wsmud_Raid

武神传说 MUD

Fra og med 23.12.2018. Se den nyeste version.

// ==UserScript==
// @name         wsmud_Raid
// @namespace    cqv
// @version      0.0.2
// @date        23/12/2018
// @modified     23/12/2018
// @homepage     https://greasyfork.org/zh-CN/scripts/375851
// @description  武神传说 MUD
// @author       Bob.cn 
// @match        http://game.wsmud.com/*
// @match        http://www.wsmud.com/*
// @run-at       document-end
// @grant        unsafeWindow

// ==/UserScript==

(function () {
    'use strict';
    
    var WG = unsafeWindow.WG;
    var messageAppend = undefined;
    var messageClear = undefined;

    var Role = {
        id: undefined,
        status: [],

        init: function() {
            WG.add_hook("login", function(data) {
                Role.id = data.id;
                Role.status = [];
            });
            WG.add_hook("status", function(data) {
                if (data.id != Role.id) return;
                if (data.action == "add") {
                    Role.status.push(data.sid);
                } else if (data.action == "remove") {
                    let index = Role.status.indexOf(data.sid);
                    if (index == -1) return;
                    Role.status.splice(index,1);
                }
            });
        },
        isStatus: function(s) {
            return Role.status.indexOf(s) != -1;
        },
        isFree: function() {
            return !Role.isStatus("busy");
        },
        renew: function(callback) {
            if (!Role.isFree) {
                window.setTimeout(function() { Role.renew(callback) }, 2000);
                return;
            }

            switch (Role._renewStatus) {
                case "resting":
                    messageAppend("正在为角色回复状态...");
                    WG.go("练功房");
                    if (Role._renewHookIndex) WG.remove_hook(Role._renewHookIndex);
                    Role._renewHookIndex = WG.add_hook("text", function(data) {
                        let patt1 = new RegExp("你运功完毕,深深吸了口气,站了起来。");
                        let count1 = patt1.exec(data.msg);
                        if (count1) {
                            Role._renewStatus = "dazuo finish"; return;
                        }
                        let patt2 = new RegExp("你目前气血充沛,没有受到任何伤害。|你疗伤完毕,深深吸了口气,脸色看起来好了很多。");
                        let count2 = patt2.exec(data.msg);
                        if (count2) {
                            Role._renewStatus = "liaoshang finish"; return;
                        }
                    });
                    Role._renewStatus = "dazuo doing";
                    WG.Send("stopstate;dazuo");
                    break;
                case "dazuo doing":
                    break;
                case "dazuo finish":
                    Role._renewStatus = "liaoshang doing";
                    WG.Send("stopstate;liaoshang");
                    break;
                case "liaoshang doing":
                    break;
                case "liaoshang finish":
                    WG.remove_hook(Role._renewHookIndex);
                    Role._renewHookIndex = undefined;
                    break;
            }

            if (Role._renewStatus == "liaoshang finish") {
                Role._renewStatus = "resting";
                WG.Send("stopstate");
                callback();
            } else {
                window.setTimeout(function() { Role.renew(callback); }, 2000);
            }
        },
        clearBag: function(callback) {
            Role._clearBag(0, callback);
        },

        _renewHookIndex: undefined,
        _renewStatus: "resting",

        _clearBag: function(counter, callback) {
            if (counter == 0) WG.sell_all();

            if (!WG.packup_listener) {
                window.setTimeout(callback, 2000);
                return;
            }
            if (counter > 5) {
                if (WG.packup_listener) WG.sell_all();
                callback();
                return;
            }
            window.setTimeout(function() { Role._clearBag(counter + 1, callback); }, 1000);
        },
    };

    var Raid = {

        /* public */

        name: "副本名称",
        cmds: [],
        enemyNames: [],

        willStartRun: undefined,        // optional: function()
        didEndRun: undefined,           // optional: function()

        willStartOnceRun: undefined,    // optional: function(number)
        didEndOnceRun: undefined,       // optional: function(number)

        willExecuteCmd: undefined,      // optional: function(lastCmd, cmd)
        didExecuteCmd: undefined,       // optional: function(cmd)

        repeatRun: function() {
            let num = prompt("输入自动【" + Raid.name + "】副本次数,例如:\"1\"", '1');
            if (num > 0) {
                Raid._repeatTotal = num;
                Raid._repeatCounter = 0;
            } else {
                return;
            }

            messageClear();
            messageAppend("正在运行自动 " + Raid.name + "...");
            messageAppend("* 自动副本期间会暂时关闭 自动Boss 和 自动婚宴。");
            messageAppend("* 如需要立即中断,请刷新网页。");

            WG.stopAllAuto();
            Raid._cleanRepeatRun();

            if (Raid.willStartRun) { Raid.willStartRun(); }

            Raid._indexes.push(Raid._monitorEnemy());
            Raid._indexes.push(Raid._monitorAddEnemy());
            Raid._indexes.push(Raid._monitorEnemyDie());

            Raid._onceRun();
        },

        /* private */

        _indexes: [],
        _repeatTotal: 1,
        _repeatCounter: 0,

        _cmdIndex: 0,            // 下一条执行的命令的索引
        _lastCmd: undefined,     // 上一个执行的命令

        _enemyIds: undefined,    // 当前房间的敌人id
        _enemyCounter: 0,        // 当前房间剩余的敌人

        _onceRun: function() {
            Raid._cleanForOnceRun();

            messageAppend("正在第 " + (Raid._repeatCounter + 1) + "/"+ Raid._repeatTotal +" 次运行自动 " + Raid.name + "...");

            Role.renew(function() {
                window.setTimeout(function() {
                    Role.clearBag(function() {
                        messageAppend("元气满满,进入副本...");
                        if (Raid.willStartOnceRun) { Raid.willStartOnceRun(Raid._repeatCounter); }
                        Raid._executeCmd();
                    });
                }, 1000);
            });
        },
        _cleanRepeatRun: function() {
            for (var i = Raid._indexes.length - 1; i >= 0; i--) {
                let index = Raid._indexes[i];
                WG.remove_hook(index);
            }
            Raid._indexes = [];
            WG.reSetAllAuto();
        },
        _cleanForOnceRun: function() {
            Raid._cmdIndex = 0;
            Raid._lastCmd = undefined;
            Raid._enemyIds = undefined;
            Raid._enemyCounter = 0;
        },
        _overOnceRun: function() {
            if (Raid.didEndOnceRun) { Raid.didEndOnceRun(Raid._repeatCounter); }
            messageClear();
            messageAppend("已完成第 " + (Raid._repeatCounter + 1) + "/"+ Raid._repeatTotal + " 次自动 " + Raid.name);

            Raid._repeatCounter += 1;
            if (Raid._repeatCounter < Raid._repeatTotal) {
                window.setTimeout(Raid._onceRun, 2000);
            } else {
                Raid._cleanRepeatRun();

                if (Raid.didEndRun) { Raid.didEndRun(); }
                messageAppend("已经全部完成自动 " + Raid.name + "。");
            }
        },

        _executeCmd: function() {
            if (Raid._cmdIndex >= Raid.cmds.length) {
                WG.Send("cr;cr over");
                Raid._overOnceRun();
                return;
            }

            if (!Role.isFree()) { Raid._delayExecuteCmd(); return; }

            var cmd = Raid.cmds[Raid._cmdIndex];
            if (Raid.willExecuteCmd) {
                let valid = Raid.willExecuteCmd(Raid._lastCmd, cmd);
                if (!valid) { Raid._delayExecuteCmd(); return; }
                cmd = valid;
            }

            if (Raid._enemyCounter > 0) {
                Raid._killEnemy();
                Raid._delayExecuteCmd();
                return;
            }

            Raid._lastCmd = cmd;
            // @开头,虚命令,不真正执行
            if (cmd.indexOf("@") == -1) {
                console.log("执行命令:" + cmd);
                WG.Send(cmd);
            }
            Raid._cmdIndex += 1;
            Raid._delayExecuteCmd();

            if (Raid.didExecuteCmd) { Raid.didExecuteCmd(cmd); }
        },
        _delayExecuteCmd: function() {
            window.setTimeout(Raid._executeCmd, 2000);
        },
        _killEnemy: function() {
            if (Raid._enemyIds == undefined) { return }
            for (var i = 0; i < Raid._enemyIds.length; i++) {
                let enemyId = Raid._enemyIds[i];
                WG.Send("kill " + enemyId);
            }
        },

        _monitorEnemy: function() {
            let index = WG.add_hook("items", function(data) {
                if (data.items == undefined) return;
                var enemyIds = [];
                for (var i = 0; i < data.items.length; i++) {
                    let item = data.items[i];
                    if (item.id == undefined || item.name == undefined) continue;
                    if (Raid.enemyNames.indexOf(item.name) >= 0) {
                        enemyIds.push(item.id);
                    }
                }
                Raid._enemyIds = enemyIds;
                Raid._enemyCounter = enemyIds.length;
            });
            return index;
        },
        _monitorAddEnemy: function() {
            let index = WG.add_hook("itemadd", function(data) {
                if (data.name == undefined) return;
                if (Raid.enemyNames.indexOf(data.name) == -1) return;
                if (Raid._enemyIds) {
                    Raid._enemyIds.push(data.id);
                    Raid._enemyCounter += 1;
                } else {
                    Raid._enemyIds = [data.id];
                    Raid._enemyCounter = 1;
                }
            });
            return index;
        },
        _monitorEnemyDie: function() {
            let index = WG.add_hook("sc", function(data) {
                if (data.id == undefined || !Raid._enemyIds) return;
                if (WG.inArray(data.id, Raid._enemyIds) && data.hp == 0) {
                    Raid._enemyCounter -= 1;
                }
            });
            return index;
        },
    };

    var ToRaid = {
        menu :function(){
            messageClear();
            var html = `<div style='text-align:right;width:280px'>
<div class = "item-commands" > <span class = "zdy-item yihua" > 移花宫(简单) </span><span class = "zdy-item yihuaH" > 移花宫(困难) </span> 
<span class = "zdy-item whiteteam" > 白驼山(组队) </span> </div>
</div> `;
            messageAppend(html);
            $(".yihua").on('click',function(){
                WG.Send('stopstate');
                ToRaid.yihua(false);
            });
            $(".yihuaH").on('click', function () {
                WG.Send('stopstate');
                ToRaid.yihua(true);
            });
            $(".whiteteam").on('click', function () {
                WG.Send('stopstate');
                ToRaid.baituo();
            });

        },
        yihua: function(hard) {
            if (hard) {
                Raid.name = "移花宫(困难)";
                Raid.cmds = ["jh fb 22 start2;cr huashan/yihua/shandao 1 0"];
            } else {
                Raid.name = "移花宫(简单)";
                Raid.cmds = ["jh fb 22 start1;cr huashan/yihua/shandao"];
            }
            Raid.cmds.push(
                "go south;go south;go south;go south;go south;go south;go south",
                "go south;go south;go south;go south;go south;go south;go south",
                "go south;go south",
                "go south",
                "go southeast",
                "go northwest;go southwest",
                "look hua",
                "go southeast",
                "look bed",
                "go down",
                "fire;go west",
                "look xia;open xia"
            );
            Raid.enemyNames = [
                "花月奴", 
                "移花宫女弟子",
                "移花宫二宫主 涟星",
                "移花宫大宫主 邀月",
                "移花宫少宫主 花无缺"
            ];
            Raid.willStartOnceRun = function(number) {
                ToRaid.leftPush = 0;
                ToRaid.didFindSecretPath = false;
            };
            Raid.willStartRun = function() {
                let index1 = WG.add_hook("item", function(data) {
                    if (data.desc == undefined) return;
                    let patt = new RegExp("(?<=你数了下大概有)\\d");
                    let count = patt.exec(data.desc);
                    if (count) {
                        ToRaid.leftPush = count;
                    }
                });
                let index2 = WG.add_hook("exits", function(data) {
                    if (data.items == undefined || data.items.down == undefined) return;
                    if (data.items.down == "密道") {
                        ToRaid.didFindSecretPath = true;
                    }
                });
                ToRaid.indexes = [index1, index2];
            };
            Raid.didEndRun = function() {
                for (var i = ToRaid.indexes.length - 1; i >= 0; i--) {
                    let index = ToRaid.indexes[i];
                    WG.remove_hook(index);
                }
            };
            Raid.willExecuteCmd = function(lastCmd, cmd) {
                if (lastCmd == "look hua" && (ToRaid.leftPush == undefined || ToRaid.leftPush == 0)) {
                    return null
                }
                if (lastCmd == "look bed" && !ToRaid.didFindSecretPath) {
                    WG.Send("pushstart bed");
                    for (var i = ToRaid.leftPush - 1; i >= 0; i--) {
                        WG.Send("pushleft bed");
                    }
                    for (var j = 7; j >= 0; j--) {
                        WG.Send("pushright bed");
                    }
                    return null
                }
                return cmd
            };
            Raid.repeatRun();
        },
        hardTaohua: function() {
            Raid.name = "桃花岛-困难";
            Raid.cmds = [
                "jh fb 18 start2;cr taohua/haitan 1 0",
                "go south",
                "@look 1",
                "@look 5",
                "go south;go south",
                "go east;go east",
                "go east;go north",
                "@wait"
            ];
            Raid.enemyNames = [
                "桃花岛四弟子 陆乘风",
                "桃花岛大弟子 曲灵风",
                "<hiy>东邪</hiy> 黄药师"
            ];
            Raid.willStartOnceRun = function(number) {
                ToRaid.mazeCoords = [
                    [2, 2],
                    [2, 2],
                    [2, 2],
                    [2, 2],
                    [2, 2],
                    [0, 0],
                    [2, 2],
                    [2, 2],
                    [2, 2],
                    [2, 2]
                ];
                ToRaid.foundFirst = false;
                ToRaid.goCenterCmd = undefined;
                ToRaid.paths = undefined;
            };
            Raid.willStartRun = function() {
                let index1 = WG.add_hook(["room", "exits"], function(data) {
                    if (ToRaid.foundFirst) return;

                    if (data.type == "room") {
                        if (data.desc == undefined) return;
                        let patt = new RegExp("四周栽了大概有一棵桃树");
                        let result = patt.exec(data.desc);
                        if (result) ToRaid.atFirst = true;
                    } else if (data.type == "exits") {
                        if (data.items == undefined) return;
                        if (ToRaid.atFirst) {
                            if (data.items.north && data.items.south) {
                                if (data.items.west) {
                                    ToRaid.mazeCoords[1] = [1, 0];
                                    ToRaid.goCenterCmd = "go west"
                                } else {
                                    ToRaid.mazeCoords[1] = [-1, 0];
                                    ToRaid.goCenterCmd = "go east"
                                }
                                ToRaid.foundFirst = true;
                            } else if (data.items.west && data.items.east) {
                                if (data.items.north) {
                                    ToRaid.mazeCoords[1] = [0, -1];
                                    ToRaid.goCenterCmd = "go north"
                                } else {
                                    ToRaid.mazeCoords[1] = [0, 1];
                                    ToRaid.goCenterCmd = "go south"
                                }
                                ToRaid.foundFirst = true;
                            }
                        }
                    }
                });
                let index2 = WG.add_hook("room", function(data) {
                    if (ToRaid.paths) return;

                    if (data.desc == undefined) return;
                    let patt = new RegExp("(?<=能看到东南方向大概有).(?=棵桃树)");
                    let count = patt.exec(data.desc);
                    if (!count) return;
                    switch (count.toString()) {
                        case "二": ToRaid.mazeCoords[2] = [1, -1]; break;
                        case "四": ToRaid.mazeCoords[4] = [1, -1]; break;
                        case "六": ToRaid.mazeCoords[6] = [1, -1]; break;
                        case "八": ToRaid.mazeCoords[8] = [1, -1]; break;
                    }

                    ToRaid.mazeCoords[9] = [-ToRaid.mazeCoords[1][0], -ToRaid.mazeCoords[1][1]];
                    while (true) {
                        if (ToRaid.mazeCoords[2][0] != 2) {
                            ToRaid.mazeCoords[8] = [-ToRaid.mazeCoords[2][0], -ToRaid.mazeCoords[2][1]];
                        }
                        if (ToRaid.mazeCoords[8][0] != 2) {
                            if (ToRaid.mazeCoords[8][0] == ToRaid.mazeCoords[1][0]) {
                                ToRaid.mazeCoords[6] = [ToRaid.mazeCoords[8][0], -ToRaid.mazeCoords[8][1]];
                            } else {
                                ToRaid.mazeCoords[6] = [-ToRaid.mazeCoords[8][0], ToRaid.mazeCoords[8][1]];
                            }
                        }
                        if (ToRaid.mazeCoords[6][0] != 2) {
                            ToRaid.mazeCoords[4] = [-ToRaid.mazeCoords[6][0], -ToRaid.mazeCoords[6][1]];
                        }
                        if (ToRaid.mazeCoords[4][0] != 2) {
                            if (ToRaid.mazeCoords[4][0] == ToRaid.mazeCoords[9][0]) {
                                ToRaid.mazeCoords[2] = [ToRaid.mazeCoords[4][0], -ToRaid.mazeCoords[4][1]];
                            } else {
                                ToRaid.mazeCoords[2] = [-ToRaid.mazeCoords[4][0], ToRaid.mazeCoords[4][1]];
                            }
                        }
                        if (ToRaid.mazeCoords[2][0] != 2
                            && ToRaid.mazeCoords[4][0] != 2
                            && ToRaid.mazeCoords[6][0] != 2
                            && ToRaid.mazeCoords[8][0] != 2) {
                            break;
                        }
                    }
                    if (ToRaid.mazeCoords[8][0] == ToRaid.mazeCoords[4][0]) {
                        ToRaid.mazeCoords[3] = [ToRaid.mazeCoords[8][0], 0];
                    } else {
                        ToRaid.mazeCoords[3] = [0, ToRaid.mazeCoords[8][1]];
                    }
                    ToRaid.mazeCoords[7] = [-ToRaid.mazeCoords[3][0], -ToRaid.mazeCoords[3][1]];

                    let pathMap = [
                        ["go southwest", "go west", "go northwest"],
                        ["go south", "", "go north"],
                        ["go southeast", "go east", "go northeast"]
                    ];
                    let backMap = {
                        "": "",
                        "go southwest": "go northeast",
                        "go west": "go east",
                        "go northwest": "go southeast",
                        "go south": "go north",
                        "go north": "go south",
                        "go southeast": "go northwest",
                        "go east": "go west",
                        "go northeast": "go southwest"
                    };
                    var paths = "";
                    for (var i = 2; i <= 9; i++) {
                        let j = ToRaid.mazeCoords[i][0] + 1;
                        let k = ToRaid.mazeCoords[i][1] + 1;
                        let path = pathMap[j][k];
                        if (i == 9) {
                            paths += path + ";" + path;
                        } else {
                            paths += path + ";" + backMap[path] + ";";
                        }
                    }
                    ToRaid.paths = paths;
                });
                ToRaid.indexes = [index1, index2];
            };
            Raid.didEndRun = function() {
                for (var i = ToRaid.indexes.length - 1; i >= 0; i--) {
                    let index = ToRaid.indexes[i];
                    WG.remove_hook(index);
                }
            };
            Raid.willExecuteCmd = function(lastCmd, cmd) {
                if (cmd == "@look 1") {
                    if (ToRaid.foundFirst) {
                       return ToRaid.goCenterCmd;
                    } else {
                        return null;
                    }
                }
                if (cmd == "@look 5") {
                    if (ToRaid.paths) {
                        return ToRaid.paths;
                    } else {
                        return null;
                    }
                }
                return cmd;
            };
            Raid.repeatRun();
        },
        baituo: function() {
            Raid.name = "白驼山(组队)";
            Raid.cmds = [
                "jh fb 19 start3;cr baituo/damen 2 0",
                "go north;go north;go north",
                "go north",
                "go south;go south;go south;go west;go west;go west",
                "go north",
                "go north;go north",
                "@wait",
            ];
            Raid.enemyNames = [
                "白驼山少庄主 欧阳克",
                "白衣少女",
                "<hiy>西毒</hiy> 欧阳锋",
                "毒蛇",
                "蟒蛇"
            ];
            Raid.repeatRun();
        }
    };
    $(document).ready(function () {
        WG = unsafeWindow.WG;
        messageAppend  = unsafeWindow.messageAppend;
        messageClear =  unsafeWindow.messageClear;
        unsafeWindow.ToRaid = ToRaid;
        unsafeWindow.Role = Role;
        Role.init();

    });
})();