Diep.io Minimap AFK

Moves back to original position when someone bumps you

θα χρειαστεί να εγκαταστήσετε μια επέκταση όπως το Tampermonkey, το Greasemonkey ή το Violentmonkey για να εγκαταστήσετε αυτόν τον κώδικα.

θα χρειαστεί να εγκαταστήσετε μια επέκταση όπως το Tampermonkey ή το Violentmonkey για να εγκαταστήσετε αυτόν τον κώδικα.

θα χρειαστεί να εγκαταστήσετε μια επέκταση όπως το Tampermonkey ή το Violentmonkey για να εγκαταστήσετε αυτόν τον κώδικα.

θα χρειαστεί να εγκαταστήσετε μια επέκταση όπως το Tampermonkey ή το Userscripts για να εγκαταστήσετε αυτόν τον κώδικα.

You will need to install an extension such as Tampermonkey to install this script.

Θα χρειαστεί να εγκαταστήσετε μια επέκταση διαχείρισης κώδικα χρήστη για να εγκαταστήσετε αυτόν τον κώδικα.

(Έχω ήδη έναν διαχειριστή κώδικα χρήστη, επιτρέψτε μου να τον εγκαταστήσω!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(Έχω ήδη έναν διαχειριστή στυλ χρήστη, επιτρέψτε μου να τον εγκαταστήσω!)

// ==UserScript==
// @name         Diep.io Minimap AFK
// @namespace    https://diep.io/*
// @version      1.01
// @description  Moves back to original position when someone bumps you
// @author       Binary
// @match        https://diep.io/*
// @grant        unsafeWindow
// ==/UserScript==

(function() {
    /// UI ///

    var selflocation = [0, 0];
    var homebaselocation = [0, 0];
    var debug = false;
    var isleader = false;
    var afk = false;
    var acceptable_distance = 2;

    var overlay_elements = {};
    var singular_keydown_events = {};

    var overlay = document.createElement('div');
    overlay.style.position = 'fixed';
    overlay.style.top = '20px';
    overlay.style.left = '30px';
    overlay.style.fontFamily = 'Lucida Console, Courier, monospace';
    overlay.style.fontSize = '12px';
    overlay.style.color = '#ffffff';
    overlay.style.pointerEvents = 'none';
    overlay.style.userSelect = 'none';
    document.body.appendChild(overlay);

    document.body.addEventListener('keydown', function (event) {
        if (!event.ctrlKey && !event.shiftKey && !event.altKey && !event.repeat) {
            if (singular_keydown_events[event.code]) singular_keydown_events[event.code]();
        }
    });

    function addToOverlay(value_name, value_key = 'default') {
        var wrap_element = document.createElement('p');
        wrap_element.textContent = value_name + (value_key === 'default' ? '' : ': ');
        overlay_elements[value_key] = document.createElement('span');
        wrap_element.appendChild(overlay_elements[value_key]);
        overlay.appendChild(wrap_element);
    }
    addToOverlay('Diep.io Minimap AFK');
    addToOverlay('Press / to show/hide this overlay');
    addToOverlay('X-Axis', 'location_x');
    addToOverlay('Y-Axis', 'location_y');
    addToOverlay('Press q to enable AFK', 'afk_boolean');
    addToOverlay('Press j to save AFK location', 'home_base_location');
    addToOverlay('Press , to change AFK radius', 'acceptable_distance');
    addToOverlay('Press [ if you are a leader (IMPORTANT)', 'isleader_boolean');
    addToOverlay('Press r to enable debug (attempts to turn minimap triangle to white)', 'debug_boolean');

    var show_overlay = false;
    overlay.style.display = 'none';
    singular_keydown_events['Slash'] = function () {
        overlay.style.display = (show_overlay = !show_overlay) ? '' : 'none';
    };

    overlay_elements['afk_boolean'].textContent = afk;
    singular_keydown_events['KeyQ'] = function() {
        overlay_elements['afk_boolean'].textContent = (afk = !afk);
    };

    overlay_elements['home_base_location'].textContent = JSON.stringify(homebaselocation);
    singular_keydown_events['KeyJ'] = function() {
        homebaselocation[0] = selflocation[0];
        homebaselocation[1] = selflocation[1];
        overlay_elements['home_base_location'].textContent = JSON.stringify(homebaselocation);
    };

    overlay_elements['acceptable_distance'].textContent = acceptable_distance;
    singular_keydown_events['Comma'] = function() {
        overlay_elements['acceptable_distance'].textContent = (acceptable_distance = parseFloat(prompt('Change acceptable distance to...', acceptable_distance)));
    };

    overlay_elements['isleader_boolean'].textContent = isleader;
    singular_keydown_events['BracketLeft'] = function() {
        overlay_elements['isleader_boolean'].textContent = (isleader = !isleader);
    };

    overlay_elements['debug_boolean'].textContent = debug;
    singular_keydown_events['KeyR'] = function() {
        overlay_elements['debug_boolean'].textContent = (debug = !debug);
    };

    /// GET SELF LOCATION ///

    var position = 0;
    var position2 = 0;
    var original_getContext = HTMLCanvasElement.prototype.getContext;
    HTMLCanvasElement.prototype.getContext = function(...args){
        var context = original_getContext.apply(this, args);

        // I have included these wrapping functions for y'all programmers to play around with (it's kinda fun)
        var wrapFunc = function(targetproperty, wrapfunction){
            var property = context[targetproperty];
            context[targetproperty] = function(...args){
                if(wrapfunction(args)) return;
                property.apply(context, args);
            };
        };
        var wrapSetter = function(targetproperty, wrapfunction){
            var setter = context.__lookupSetter__(targetproperty);
            context.__defineSetter__(targetproperty, function(newvalue){
                var callbackResult = wrapfunction(newvalue);
                if(callbackResult === true) return;
                setter.call(context, callbackResult || newvalue);
            });
        };
        wrapFunc('strokeRect', function(){
            position = 0;
        });
        wrapFunc('moveTo', function(args){
            if(position2++ === 0) {
                selflocation = args;
                overlay_elements['location_x'].textContent = selflocation[0];
                overlay_elements['location_y'].textContent = selflocation[1];
            }
        });

        wrapSetter('fillStyle', function(newValue){
            if(newValue === 'rgb(0,0,0)' && position++ === (isleader ? 1 : 2)){
                position2 = 0;
                if(debug) return 'rgb(255,255,255)';
            }
        });

        return context;
    };

    /// MOVE ALGORITHM ///

    var movement_control_keys = {
        left: 37,
        up: 38,
        right: 39,
        down: 40
    };
    var control_order = [
        function(){press(movement_control_keys.up)},
        function(){press(movement_control_keys.up);press(movement_control_keys.right)},
        function(){press(movement_control_keys.right)},
        function(){press(movement_control_keys.right);press(movement_control_keys.down)},
        function(){press(movement_control_keys.down)},
        function(){press(movement_control_keys.down);press(movement_control_keys.left)},
        function(){press(movement_control_keys.left)},
        function(){press(movement_control_keys.left);press(movement_control_keys.up)},
        function(){press(movement_control_keys.up)},
    ];
    function getBearing(selfx, selfy, targetx, targety) {
        // flip y axis for canvas's weird non-cartesian plane;
        selfy *= -1;
        targety *= -1;

        var bearing = Math.PI - Math.atan2(targety - selfy, targetx - selfx);
        bearing -= Math.PI / 2;
        if (bearing < 0) bearing += 2 * Math.PI;
        return bearing;
    }
    function getDistance(selfx, selfy, targetx, targety) {
        return Math.sqrt(Math.pow(selfx - targetx, 2) + Math.pow(selfy - targety, 2));
    }
    function flushInputs(){
        for(var eachKey in movement_control_keys){
            unsafeWindow.input.keyUp(movement_control_keys[eachKey]);
        }
    }
    function press(key){
        unsafeWindow.input.keyDown(key);
    }

    var clock = 1; // 1 to 10
    var end_tick = 10;
    var tick_time = 60; // end_tick * tick_time = total time for one cycle
    var previousafk = false; // flush keydown events when afk is turned off
    var gotolocation = function () {
        if (afk) {
            previousafk = true;
            flushInputs();

            var bearing = getBearing(selflocation[0], selflocation[1], homebaselocation[0], homebaselocation[1]);
            var distance = getDistance(selflocation[0], selflocation[1], homebaselocation[0], homebaselocation[1]);
            if (acceptable_distance < distance) {
                var key_sections = bearing / (2 * Math.PI); // normalize bearing
                var time_section = 0; // portion of one cycle allocated to the first key
                var first_key = function(){};
                var second_key = function(){};

                for (let section = 1; section <= 8; section++) {
                    if (key_sections < section / 8) {
                        time_section = (key_sections - ((section - 1) / 8)) * 8;
                        first_key = control_order[section - 1];
                        second_key = control_order[section];
                        break;
                    }
                }
                if ((clock++ / end_tick) > time_section) {
                    first_key();
                } else {
                    second_key();
                }

                if (clock > end_tick) clock = 1;
            } else {
                clock = 1;
            }
        }else{
            if(previousafk){
                flushInputs();
                previousafk = false;
            }
        }
        setTimeout(gotolocation, tick_time);
    };
    gotolocation();
})();