// ==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();
});
})();