon          https://www.google.com/s2/favicons?domain=pokeclicker.com
// @grant         unsafeWindow
// @run-at        document-idle
// ==/UserScript==

class EnhancedAutoClicker {
    // Constants
    static ticksPerSecond = 20;
    static maxClickMultiplier = 5;
    // Auto Clicker
    static autoClickState = ko.observable(validateStorage('autoClickState', false));
    static autoClickMultiplier = validateStorage('autoClickMultiplier', 1, (v) => (Number.isInteger(v) && v >= 1));
    static autoClickerLoop;
    // Auto Gym
    static autoGymState = ko.observable(validateStorage('autoGymState', false));
    static autoGymSelect = validateStorage('autoGymSelect', 0, [0, 1, 2, 3, 4]);
    // Auto Dungeon
    static autoDungeonState = ko.observable(validateStorage('autoDungeonState', false));
    static autoDungeonFinishBeforeStopping = validateStorage('autoDungeonFinishBeforeStopping', true);
    static autoDungeonEncounterMode = validateStorage('autoDungeonEncounterMode', false);
    static autoDungeonChestMode = validateStorage('autoDungeonChestMode', false);
    static autoDungeonLootTier = validateStorage('autoDungeonLootTier', 0, [...Object.keys(baseLootTierChance).keys()]);
    static autoDungeonAlwaysOpenRareChests = validateStorage('autoDungeonAlwaysOpenRareChests', false);
    static autoDungeonTracker = {
        ID: 0,
        floor: null,
        floorSize: null,
        flashTier: null,
        flashCols: null,
        coords: null,
        bossCoords: null,
        encounterCoords: null,
        chestCoords: null,
        floorExplored: false,
        floorFinished: false,
        dungeonFinished: false,
        stopAfterFinishing: false,
    };
    // Clicker statistics calculator
    static autoClickCalcLoop;
    static autoClickCalcEfficiencyDisplayMode = validateStorage('autoClickCalcEfficiencyDisplayMode', 0, [0, 1]);
    static autoClickCalcDamageDisplayMode = validateStorage('autoClickCalcDamageDisplayMode', 0, [0, 1]);
    static autoClickCalcTracker = {
        lastUpdate: null,
        playerState: -1,
        playerLocation: null,
        ticks: null,
        clicks: null,
        enemies: null,
        areaHealth: null,
    };
    // Visual settings
    static gymGraphicsDisabled = ko.observable(validateStorage('gymGraphicsDisabled', false));
    static dungeonGraphicsDisabled = ko.observable(validateStorage('dungeonGraphicsDisabled', false));
    // Computed observables for visual settings
    static autoGymOn = ko.pureComputed(() => {
        return this.autoClickState() && this.autoGymState();
    });
    static disableAutoGymGraphics = ko.pureComputed(() => {
        return this.gymGraphicsDisabled() && this.autoGymOn();
    });
    static disableAutoDungeonGraphics = ko.pureComputed(() => {
        return this.dungeonGraphicsDisabled() && this.autoClickState() && this.autoDungeonState();
    });

    /* Initialization */

    static initOverrides() {
        // Add data bindings immediately, before the game initializes Knockout
        this.addGraphicsBindings();

        // Override static class methods
        this.overrideGymRunner();
        this.overrideDungeonRunner();
    }

    static initAutoClicker() {
        const battleView = document.getElementsByClassName('battle-view')[0];

        var elemAC = document.createElement("table");
        elemAC.innerHTML = `<tbody>
        <tr>
            <td colspan="4">
                <button id="auto-click-start" class="btn btn-${this.autoClickState() ? 'success' : 'danger'} btn-block" style="font-size:8pt;">
                    Auto Click [${this.autoClickState() ? 'ON' : 'OFF'}]<br />
                    <div id="auto-click-info">
                        <!-- calculator display will be set by resetCalculator() -->
                    </div>
                </button>
                <div id="click-rate-cont">
                    <div id="auto-click-rate-info">
                        Click Attack Rate: ${(this.ticksPerSecond * this.autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2})}/s
                    </div>
                    <input id="auto-click-rate" type="range" min="1" max="${this.maxClickMultiplier}" value="${this.autoClickMultiplier}">
                </div>
            </td>
        </tr>
        <tr>
            <td style="display: flex; column-gap: 2px;">
                <div style="flex: auto;">
                    <button id="auto-dungeon-start" class="btn btn-block btn-${this.autoDungeonState() ? 'success' : 'danger'}" style="font-size: 8pt;">
                        Auto Dungeon [${this.autoDungeonState() ? 'ON' : 'OFF'}]
                    </button>
                </div>
                <div id="auto-dungeon-encounter-mode" style="flex: initial; max-height: 30px; max-width: 30px; padding: 2px;">
                    <img title="Auto Dungeon fights mode" src="assets/images/dungeons/encounter.png" height="100%" style="${this.autoDungeonEncounterMode ? '' : 'filter: grayscale(100%);'}" />
                </div>
                <div id="auto-dungeon-chest-mode" style="flex: initial; max-height: 30px; max-width: 40px; padding: 2px;">
                    <img title="Auto Dungeon chest mode" src="assets/images/dungeons/chest.png" height="100%" style="${this.autoDungeonChestMode ? '' : 'filter: grayscale(100%)'}" />
                </div>
                <div style="flex: initial; display: flex; flex-direction: column;">
                    <div id="auto-dungeon-loottier" class="dropdown show">
                        <button type="button" class="text-left custom-select col-12 btn btn-dropdown" data-toggle="dropdown" aria-haspopup="true" aria-expanded="false" style="max-height:30px; display:flex; flex:1; align-items:center;">
                            <img id="auto-dungeon-loottier-img" src="assets/images/dungeons/chest-${Object.keys(baseLootTierChance)[this.autoDungeonLootTier]}.png" style="height:100%;">
                        </button>
                        <div id="auto-dungeon-loottier-dropdown" class="border-secondary dropdown-menu col-12">
                            ${Object.keys(baseLootTierChance).map((tier, i) => `<div class="dropdown-item" value="${i}"><img src="assets/images/dungeons/chest-${tier}.png"></div>` ).join('\n')}
                        </div>
                    </div>
                </div>
                <div style="flex: auto;">
                    <button id="auto-gym-start" class="btn btn-block btn-${this.autoGymState() ? 'success' : 'danger'}" style="font-size: 8pt;">
                        Auto Gym [${this.autoGymState() ? 'ON' : 'OFF'}]
                    </button>
                </div>
                <div style="flex: initial; display: flex; flex-direction: column;">
                    <select id="auto-gym-select" value="${this.autoGymSelect}" style="flex: auto;">
                        <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>
                </div>
            </td>
        </tr>
        </tbody>`;

        battleView.before(elemAC);
        this.resetCalculator(); // initializes calculator display

        const settingsBody = createScriptSettingsContainer('Enhanced Auto Clicker');
        const settingsToAdd = [];

        // Dropdowns
        let dropdownsToAdd = [
            ['autoClickCalcEfficiencyDisplayMode', 'Auto Clicker efficiency display mode', this.autoClickCalcEfficiencyDisplayMode, ['Percentage', 'Ticks/s']],
            ['autoClickCalcDamageDisplayMode', 'Auto Clicker damage display mode', this.autoClickCalcDamageDisplayMode, ['Click Attacks', 'Damage']]
        ];
        dropdownsToAdd.forEach(([name, text, value, options]) => {
            const newSetting = document.createElement('tr')
            settingsToAdd.push(newSetting);
            newSetting.innerHTML = `<td class="p-2 col-md-8">
                ${text}
                </td>
                <td class="p-0 col-md-4">
                <select id="select-${name}" class="form-control" value="${value}">
                ${options.map((desc, val) => `<option value="${val}">${desc}</option>`).join('\n')}
                </select>
                </td>`;
        });
        // Checkboxes
        let checkboxesToAdd = [
            ['autoDungeonFinishBeforeStopping', 'Auto Dungeon finishes dungeons before turning off', this.autoDungeonFinishBeforeStopping],
            ['autoDungeonAlwaysOpenRareChests', 'Always open visible targeted chests', this.autoDungeonAlwaysOpenRareChests],
            ['autoGymGraphicsDisabled', 'Disable Auto Gym graphics', this.gymGraphicsDisabled()],
            ['autoDungeonGraphicsDisabled', 'Disable Auto Dungeon graphics', this.dungeonGraphicsDisabled()]
        ];
        checkboxesToAdd.forEach(([name, text, isChecked]) => {
            const newSetting = document.createElement('tr')
            settingsToAdd.push(newSetting);
            newSetting.innerHTML = `<td class="p-2 col-md-8">
                <label class="m-0" for="checkbox-${name}">${text}</label>
                </td><td class="p-2 col-md-4">
                <input id="checkbox-${name}" type="checkbox">
                </td>`;
            newSetting.querySelector(`#checkbox-${name}`).checked = isChecked;
        });

        settingsBody.append(...settingsToAdd);

        document.getElementById('auto-gym-select').value = this.autoGymSelect;

        document.getElementById('auto-click-start').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoClick(); });
        document.getElementById('auto-click-rate').addEventListener('change', (event) => { EnhancedAutoClicker.changeClickMultiplier(event); });
        document.getElementById('auto-gym-start').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoGym(); });
        document.getElementById('auto-gym-select').addEventListener('change', (event) => { EnhancedAutoClicker.changeSelectedGym(event); });
        document.getElementById('auto-dungeon-start').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoDungeon(true); });
        document.getElementById('auto-dungeon-encounter-mode').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoDungeonEncounterMode(); });
        document.getElementById('auto-dungeon-chest-mode').addEventListener('click', () => { EnhancedAutoClicker.toggleAutoDungeonChestMode(); });
        document.getElementById('checkbox-autoDungeonFinishBeforeStopping').addEventListener('change', () => { EnhancedAutoClicker.toggleAutoDungeonFinishBeforeStopping(); });
        document.getElementById('checkbox-autoDungeonAlwaysOpenRareChests').addEventListener('change', () => { EnhancedAutoClicker.toggleAutoDungeonAlwaysOpenRareChests(); });
        document.getElementById('checkbox-autoGymGraphicsDisabled').addEventListener('change', () => { EnhancedAutoClicker.toggleAutoGymGraphics(); });
        document.getElementById('checkbox-autoDungeonGraphicsDisabled').addEventListener('change', () => { EnhancedAutoClicker.toggleAutoDungeonGraphics(); });
        document.getElementById('select-autoClickCalcEfficiencyDisplayMode').addEventListener('change', (event) => { EnhancedAutoClicker.changeCalcEfficiencyDisplayMode(event); });
        document.getElementById('select-autoClickCalcDamageDisplayMode').addEventListener('change', (event) => { EnhancedAutoClicker.changeCalcDamageDisplayMode(event); });

        document.querySelectorAll('#auto-dungeon-loottier-dropdown > div').forEach((elem) => {
            elem.addEventListener('click', () => { EnhancedAutoClicker.changeAutoDungeonLootTier(elem.getAttribute('value')); });
        });

        addGlobalStyle('#auto-click-info { display: flex; flex-direction: row; justify-content: center; }');
        addGlobalStyle('#auto-click-info > div { width: 33.3%; }');
        addGlobalStyle('#click-rate-cont { display: flex; flex-direction: column; align-items: stretch; }');
        addGlobalStyle('#auto-dungeon-loottier-dropdown img { max-height: 30px; width: auto; }');

        if (this.autoClickState()) {
            this.toggleAutoClickerLoop();
        }
    }

    /**
     * Add extra Knockout data bindings to optionally disable (most) gym and dungeon graphics
     */
    static addGraphicsBindings() {
        // Add gymView data bindings
        var gymContainer = document.querySelector('div[data-bind="if: App.game.gameState === GameConstants.GameState.gym"]');
        var elemsToBind = ['knockout[data-bind*="pokemonNameTemplate"]', // Pokemon name
            'span[data-bind*="pokemonsDefeatedComputable"]', // Gym Pokemon counter (pt 1)
            'span[data-bind*="pokemonsUndefeatedComputable"]', // Gym Pokemon counter (pt 2)
            'knockout[data-bind*="pokemonSpriteTemplate"]', // Pokemon sprite
            'div.progress.hitpoints', // Pokemon healthbar
            'div.progress.timer' // Gym timer
            ];
        elemsToBind.forEach((query) => {
            var elem = gymContainer.querySelector(query);
            if (elem) {
                elem.before(new Comment("ko ifnot: EnhancedAutoClicker.disableAutoGymGraphics()"));
                elem.after(new Comment("/ko"));
            }
        });
        // Always hide stop button during autoGym, even with graphics enabled
        var restartButton = gymContainer.querySelector('button[data-bind="visible: GymRunner.autoRestart()"]');
        restartButton.setAttribute('data-bind', 'visible: GymRunner.autoRestart() && !EnhancedAutoClicker.autoGymOn()');

        // Add dungeonView data bindings
        var dungeonContainer = document.querySelector('div[data-bind="if: App.game.gameState === GameConstants.GameState.dungeon"]');
        // Title bar contents
        dungeonContainer.querySelector('h2.pageItemTitle')?.prepend(new Comment("ko ifnot: EnhancedAutoClicker.disableAutoDungeonGraphics()"));
        dungeonContainer.querySelector('h2.pageItemTitle')?.append(new Comment("/ko"));
        // Main container sprites etc
        dungeonContainer.querySelector('h2.pageItemTitle')?.after(new Comment("ko ifnot: EnhancedAutoClicker.disableAutoDungeonGraphics()"));
        dungeonContainer.querySelector('h2.pageItemFooter')?.before(new Comment("/ko"));
    }

    /* Settings event handlers */

    static toggleAutoClick() {
        const element = document.getElementById('auto-click-start');
        this.autoClickState(!this.autoClickState());
        localStorage.setItem('autoClickState', this.autoClickState());
        this.autoClickState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger');
        if (!this.autoClickState()) {
            if (this.autoGymState()) {
                this.toggleAutoGym();
            }
            if (this.autoDungeonState()) {
                this.toggleAutoDungeon();
            }
        }

        this.toggleAutoClickerLoop();
    }

    static changeClickMultiplier(event) {
        // TODO decide on a better range / function
        const multiplier = +event.target.value;
        if (Number.isInteger(multiplier) && multiplier > 0) {
            this.autoClickMultiplier = multiplier;
            localStorage.setItem("autoClickMultiplier", this.autoClickMultiplier);
            var displayNum = (this.ticksPerSecond * this.autoClickMultiplier).toLocaleString('en-US', {maximumFractionDigits: 2});
            document.getElementById('auto-click-rate-info').innerText = `Click Attack Rate: ${displayNum}/s`;
            this.toggleAutoClickerLoop();
        }
    }

    static toggleAutoGym() {
        const element = document.getElementById('auto-gym-start');
        const newState = !this.autoGymState();
        if (newState && !this.canStartAutoGym()) {
            // Don't turn on if there's no gym here
            return;
        } else if (newState && this.autoDungeonState()) {
            // Only one mode may be active at a time
            return;
        }
        this.autoGymState(newState);
        localStorage.setItem('autoGymState', this.autoGymState());
        this.autoGymState() ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger');
        element.textContent = `Auto Gym [${this.autoGymState() ? 'ON' : 'OFF'}]`;
        if (this.autoGymState()) {
            if (!this.autoClickState()) {
                // Turn on the auto clicker if necessary
                this.toggleAutoClick();
            }
        } else {
            // Assume we can't reach this point with only the built-in auto restart running, so it's safe to stop it
            GymRunner.autoRestart(false);
        }
    }

    static changeSelectedGym(event) {
        const val = +event.target.value;
        if ([0, 1, 2, 3, 4].includes(val)) {
            this.autoGymSelect = val;
            localStorage.setItem("autoGymSelect", this.autoGymSelect);
            // In case currently fighting a gym
            if (this.autoClickState() && this.autoGymState()) {
                // Only break out of this script's auto restart, not the built-in one
                GymRunner.autoRestart(false);
            }
        }
    }

    static toggleAutoDungeon(allowSlowStop = false) {
        const element = document.getElementById('auto-dungeon-start');
        const newState = !this.autoDungeonState();

        if (newState && !this.canStartAutoDungeon()) {
            // Don't turn on if there's no dungeon here
            return;
        } else if (newState && this.autoGymState()) {
            // Only one mode may be active at a time
            return;
        }

        localStorage.setItem('autoDungeonState', newState);
        
        if (allowSlowStop && this.autoDungeonFinishBeforeStopping && App.game.gameState === GameConstants.GameState.dungeon && 
            (!newState && !this.autoDungeonTracker.stopAfterFinishing)) {
            // Instead of stopping immediately, wait and exit after beating this dungeon
            this.autoDungeonTracker.stopAfterFinishing = true;
        } else {
            this.autoDungeonState(newState);
            this.autoDungeonTracker.stopAfterFinishing = false;
        }
        element.classList.remove('btn-success', 'btn-danger', 'btn-warning');
        element.classList.add(this.autoDungeonTracker.stopAfterFinishing ? 'btn-warning' : (newState ? 'btn-success' : 'btn-danger'));
        element.textContent = `Auto Dungeon [${newState ? 'ON' : 'OFF'}]`;

        if (newState) {
            // Trigger a dungeon scan
            this.autoDungeonTracker.ID = -1;
            if (!this.autoClickState()) {
                // Turn on the auto clicker if necessary
                this.toggleAutoClick();
            }
        }
    }

    static toggleAutoDungeonEncounterMode() {
        this.autoDungeonEncounterMode = !this.autoDungeonEncounterMode;
        $('#auto-dungeon-encounter-mode img').css('filter', `${this.autoDungeonEncounterMode ? '' : 'grayscale(100%)' }`);
        localStorage.setItem('autoDungeonEncounterMode', this.autoDungeonEncounterMode);
        this.autoDungeonTracker.coords = null;
    }

    static toggleAutoDungeonChestMode() {
        this.autoDungeonChestMode = !this.autoDungeonChestMode;
        $('#auto-dungeon-chest-mode img').css('filter', `${this.autoDungeonChestMode ? '' : 'grayscale(100%)' }`);
        localStorage.setItem('autoDungeonChestMode', this.autoDungeonChestMode);
        this.autoDungeonTracker.coords = null;
    }

    static changeAutoDungeonLootTier(tier) {
        const val = +tier;
        if ([...Object.keys(baseLootTierChance).keys()].includes(val)) {
            this.autoDungeonLootTier = val;
            document.getElementById('auto-dungeon-loottier-img').setAttribute('src', `assets/images/dungeons/chest-${Object.keys(baseLootTierChance)[val]}.png`);
            localStorage.setItem("autoDungeonLootTier", this.autoDungeonLootTier);
        }
    }

    static toggleAutoDungeonFinishBeforeStopping() {
        this.autoDungeonFinishBeforeStopping = !this.autoDungeonFinishBeforeStopping;
        if (!this.autoDungeonFinishBeforeStopping && this.autoDungeonTracker.stopAfterFinishing) {
            this.toggleAutoDungeon();
        }
        localStorage.setItem('autoDungeonFinishBeforeStopping', this.autoDungeonFinishBeforeStopping);
    }

    static toggleAutoDungeonAlwaysOpenRareChests() {
        this.autoDungeonAlwaysOpenRareChests = !this.autoDungeonAlwaysOpenRareChests;
        localStorage.setItem('autoDungeonAlwaysOpenRareChests', this.autoDungeonAlwaysOpenRareChests);
    }

    static toggleAutoGymGraphics() {
        this.gymGraphicsDisabled(!this.gymGraphicsDisabled());
        localStorage.setItem('gymGraphicsDisabled', this.gymGraphicsDisabled());
    }

    static toggleAutoDungeonGraphics() {
        this.dungeonGraphicsDisabled(!this.dungeonGraphicsDisabled());
        localStorage.setItem('dungeonGraphicsDisabled', this.dungeonGraphicsDisabled());
    }

    static changeCalcEfficiencyDisplayMode(event) {
        const val = +event.target.value;
        if (val != this.autoClickCalcEfficiencyDisplayMode && [0, 1].includes(val)) {
            this.autoClickCalcEfficiencyDisplayMode = val;
            localStorage.setItem('autoClickCalcEfficiencyDisplayMode', this.autoClickCalcEfficiencyDisplayMode);
            this.resetCalculator();
        }
    }

    static changeCalcDamageDisplayMode(event) {
        const val = +event.target.value;
        if (val != this.autoClickCalcDamageDisplayMode && [0, 1].includes(val)) {
            this.autoClickCalcDamageDisplayMode = val;
            localStorage.setItem('autoClickCalcDamageDisplayMode', this.autoClickCalcDamageDisplayMode);
            this.resetCalculator();
        }
    }

    /* Auto Clicker */

    /**
     * Resets and, if enabled, restarts autoclicker
     * -While enabled, runs <ticksPerSecond> times per second in active battle
     */
    static toggleAutoClickerLoop() {
        var delay = Math.ceil(1000 / this.ticksPerSecond);
        clearInterval(this.autoClickerLoop);
        // Restart stats calculator
        this.resetCalculator();
        // Only use click multiplier while autoclicking
        this.overrideClickAttack(this.autoClickState() ? this.autoClickMultiplier : 1);
        if (this.autoClickState()) {
            // Start autoclicker loop
            this.autoClickerLoop = setInterval(() => EnhancedAutoClicker.autoClicker(), delay);
        } else {
            if (this.autoGymState()) {
                GymRunner.autoRestart(false);
            }
        }
    }

    /**
     * One tick of the autoclicker
     * -Performs click attacks while in an active battle
     * -Outside of battle, runs Auto Dungeon and Auto Gym
     */
    static autoClicker() {
        // Click while in a normal battle
        if (App.game.gameState === GameConstants.GameState.fighting) {
            Battle.clickAttack(this.autoClickMultiplier);
        }
        // ...or gym battle
        else if (App.game.gameState === GameConstants.GameState.gym) {
            GymBattle.clickAttack(this.autoClickMultiplier);
        }
        // ...or dungeon battle
        else if (App.game.gameState === GameConstants.GameState.dungeon && DungeonRunner.fighting()) {
            DungeonBattle.clickAttack(this.autoClickMultiplier);
        }
        // ...or temporary battle
        else if (App.game.gameState === GameConstants.GameState.temporaryBattle) {
            TemporaryBattleBattle.clickAttack(this.autoClickMultiplier);
        }
        // If not battling, progress through dungeon
        else if (this.autoDungeonState()) {
            this.autoDungeon();
        }
        // If not battling gym, start battling
        else if (this.autoGymState()) {
            this.autoGym();
        }
        this.autoClickCalcTracker.ticks[0]++;
    }

    /**
     * Override the game's function for Click Attack to:
     * - make multiple clicks at once via multiplier
     * - support changing the attack speed cap for higher tick speeds
     */
    static overrideClickAttack(clickMultiplier = 1) {
        // Set delay based on the autoclicker's tick rate
        // (lower to give setInterval some wiggle room)
        const delay = Math.min(Math.ceil(1000 / this.ticksPerSecond) - 10, 50);
        Battle.clickAttack = function () {
            // click attacks disabled and we already beat the starter
            if (App.game.challenges.list.disableClickAttack.active() && player.regionStarters[GameConstants.Region.kanto]() != GameConstants.Starter.None) {
                return;
            }
            const now = Date.now();
            if (this.lastClickAttack > now - delay) {
                return;
            }
            if (!this.enemyPokemon()?.isAlive()) {
                return;
            }
            this.lastClickAttack = now;
            // Don't autoclick more than needed for lethal
            const clickDamage = App.game.party.calculateClickAttack(true);
            var clicks = Math.min(clickMultiplier, Math.ceil(this.enemyPokemon().health() / clickDamage));
            GameHelper.incrementObservable(App.game.statistics.clickAttacks, clicks);
            this.enemyPokemon().damage(clickDamage * clicks);
            if (!this.enemyPokemon().isAlive()) {
                this.defeatPokemon();
            }
        }
    }


    /* Auto Gym */

    /**
     * Starts selected gym with auto restart enabled
     */
    static autoGym() {
        if (this.canStartAutoGym()) {
            // Find all unlocked gyms in the current town
            var gymList = player.town().content.filter((c) => (c.constructor.name == "Gym" && c.isUnlocked()));
            if (gymList.length > 0) {
                var gymIndex = Math.min(this.autoGymSelect, gymList.length - 1);
                // Start in auto restart mode
                GymRunner.startGym(gymList[gymIndex], true);
                return;
            }
        }
        // Disable if we aren't in a location with unlocked gyms
        this.toggleAutoGym();
    }

    static canStartAutoGym() {
        return App.game.gameState === GameConstants.GameState.gym || (App.game.gameState === GameConstants.GameState.town &&
            player.town().content.some((c) => c.constructor.name == "Gym" && c.isUnlocked())
        );
    }

    /**
     * Override GymRunner built-in functions:
     * -Add auto gym equivalent of gymWon() to save on performance by not loading town between
     */
    static overrideGymRunner() {
        GymRunner.gymWonNormal = GymRunner.gymWon;
        // Version with free auto restart
        GymRunner.gymWonAuto = function(gym) {
            if (GymRunner.running()) {
                GymRunner.running(false);
                // First time defeating this gym
                if (!App.game.badgeCase.hasBadge(gym.badgeReward)) {
                    gym.firstWinReward();
                }
                GameHelper.incrementObservable(App.game.statistics.gymsDefeated[GameConstants.getGymIndex(gym.town)]);
                // Award money for defeating gym as we're auto clicking
                App.game.wallet.gainMoney(gym.moneyReward);

                if (GymRunner.autoRestart()) {
                    // Unlike the original function, autoclicker doesn't charge the player money
                    GymRunner.startGym(GymRunner.gymObservable(), GymRunner.autoRestart(), false);
                    return;
                }

                // Send the player back to the town they were in
                player.town(gym.parent);
                App.game.gameState = GameConstants.GameState.town;
            }
        }
        // Only use our version when auto gym is running
        GymRunner.gymWon = function(...args) {
            if (EnhancedAutoClicker.autoClickState() && EnhancedAutoClicker.autoGymState()) {
                GymRunner.gymWonAuto(...args);
            } else {
                GymRunner.gymWonNormal(...args);
            }
        }
    }

    /* Auto Dungeon */

    /**
     * Automatically begins and progresses through dungeons with multiple pathfinding options
     */
    static autoDungeon() { // TODO more thoroughly test switching between modes and enabling/disabling within a dungeon
        // Progress through dungeon
        if (App.game.gameState === GameConstants.GameState.dungeon) {
            if (DungeonRunner.fighting() || DungeonBattle.catching()) {
                // Can't do anything while in a battle
                return;
            }
            // Scan each new dungeon floor
            if (this.autoDungeonTracker.ID !== DungeonRunner.dungeonID || this.autoDungeonTracker.floor !== DungeonRunner.map.playerPosition().floor) {
                this.scanDungeon();
            }
            // If boss has been defeated, wait for the dungeon restart (delayed to allow quest updates)
            if (this.autoDungeonTracker.dungeonFinished) {
                return;
            }
            // Reset pathfinding coordinates to entrance
            if (this.autoDungeonTracker.coords == null) {
                this.autoDungeonTracker.coords = new Point(Math.floor(this.autoDungeonTracker.floorSize / 2), this.autoDungeonTracker.floorSize - 1, this.autoDungeonTracker.floor);
            }
            const floorMap = DungeonRunner.map.board()[this.autoDungeonTracker.floor];

            // All targets visible, fight enemies / open chests then finish floor
            if (floorMap[this.autoDungeonTracker.bossCoords.y][this.autoDungeonTracker.bossCoords.x].isVisible &&
                !((this.autoDungeonChestMode || this.autoDungeonEncounterMode) && !this.autoDungeonTracker.floorExplored)) {
                this.clearDungeon();
            }
            // Explore dungeon to reveal boss + any target tiles
            else {
                this.exploreDungeon();
            }
        }
        // Begin dungeon
        else if (this.canStartAutoDungeon()) {
            // Enter dungeon if unlocked and affordable
            DungeonRunner.initializeDungeon(player.town().dungeon);
        } else {
            // Disable if locked, can't afford entry cost, or there's no dungeon here
            this.toggleAutoDungeon();
        }
    }

    static canStartAutoDungeon() {
        if (!(App.game.gameState === GameConstants.GameState.dungeon || (App.game.gameState === GameConstants.GameState.town && player.town() instanceof DungeonTown))) {
            return false;
        }
        const dungeon = player.town().dungeon;
        return dungeon?.isUnlocked() && App.game.wallet.hasAmount(new Amount(dungeon.tokenCost, GameConstants.Currency.dungeonToken));
    }

    /**
     * Scans current dungeon floor for relevant locations and pathfinding data
     */
    static scanDungeon() {
        // Reset / update tracker values
        this.autoDungeonTracker.ID = DungeonRunner.dungeonID;
        this.autoDungeonTracker.floor = DungeonRunner.map.playerPosition().floor;
        this.autoDungeonTracker.floorSize = DungeonRunner.map.floorSizes[DungeonRunner.map.playerPosition().floor];
        this.autoDungeonTracker.encounterCoords = [];
        this.autoDungeonTracker.chestCoords = [];
        this.autoDungeonTracker.coords = null;
        this.autoDungeonTracker.targetCoords = null;
        this.autoDungeonTracker.floorExplored = false;
        this.autoDungeonTracker.floorFinished = false;
        this.autoDungeonTracker.dungeonFinished = false;

        // Scan for chest and boss coordinates
        var dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor];
        for (var y = 0; y < dungeonBoard.length; y++) {
            for (var x = 0; x < dungeonBoard[y].length; x++) {
                let tile = dungeonBoard[y][x];
                if (tile.type() == GameConstants.DungeonTile.enemy) {
                    this.autoDungeonTracker.encounterCoords.push(new Point(x, y, this.autoDungeonTracker.floor));
                } else if (tile.type() == GameConstants.DungeonTile.chest) {
                    let lootTier = Object.keys(baseLootTierChance).indexOf(tile.metadata.tier);
                    this.autoDungeonTracker.chestCoords.push({'xy': new Point(x, y, this.autoDungeonTracker.floor), 'tier': lootTier});
                } else if (tile.type() == GameConstants.DungeonTile.boss || tile.type() == GameConstants.DungeonTile.ladder) {
                    this.autoDungeonTracker.bossCoords = new Point(x, y, this.autoDungeonTracker.floor);
                }
            }
        }
        // Sort chests by descending rarity
        this.autoDungeonTracker.chestCoords.sort((a, b) => b.tier - a.tier);

        // TODO find a more future-proof way to get flash distance
        this.autoDungeonTracker.flashTier = DungeonFlash.tiers.findIndex(tier => tier === DungeonRunner.map.flash);
        this.autoDungeonTracker.flashCols = [];
        let flashRadius = DungeonRunner.map.flash?.playerOffset[0] ?? 0;
        // Calculate minimum columns to fully reveal dungeon with Flash
        if (flashRadius > 0) {
            let cols = new Set();
            cols.add(flashRadius);
            let i = this.autoDungeonTracker.floorSize - flashRadius - 1;
            while (i > flashRadius) {
                cols.add(i);
                i -= flashRadius * 2 + 1;
            }
            this.autoDungeonTracker.flashCols = [...cols].sort();
        }
    }

    /**
     * Explores dungeon to reveal tiles, skipping columns that can be efficiently revealed by Flash
     */
    static exploreDungeon() {
        const dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor];
        var hasMoved = false;
        var stuckInLoopCounter = 0;
        while (!hasMoved) {
            // End of column
            if (this.autoDungeonTracker.coords.y == 0) {
                if (this.autoDungeonTracker.coords.x <= 0 || this.autoDungeonTracker.coords.x === this.autoDungeonTracker.flashCols[0]) {
                    // Done exploring, clearDungeon() will take over from here
                    this.autoDungeonTracker.floorExplored = true;
                    return;
                }
                // Move to start of next column
                this.autoDungeonTracker.coords.y = this.autoDungeonTracker.floorSize - 1;
                if (this.autoDungeonTracker.coords.x >= this.autoDungeonTracker.floorSize - 1 || this.autoDungeonTracker.coords.x === this.autoDungeonTracker.flashCols.at(-1)) {
                    // Done with this side, move to other side of the entrance
                    this.autoDungeonTracker.coords.x = Math.floor(this.autoDungeonTracker.floorSize / 2) - 1;
                } else {
                    // Move away from the entrance
                    this.autoDungeonTracker.coords.x += (this.autoDungeonTracker.coords.x >= Math.floor(this.autoDungeonTracker.floorSize / 2) ? 1 : -1);
                }
            // Dungeon has Flash unlocked, skip columns not in optimal flash pathing
            } else if (this.autoDungeonTracker.flashTier > -1
                && this.autoDungeonTracker.coords.y == (this.autoDungeonTracker.floorSize - 1)
                && !this.autoDungeonTracker.flashCols.includes(this.autoDungeonTracker.coords.x)) {
                // Move one column further from the entrance
                this.autoDungeonTracker.coords.x += (this.autoDungeonTracker.coords.x >= Math.floor(this.autoDungeonTracker.floorSize / 2) ? 1 : -1);
            }
            // Move through current column
            else {
                this.autoDungeonTracker.coords.y -= 1;
            }
            // One move per tick to look more natural
            if (!dungeonBoard[this.autoDungeonTracker.coords.y][this.autoDungeonTracker.coords.x].isVisited) {
                DungeonRunner.map.moveToCoordinates(this.autoDungeonTracker.coords.x, this.autoDungeonTracker.coords.y);
                hasMoved = true;
            }
            stuckInLoopCounter++;
            if (stuckInLoopCounter > 100) {
                console.warn(`Auto Dungeon got stuck in a loop while moving to tile \'${GameConstants.DungeonTile[dungeonBoard[this.autoDungeonTracker.targetCoords.y][this.autoDungeonTracker.targetCoords.x].type()]}\' (${this.autoDungeonTracker.targetCoords.x}, ${this.autoDungeonTracker.targetCoords.y})`);
                this.toggleAutoDungeon();
                return;
            }
        }
    }

    /**
     * Clears dungeon, visiting all desired tile types. Assumes dungeon has already been explored to reveal desired tiles.
     */
    static clearDungeon() {
        const dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor];
        var hasMoved = false;
        var stuckInLoopCounter = 0;
        while (!hasMoved) {
            // Choose a tile to move towards
            if (!this.autoDungeonTracker.targetCoords) {
                this.autoDungeonTracker.targetCoords = this.chooseDungeonTargetTile();
            }
            this.autoDungeonTracker.coords = this.pathfindTowardDungeonTarget();
            if (!this.autoDungeonTracker.coords) {
                console.warn(`Auto Dungeon could not find path to target tile \'${GameConstants.DungeonTile[dungeonBoard[this.autoDungeonTracker.targetCoords.y][this.autoDungeonTracker.targetCoords.x].type()]}\' (${this.autoDungeonTracker.targetCoords.x}, ${this.autoDungeonTracker.targetCoords.y})`);
                this.toggleAutoDungeon();
                return;
            }
            // One move per tick to look more natural
            if (!(dungeonBoard[this.autoDungeonTracker.coords.y][this.autoDungeonTracker.coords.x] === DungeonRunner.map.currentTile())) {
                DungeonRunner.map.moveToCoordinates(this.autoDungeonTracker.coords.x, this.autoDungeonTracker.coords.y);
                hasMoved = true;
            }
            // Target tile reached
            if (this.autoDungeonTracker.coords.x === this.autoDungeonTracker.targetCoords.x && this.autoDungeonTracker.coords.y === this.autoDungeonTracker.targetCoords.y) {
                this.autoDungeonTracker.targetCoords = null;
                hasMoved = true;
                // Take corresponding action
                const tileType = DungeonRunner.map.currentTile().type();
                if (tileType === GameConstants.DungeonTile.enemy) {
                    // Do nothing, fights begin automatically
                } else if (tileType === GameConstants.DungeonTile.chest) {
                    DungeonRunner.openChest();
                } else if (tileType === GameConstants.DungeonTile.boss) {
                    if (this.autoDungeonTracker.floorFinished) {
                        DungeonRunner.startBossFight();
                    }
                } else if (tileType === GameConstants.DungeonTile.ladder) {
                    if (this.autoDungeonTracker.floorFinished) {
                        DungeonRunner.nextFloor();
                    }
                } else {
                    console.warn(`Auto Dungeon targeted tile type ${GameConstants.DungeonTile[tileType]}`);
                }
            }
            stuckInLoopCounter++;
            if (stuckInLoopCounter > 5) {
                console.warn(`Auto Dungeon got stuck in a loop while moving to tile \'${GameConstants.DungeonTile[dungeonBoard[this.autoDungeonTracker.targetCoords.y][this.autoDungeonTracker.targetCoords.x].type()]}\' (${this.autoDungeonTracker.targetCoords.x}, ${this.autoDungeonTracker.targetCoords.y})`);
                this.toggleAutoDungeon();
                return;
            }
        }
    }

    /**
     * Chooses a target tile based on auto dungeon modes and dungeon progress
     */
    static chooseDungeonTargetTile() {
        const dungeonBoard = DungeonRunner.map.board()[this.autoDungeonTracker.floor];
        let target = null;
        while (!target) {
            // Boss tile not yet unlocked
            if (!dungeonBoard[this.autoDungeonTracker.bossCoords.y][this.autoDungeonTracker.bossCoords.x].isVisited) {
                target = this.autoDungeonTracker.bossCoords;
            }
            // Encounters to fight
            else if (this.autoDungeonEncounterMode && this.autoDungeonTracker.encounterCoords.length) {
                // Skip already-fought encounters
                let encounter = this.autoDungeonTracker.encounterCoords.pop();
                if (dungeonBoard[encounter.y][encounter.x].type() == GameConstants.DungeonTile.enemy) {
                    target = encounter;
                } else {
                    continue;
                }
            }
            // Chests to open
            else if (this.autoDungeonChestMode && this.autoDungeonTracker.chestCoords.length && this.autoDungeonTracker.chestCoords[0].tier >= this.autoDungeonLootTier) {
                target = this.autoDungeonTracker.chestCoords.shift().xy;
            }
            // Open visible chests of sufficient rarity
            else if (this.autoDungeonAlwaysOpenRareChests && this.autoDungeonTracker.chestCoords.some((c) => c.tier >= this.autoDungeonLootTier && dungeonBoard[c.xy.y][c.xy.x].isVisible)) {
                let index = this.autoDungeonTracker.chestCoords.findIndex((c) => c.tier >= this.autoDungeonLootTier && dungeonBoard[c.xy.y][c.xy.x].isVisible);
                target = this.autoDungeonTracker.chestCoords[index].xy;
                this.autoDungeonTracker.chestCoords.splice(index, 1);
            }
            // Time to fight the boss
            else {
                target = this.autoDungeonTracker.bossCoords;
                this.autoDungeonTracker.floorFinished = true;
            }
        }
        return target;
    }

    /** 
     * Find next tile on the shortest path towards target via breadth-first search
     */
    static pathfindTowardDungeonTarget() {
        const target = this.autoDungeonTracker.targetCoords;
        let result = null;
        if (!target) {
            return result;
        }
        const queue = [target];
        const visited = new Set(`${target.x}-${target.y}`);
        while (queue.length) {
            const p = queue.shift();
            if (DungeonRunner.map.hasAccessToTile(p)) {
                result = p;
                break;
            }
            const adjTiles = [[p.x - 1, p.y], [p.x + 1, p.y], [p.x, p.y - 1], [p.x, p.y + 1]];
            for (let [nx, ny] of adjTiles) {
                // Enqueue valid tiles not yet considered
                let xy = `${nx}-${ny}`;
                if (0 <= nx && nx < this.autoDungeonTracker.floorSize && 0 <= ny && ny < this.autoDungeonTracker.floorSize && !visited.has(xy)) {
                    queue.push(new Point(nx, ny, target.floor));
                    visited.add(xy);
                }
            }
        }
        return result;
    }

    /**
     * Restart dungeon, separate from dungeonWon function so it can be called with a delay
     */
    static restartDungeon() {
        if (App.game.gameState !== GameConstants.GameState.dungeon) {
            return;
        }
        this.autoDungeonTracker.dungeonFinished = false;

        // Clear old board to force map visuals refresh
        DungeonRunner.map.board([]);
        DungeonRunner.initializeDungeon(DungeonRunner.dungeon);
    }

    /**
     * Override DungeonRunner built-in functions:
     * -Add dungeon ID tracking to initializeDungeon() for easier mapping
     * -Add auto dungeon equivalent of dungeonWon() to save on performance by restarting without loading town
     */
    static overrideDungeonRunner() {
        // Differentiate between dungeons for mapping
        DungeonRunner.dungeonID = 0;
        const oldInit = DungeonRunner.initializeDungeon.bind(DungeonRunner);
        DungeonRunner.initializeDungeon = function (...args) {
            DungeonRunner.dungeonID++;
            return oldInit(...args);
        }

        DungeonRunner.dungeonWonNormal = DungeonRunner.dungeonWon;
        // Version with integrated auto-restart to avoid loading town in between dungeons
        DungeonRunner.dungeonWonAuto = function () {
            if (!DungeonRunner.dungeonFinished()) {
                DungeonRunner.dungeonFinished(true);
                // First time clearing dungeon
                if (!App.game.statistics.dungeonsCleared[GameConstants.getDungeonIndex(DungeonRunner.dungeon.name)]()) {
                    DungeonRunner.dungeon.rewardFunction();
                }
                GameHelper.incrementObservable(App.game.statistics.dungeonsCleared[GameConstants.getDungeonIndex(DungeonRunner.dungeon.name)]);

                if (EnhancedAutoClicker.autoDungeonTracker.stopAfterFinishing) {
                    EnhancedAutoClicker.toggleAutoDungeon();
                }

                if (EnhancedAutoClicker.autoDungeonState() && DungeonRunner.hasEnoughTokens()) {
                    // Restart the dungeon with a delay, giving Defeat Dungeon Boss quests time to update
                    EnhancedAutoClicker.autoDungeonTracker.dungeonFinished = true;
                    setTimeout(() => EnhancedAutoClicker.restartDungeon(), 50);
                } else {
                    if (!DungeonRunner.hasEnoughTokens()) {
                        // Notify player if they've run out of tokens
                        Notifier.notify({
                            type: NotificationConstants.NotificationOption.warning,
                            title: 'Enhanced Auto Clicker',
                            message: `Auto Dungeon mode ran out of dungeon tokens.`,
                            timeout: GameConstants.DAY,
                        });
                    }
                    if (EnhancedAutoClicker.autoDungeonState()) {
                        EnhancedAutoClicker.toggleAutoDungeon();
                    }
                    // Can't continue, exit auto dungeon mode
                    MapHelper.moveToTown(DungeonRunner.dungeon.name);
                }
            }
        }
        // Only use our version when auto dungeon is running
        DungeonRunner.dungeonWon = function (...args) {
            if (EnhancedAutoClicker.autoClickState() && EnhancedAutoClicker.autoDungeonState()) {
                DungeonRunner.dungeonWonAuto(...args);
            } else {
                DungeonRunner.dungeonWonNormal(...args);
            }
        }
    }

    /* Clicker statistics calculator */

    /**
     * Resets calculator loop, stats trackers, and calculator display
     * -If auto clicker is running, restarts calculator
     */
    static resetCalculator() {
        clearInterval(this.autoClickCalcLoop);
        this.autoClickCalcTracker.lastUpdate = [Date.now()];
        this.autoClickCalcTracker.ticks = [0];
        this.autoClickCalcTracker.clicks = [App.game.statistics.clickAttacks()];
        this.autoClickCalcTracker.enemies = [App.game.statistics.totalPokemonDefeated()];
        this.calculateAreaHealth();
        document.getElementById('auto-click-info').innerHTML = `<div>${this.autoClickCalcEfficiencyDisplayMode == 0 ? 'Clicker Efficiency' : 'Ticks/s'}:<br><div id="tick-efficiency" style="font-weight:bold;">-</div></div>
            <div>${this.autoClickCalcDamageDisplayMode == 0 ? 'Click Attacks/s' : 'DPS'}:<br><div id="clicks-per-second" style="font-weight:bold;">-</div></div>
            <div>Req. ${this.autoClickCalcDamageDisplayMode == 0 ? 'Clicks' : 'Click Damage'}:<br><div id="req-clicks" style="font-weight:bold;">-</div></div>
            <div>Enemies/s:<br><div id="enemies-per-second" style="font-weight:bold;">-</div></div>`;
        if (this.autoClickState()) {
            // Start calculator
            this.autoClickCalcLoop = setInterval(() => EnhancedAutoClicker.calcClickStats(), 1000);
        }
    }

    /**
     * Displays the following statistics, averaged over the last (up to) ten seconds:
     * -Percentage of ticksPerSecond the autoclicker is actually executing
     * -Clicks per second or damage per second, depending on display mode
     * -Required number of clicks or click attack damage to one-shot the current location, depending on display mode
     * --Ignores dungeon bosses and chest health increases
     * -Enemies defeated per second
     * Statistics are reset when the player changes locations
     */
    static calcClickStats() {
        if (this.hasPlayerMoved()) {        
            // Reset statistics on area / game state change
            this.resetCalculator();
            return;
        }
        var elem;
        var clickDamage = App.game.party.calculateClickAttack(true);
        var actualElapsed = (Date.now() - this.autoClickCalcTracker.lastUpdate.at(-1)) / (1000 * this.autoClickCalcTracker.lastUpdate.length);

        // Percentage of maximum ticksPerSecond
        elem = document.getElementById('tick-efficiency');
        var avgTicks = this.autoClickCalcTracker.ticks.reduce((a, b) => a + b, 0) / this.autoClickCalcTracker.ticks.length;
        avgTicks = avgTicks / actualElapsed;
        if (this.autoClickCalcEfficiencyDisplayMode == 1) {
            // display ticks mode
            elem.innerHTML = avgTicks.toLocaleString('en-US', {maximumFractionDigits: 1} );
            elem.style.color = 'gold';
        } else {
            // display percentage mode
            var tickFraction = avgTicks / this.ticksPerSecond;
            elem.innerHTML = tickFraction.toLocaleString('en-US', {style: 'percent', maximumFractionDigits: 0} );
            elem.style.color = 'gold';
        }

        // Average clicks/damage per second
        elem = document.getElementById('clicks-per-second');
        var avgClicks = (App.game.statistics.clickAttacks() - this.autoClickCalcTracker.clicks.at(-1)) / this.autoClickCalcTracker.clicks.length;
        avgClicks = avgClicks / actualElapsed;
        if (this.autoClickCalcDamageDisplayMode == 1) {
            // display damage mode
            var avgDPS = avgClicks * clickDamage;
            elem.innerHTML = avgDPS.toLocaleString('en-US', {maximumFractionDigits: 0});
            elem.style.color = 'gold';
        } else {
            // display click attacks mode
            elem.innerHTML = avgClicks.toLocaleString('en-US', {maximumFractionDigits: 1});
            elem.style.color = 'gold';
        }

        // Required clicks/click damage
        elem = document.getElementById('req-clicks');
        if (this.autoClickCalcTracker.areaHealth == 0) {
            // can't meaningfully calculate a value for this area/game state
            elem.innerHTML = '-';
            elem.style.removeProperty('color');
        } else if (this.autoClickCalcDamageDisplayMode == 1) {
            // display damage mode
            var reqDamage = this.autoClickCalcTracker.areaHealth;
            elem.innerHTML = reqDamage.toLocaleString('en-US');
            elem.style.color = (clickDamage * this.autoClickMultiplier >= reqDamage ? 'greenyellow' : 'darkred');
        } else {
            // display clicks mode
            var reqClicks = Math.max((this.autoClickCalcTracker.areaHealth / clickDamage), 1);
            reqClicks = Math.ceil(reqClicks * 10) / 10; // round up to one decimal point
            elem.innerHTML = reqClicks.toLocaleString('en-US', {maximumFractionDigits: 1});
            elem.style.color = (reqClicks <= this.autoClickMultiplier ? 'greenyellow' : 'darkred');
        }

        // Enemies per second
        elem = document.getElementById('enemies-per-second');
        var avgEnemies = (App.game.statistics.totalPokemonDefeated() - this.autoClickCalcTracker.enemies.at(-1)) / this.autoClickCalcTracker.enemies.length;
        avgEnemies = avgEnemies / actualElapsed;
        elem.innerHTML = avgEnemies.toLocaleString('en-US', {maximumFractionDigits: 1});
        elem.style.color = 'gold';

        // Make room for next second's stats tracking
        // Add new entries to start of array for easier incrementing
        this.autoClickCalcTracker.ticks.unshift(0);
        if (this.autoClickCalcTracker.ticks.length > 10) {
            this.autoClickCalcTracker.ticks.pop();
        }
        this.autoClickCalcTracker.clicks.unshift(App.game.statistics.clickAttacks());
        if (this.autoClickCalcTracker.clicks.length > 10) {
            this.autoClickCalcTracker.clicks.pop();
        }
        this.autoClickCalcTracker.enemies.unshift(App.game.statistics.totalPokemonDefeated());
        if (this.autoClickCalcTracker.enemies.length > 10) {
            this.autoClickCalcTracker.enemies.pop();
        }
        this.autoClickCalcTracker.lastUpdate.unshift(Date.now());
        if (this.autoClickCalcTracker.lastUpdate.length > 10) {
            this.autoClickCalcTracker.lastUpdate.pop();
        }
    }

    /**
     * Check whether player state or location has changed
     */
    static hasPlayerMoved() {
        var moved = false;
        let newState = App.game.gameState;

        if (this.autoClickCalcTracker.playerState != newState) {
            this.autoClickCalcTracker.playerState = newState;
            moved = true;
        }
        let newLocation;
        if (App.game.gameState === GameConstants.GameState.gym) {
            newLocation = GymRunner.gymObservable().leaderName;
        } else if (App.game.gameState === GameConstants.GameState.dungeon) {
            newLocation = DungeonRunner.dungeon.name;
        } else if (App.game.gameState === GameConstants.GameState.temporaryBattle) {
            newLocation = TemporaryBattleRunner.battleObservable().name;
        } else {
            // Conveniently, player.route() = 0 when not on a route
            newLocation = player.route() || player.town().name;
        }
        if (this.autoClickCalcTracker.playerLocation != newLocation) {
            this.autoClickCalcTracker.playerLocation = newLocation;
            moved = true;
        }
        
        return moved;
    }

    /**
     * Calculate max Pokemon health for the current route/gym/dungeon
     * -Ignores dungeon boss HP and chest HP increases
     */
    static calculateAreaHealth() {
        // Calculate area max hp
        if (App.game.gameState === GameConstants.GameState.fighting) {
            this.autoClickCalcTracker.areaHealth = PokemonFactory.routeHealth(player.route(), player.region);
            // Adjust for route health variation (adapted from PokemonFactory.generateWildPokemon)
            const pokeHP = [...new Set(Object.values(Routes.getRoute(player.region, player.route()).pokemon).flat().flatMap(p => p.pokemon ?? p))].map(p => pokemonMap[p].base.hitpoints);
            const averageHP = pokeHP.reduce((s, a) => s + a, 0) / pokeHP.length;
            const highestHP = pokeHP.reduce((m, a) => Math.max(m, a), 0);
            this.autoClickCalcTracker.areaHealth = Math.round(this.autoClickCalcTracker.areaHealth * (0.9 + (highestHP / averageHP) / 10));
        } else if (App.game.gameState === GameConstants.GameState.gym) {
            // Get highest health gym pokemon
            this.autoClickCalcTracker.areaHealth = GymRunner.gymObservable().getPokemonList().reduce((a, b) => Math.max(a, b.maxHealth), 0);
        } else if (App.game.gameState === GameConstants.GameState.dungeon) {
            this.autoClickCalcTracker.areaHealth = DungeonRunner.dungeon.baseHealth;
        } else if (App.game.gameState === GameConstants.GameState.temporaryBattle) {
            // Get highest health trainer pokemon
            this.autoClickCalcTracker.areaHealth = TemporaryBattleRunner.battleObservable().getPokemonList().reduce((a, b) => Math.max(a, b.maxHealth), 0);
        } else {
            this.autoClickCalcTracker.areaHealth = 0;
        }
    }
}

/**
 * Loads variable from localStorage
 * -Returns value from localStorage if it exists, is correct type, and matches additional validation if provided
 * -Otherwise returns default value
 */
function validateStorage(key, defaultVal, allowed) {
    try {
        var val = localStorage.getItem(key);
        val = JSON.parse(val);
        if (val == null || typeof val !== typeof defaultVal || (typeof val == 'object' && val.constructor.name !== defaultVal.constructor.name)) {
            return defaultVal;
        }
        if (allowed != undefined) {
            if (Array.isArray(allowed) && !allowed.includes(val)) {
                return defaultVal;
            }
            if (allowed instanceof Function && !allowed(val)) {
                return defaultVal;
            }
        }
        return val;
    } catch {
        return defaultVal;
    }
}

/**
 * Creates container for scripts settings in the settings menu, adding scripts tab if it doesn't exist yet
 */
function createScriptSettingsContainer(name) {
    const settingsID = name.replaceAll(/s/g, '').toLowerCase();
    var settingsContainer = document.getElementById('settings-scripts-container');

    // Create scripts settings tab if it doesn't exist yet
    if (!settingsContainer) {
        // Fixes the Scripts nav item getting wrapped to the bottom by increasing the max width of the window
        document.querySelector('#settingsModal div').style.maxWidth = '850px';
        // Create and attach script settings tab link
        const settingTabs = document.querySelector('#settingsModal ul.nav-tabs');
        const li = document.createElement('li');
        li.classList.add('nav-item');
        li.innerHTML = `<a class="nav-link" href="#settings-scripts" data-toggle="tab">Scripts</a>`;
        settingTabs.appendChild(li);
        // Create and attach script settings tab contents
        const tabContent = document.querySelector('#settingsModal .tab-content');
        scriptSettings = document.createElement('div');
        scriptSettings.classList.add('tab-pane');
        scriptSettings.setAttribute('id', 'settings-scripts');
        tabContent.appendChild(scriptSettings);
        settingsContainer = document.createElement('div');
        settingsContainer.setAttribute('id', 'settings-scripts-container');
        scriptSettings.appendChild(settingsContainer);
    }

    // Create settings container
    const settingsTable = document.createElement('table');
    settingsTable.classList.add('table', 'table-striped', 'table-hover', 'm-0');
    const header = document.createElement('thead');
    header.innerHTML = `<tr><th colspan="2">${name}</th></tr>`;
    settingsTable.appendChild(header);
    const settingsBody = document.createElement('tbody');
    settingsBody.setAttribute('id', `settings-scripts-${settingsID}`);
    settingsTable.appendChild(settingsBody);

    // Insert settings container in alphabetical order
    let settingsList = Array.from(settingsContainer.children);
    let insertBefore = settingsList.find(elem => elem.querySelector('tbody').id > `settings-scripts-${settingsID}`);
    if (insertBefore) {
        insertBefore.before(settingsTable);
    } else {
        settingsContainer.appendChild(settingsTable);
    }

    return settingsBody;
}

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

function loadEpheniaScript(scriptName, initFunction) {
    const windowObject = !App.isUsingClient ? unsafeWindow : window;
    // Inject handlers if they don't exist yet
    if (windowObject.epheniaScriptInitializers === undefined) {
        windowObject.epheniaScriptInitializers = {};
        const oldInit = Preload.hideSplashScreen;
        var hasInitialized = false;

        // Initializes scripts once enough of the game has loaded
        Preload.hideSplashScreen = function (...args) {
            var result = oldInit.apply(this, args);
            if (App.game && !hasInitialized) {
                // Initialize all attached userscripts
                Object.entries(windowObject.epheniaScriptInitializers).forEach(([scriptName, initFunction]) => {
                    try {
                        initFunction();
                    } catch (e) {
                        console.error(`Error while initializing '${scriptName}' userscript:\n${e}`);
                        Notifier.notify({
                            type: NotificationConstants.NotificationOption.warning,
                            title: scriptName,
                            message: `The '${scriptName}' userscript crashed while loading. Check for updates or disable the script, then restart the game.\n\nReport script issues to the script developer, not to the Pokéclicker team.`,
                            timeout: GameConstants.DAY,
                        });
                    }
                });
                hasInitialized = true;
            }
            return result;
        }
    }

    // Prevent issues with duplicate script names
    if (windowObject.epheniaScriptInitializers[scriptName] !== undefined) {
        console.warn(`Duplicate '${scriptName}' userscripts found!`);
        Notifier.notify({
            type: NotificationConstants.NotificationOption.warning,
            title: scriptName,
            message: `Duplicate '${scriptName}' userscripts detected. This could cause unpredictable behavior and is not recommended.`,
            timeout: GameConstants.DAY,
        });
        let number = 2;
        while (windowObject.epheniaScriptInitializers[`${scriptName} ${number}`] !== undefined) {
            number++;
        }
        scriptName = `${scriptName} ${number}`;
    }
    // Add initializer for this particular script
    windowObject.epheniaScriptInitializers[scriptName] = initFunction;
}

if (!App.isUsingClient || localStorage.getItem('enhancedautoclicker') === 'true') {
    if (!App.isUsingClient) {
        // Necessary for userscript managers
        unsafeWindow.EnhancedAutoClicker = EnhancedAutoClicker;
    }
    loadEpheniaScript('enhancedautoclicker', EnhancedAutoClicker.initAutoClicker.bind(EnhancedAutoClicker));
    $(document).ready(() => {
        EnhancedAutoClicker.initOverrides();
    });
}
长期地址
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