// ==UserScript==
// @name Mooneycalc-Importer (Multi)
// @namespace http://tampermonkey.net/
// @version 2.1.4
// @description 脚本基于Mooneycalc-Importer v5.3,增加了组队模拟功能,使用时请手动查看队友装备以获取数据。https://amvoidguy.github.io/MWICombatSimulatorTest/dist/index.html.
// @match https://www.milkywayidle.com/*
// @match https://mooneycalc.vercel.app/*
// @match https://mooneycalc.netlify.app/*
// @match https://amvoidguy.github.io/MWICombatSimulatorTest/dist/index.html
// @match https://shykai.github.io/MWICombatSimulatorTest/dist/
// @match http://localhost:9000/
// @run-at document-start
// @grant GM_getValue
// @grant GM_setValue
// @grant GM_listValues
// @grant GM_deleteValue
// ==/UserScript==
//TODO
// 1. 目前只支持当然页面刷新之后的角色 模拟多久升级
// 2. 检验trigger是否工作 找到了trigger数据
(function () {
"use strict";
const userLanguage = navigator.language || navigator.userLanguage;
const isZH = userLanguage.startsWith("zh");
let profile_arr = new Array();
const SCRIPT_SIMULATE_TIME = "24";//模拟时长
//启动前先把所有队友的装备手动看一遍!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
if (document.URL.includes("milkywayidle.com")) {
hookWS();
} else if (document.URL.includes("mooneycalc")) {
addImportButton1();
} else if( document.URL.includes("MWICombatSimulatorTest") || document.URL.includes("localhost")){
addImportButton4();
waitSimulationResultsLoading();
}
function waitSimulationResultsLoading(){
const waitForNavi = () => {
if(document.querySelector(`div.row`)?.querySelectorAll(`div.col-md-5`)?.[2]?.querySelector(`div.row > div.col-md-5`))observeResults();
else setTimeout(waitSimulationResultsLoading, 200);
};
waitForNavi();
}
function hookWS() {
const dataProperty = Object.getOwnPropertyDescriptor(MessageEvent.prototype, "data");
const oriGet = dataProperty.get;
dataProperty.get = hookedGet;
Object.defineProperty(MessageEvent.prototype, "data", dataProperty);
function hookedGet() {
const socket = this.currentTarget;
if (!(socket instanceof WebSocket)) {
return oriGet.call(this);
}
if (socket.url.indexOf("api.milkywayidle.com/ws") <= -1) {
return oriGet.call(this);
}
const message = oriGet.call(this);
Object.defineProperty(this, "data", { value: message }); // Anti-loop
return handleMessage(message);
}
}
function handleMessage(message) {
let obj = JSON.parse(message);
//const keys = GM_listValues();
//console.log('keys',keys);
// keys.forEach(key => { GM_deleteValue(key); });
if (obj && obj.type === "init_character_data") {
if(GM_getValue("profile_arr"))
{
profile_arr = GM_getValue("profile_arr");
}
if(!profile_arr.includes(obj.character.name)){
profile_arr.push(obj.character.name);
}
// profile_arr.reverse();
// console.log("profileArr",profile_arr);
GM_setValue("profile_arr", profile_arr);
GM_setValue("profile_" + obj.character.name, message);
GM_setValue("init_character_data",message);
const init_client_data = localStorage.getItem("initClientData");
if(init_client_data)GM_setValue("init_client_data", init_client_data);
}else if (obj && obj.type === "new_battle"){
let newBattleHandler = [];
obj.players.forEach((player) => {
newBattleHandler.push(player.name);
});
console.log("new_battle",newBattleHandler.sort());
//以防万一 留一个旧的team battle
GM_setValue("team_battle", message);
GM_setValue("team_battle_" + newBattleHandler[0], message);
}else if (obj && obj.type === "profile_shared"){
// console.log("profile_shared",obj);
GM_setValue(obj.profile.sharableCharacter.name, message);
get_sim_json(obj);
}
return message;
}
function get_sim_json(obj) {
const checkElem = () => {
const selectedElement = document.querySelector(`div.SharableProfile_overviewTab__W4dCV`);
if (selectedElement) {
clearInterval(timer);
//获取模拟数据
let player_name=obj.profile.sharableCharacter.name;
let exportObj = {};
exportObj.player = {};
exportObj.player.equipment = [];
exportObj.houseRooms = {};
//装备
for (const key in obj.profile.wearableItemMap) {
const item = obj.profile.wearableItemMap[key];
exportObj.player.equipment.push({
itemLocationHrid: item.itemLocationHrid,
itemHrid: item.itemHrid,
enhancementLevel: item.enhancementLevel,
});
}
//别人房子
for (const house of Object.values(obj.profile.characterHouseRoomMap)) {
exportObj.houseRooms[house.houseRoomHrid] = house.level;
}
//技能等级
for (const skill of obj.profile.characterSkills) {
if (skill.skillHrid.includes("stamina")) {
exportObj.player.staminaLevel = skill.level;
} else if (skill.skillHrid.includes("intelligence")) {
exportObj.player.intelligenceLevel = skill.level;
} else if (skill.skillHrid.includes("attack")) {
exportObj.player.attackLevel = skill.level;
} else if (skill.skillHrid.includes("power")) {
exportObj.player.powerLevel = skill.level;
} else if (skill.skillHrid.includes("defense")) {
exportObj.player.defenseLevel = skill.level;
} else if (skill.skillHrid.includes("ranged")) {
exportObj.player.rangedLevel = skill.level;
} else if (skill.skillHrid.includes("magic")) {
exportObj.player.magicLevel = skill.level;
}
}
//战斗技能等级
exportObj.abilities = [
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
];
let clientObj = JSON.parse(GM_getValue("init_client_data"));
let normalAbillityIndex = 1;
for (const ability of obj.profile.equippedAbilities) {
if (ability && clientObj.abilityDetailMap[ability.abilityHrid].isSpecialAbility) {
exportObj.abilities[0] = {
abilityHrid: ability.abilityHrid,
level: ability.level,
};
} else if (ability) {
exportObj.abilities[normalAbillityIndex++] = {
abilityHrid: ability.abilityHrid,
level: ability.level,
};
}
}
//吃喝
exportObj.food={};
exportObj.drinks={};
exportObj.food["/action_types/combat"] = [];
exportObj.drinks["/action_types/combat"] = [];
let weapon=obj.profile.wearableItemMap["/item_locations/main_hand"]?.itemHrid||obj.profile.wearableItemMap["/item_locations/two_hand"]?.itemHrid;
if(weapon.includes("shooter")||weapon.includes("bow")){
//远程
// xp,超远,暴击
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/wisdom_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/super_ranged_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/critical_coffee"
});
// 2红1蓝
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/spaceberry_donut"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/spaceberry_cake"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/star_fruit_yogurt"
});
}else if (weapon.includes("boomstick")||weapon.includes("staff")){
//法师
//xp,超魔,吟唱
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/wisdom_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/super_magic_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/channeling_coffee"
});
// 1红2蓝
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/spaceberry_cake"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/star_fruit_gummy"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/star_fruit_yogurt"
});
}else if (weapon.includes("bulwark")){
//双手盾 精暮光
//xp,超防,超耐 xp,超智,幸运
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/wisdom_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/super_defense_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/super_stamina_coffee"
});
// 2红1蓝
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/spaceberry_donut"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/spaceberry_cake"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/star_fruit_yogurt"
});
}else{
//战士
//xp,超力,迅捷
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/wisdom_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/super_power_coffee"
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"/items/swiftness_coffee"
});
// 2红1蓝
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/spaceberry_donut"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/spaceberry_cake"
});
exportObj.food["/action_types/combat"].push({
itemHrid:"/items/star_fruit_yogurt"
});
}
//队内检测
let team_data = GM_getValue("team_battle", "");
let team_obj = JSON.parse(team_data);
if(team_obj){
for(const team_member of team_obj.players){
if(team_member.name==player_name){
for(const food_or_drink of team_member.combatConsumables){
if(food_or_drink.itemHrid.includes('coffee')){
exportObj.drinks["/action_types/combat"].push({
itemHrid:food_or_drink.itemHrid,
});
}else{
exportObj.food["/action_types/combat"].push({
itemHrid:food_or_drink.itemHrid,
});
}
}
}
}
}
//我不知道有什么用,以防万一写一下,和原版保持一致
exportObj.food["/action_types/combat"].push({
itemHrid:"",
});
exportObj.drinks["/action_types/combat"].push({
itemHrid:"",
});
let sim_json_value=JSON.stringify(exportObj);
//按钮粘贴
let button = document.createElement("button");
selectedElement.appendChild(button);
button.textContent = "获取模拟器导入数据";
button.style.borderRadius = '5px';
button.style.height = '30px';
button.style.backgroundColor = '#4357AF';
button.style.color = 'white';
button.style.boxShadow = 'none';
button.style.border = '0px';
button.onclick = function () {
navigator.clipboard.writeText(sim_json_value);
button.textContent = "导入数据已粘贴到剪切板";
return false;
};
return false;
};
};
let timer = setInterval(checkElem, 200);
}
function addImportButton1() {
const checkElem = () => {
const selectedElement = document.querySelector(`div[role="tablist"]`);
if (selectedElement) {
clearInterval(timer);
console.log("Mooneycalc-Importer: Found elem");
let button = document.createElement("button");
selectedElement.parentNode.insertBefore(button, selectedElement.nextSibling);
button.textContent = isZH
? "导入人物数据 (左边的市场里可以改价差,设置里可启用茶)"
: "Import character settings (Refresh game page to update character settings)";
button.style.backgroundColor = "green";
button.style.padding = "5px";
button.onclick = function () {
console.log("Mooneycalc-Importer: Button onclick");
importData1(button);
return false;
};
}
};
let timer = setInterval(checkElem, 200);
}
async function importData1(button) {
let data = GM_getValue("init_character_data");
let obj = JSON.parse(data);
if (!obj || !obj.characterSkills || !obj.currentTimestamp) {
button.textContent = isZH ? "错误:没有人物数据" : "Error: no character settings found";
return;
}
let ls = constructMooneycalcLocalStorage(obj);
localStorage.setItem("settings", ls);
let timestamp = new Date(obj.currentTimestamp).getTime();
let now = new Date().getTime();
button.textContent = isZH
? "已导入,人物数据更新时间:" + timeReadable(now - timestamp) + " 前"
: "Imported, updated " + timeReadable(now - timestamp) + " ago";
await new Promise((r) => setTimeout(r, 500));
location.reload();
}
function constructMooneycalcLocalStorage(obj) {
const ls = localStorage.getItem("settings");
let lsObj = JSON.parse(ls);
if (!lsObj) {
lsObj = {};
}
// 人物技能等级
lsObj.state.settings.levels = {};
for (const skill of obj.characterSkills) {
lsObj.state.settings.levels[skill.skillHrid] = skill.level;
}
// 社区全局buff
lsObj.state.settings.communityBuffs = {};
for (const buff of obj.communityBuffs) {
lsObj.state.settings.communityBuffs[buff.hrid] = buff.level;
}
// 装备 & 装备强化等级
lsObj.state.settings.equipment = {};
lsObj.state.settings.equipmentLevels = {};
for (const item of obj.characterItems) {
lsObj.state.settings.equipment[item.itemLocationHrid.replace("item_locations", "equipment_types")] = item.itemHrid;
lsObj.state.settings.equipmentLevels[item.itemLocationHrid.replace("item_locations", "equipment_types")] = item.enhancementLevel;
}
// 房子
lsObj.state.settings.houseRooms = {};
for (const house of Object.values(obj.characterHouseRoomMap)) {
lsObj.state.settings.houseRooms[house.houseRoomHrid] = house.level;
}
return JSON.stringify(lsObj);
}
function timeReadable(ms) {
const d = new Date(1000 * Math.round(ms / 1000));
function pad(i) {
return ("0" + i).slice(-2);
}
let str = d.getUTCHours() + ":" + pad(d.getUTCMinutes()) + ":" + pad(d.getUTCSeconds());
console.log("Mooneycalc-Importer: " + str);
return str;
}
function addImportButton4() {
const checkElem = () => {
const selectedElement = document.querySelector(`button#buttonImportExport`);
if (selectedElement) {
clearInterval(timer);
console.log("Mooneycalc-Importer: Found elem");
let profileArr = GM_getValue("profile_arr");
generateComboList(profileArr);
let button = document.createElement("button");
selectedElement.parentNode.parentElement.parentElement.insertBefore(button, selectedElement.parentElement.parentElement.nextSibling);
button.textContent = isZH
? "导入人物数据(刷新游戏网页更新人物数据)"
: "Import character settings (Refresh game page to update character settings)";
button.style.backgroundColor = "green";
button.style.padding = "5px";
button.onclick = function () {
console.log("Mooneycalc-Importer: Button onclick");
const getPriceButton = document.querySelector(`button#buttonGetPrices`);
if (getPriceButton) {
console.log("Click getPriceButton");
getPriceButton.click();
}
let checkedProfile = getSelectedValue()
importData4(button,checkedProfile);
return false;
};
}
};
let timer = setInterval(checkElem, 200);
}
function getSelectedValue() {
let select = document.getElementById("profile-combo-container");
let selectedValue = select.value;
return selectedValue;
}
async function importData4(button,checkedProfile) {
let playerInfo = JSON.parse(GM_getValue("profile_"+ checkedProfile));
let playerArr = [];
if ( playerInfo.partyInfo ) {
Object.values(playerInfo.partyInfo.sharableCharacterMap).forEach((value,key) => { playerArr.push(value.name); });
}else{
playerArr.push(playerInfo.character.name)
}
playerArr.sort();
let data = GM_getValue("team_battle_" + playerArr[0], "");
let obj
if (!data) {
button.textContent = isZH ? "错误:没有人物数据" : "Error: no character settings found";
return;
}else{
obj = JSON.parse(data);
}
const jsonObj = constructImportJsonObj_team(obj,checkedProfile);
for(let i=1;i<=jsonObj.player_number;i++){
const importInputElem = document.querySelector(`input#inputSetGroupCombatplayer`+i);
importInputElem.value = JSON.stringify(jsonObj.players[i-1]);
}
document.querySelector(`button#buttonImportSet`).click();
let timestamp = new Date(obj.combatStartTime).getTime();
let now = new Date().getTime();
button.textContent = isZH
? "已导入,人物数据更新时间:" + timeReadable(now - timestamp) + " 前"
: "Imported, updated " + timeReadable(now - timestamp) + " ago";
if (document.URL.includes(`//amvoidguy.github.io/`)) {
setTimeout(() => {
const selectZone = document.querySelector(`select#selectZone`);
for (let i = 0; i < selectZone.options.length; i++) {
if (selectZone.options[i].value == jsonObj.zone) {
selectZone.options[i].selected = true;
break;
}
}
const player1Checkbox = document.querySelector(`input#player1.form-check-input.player-checkbox`);
const player2Checkbox = document.querySelector(`input#player2.form-check-input.player-checkbox`);
const player3Checkbox = document.querySelector(`input#player3.form-check-input.player-checkbox`);
switch (jsonObj.player_number) {
case 1:
player1Checkbox.checked = true;
break;
case 2:
player1Checkbox.checked = true;
player2Checkbox.checked = true;
break;
case 3:
player1Checkbox.checked = true;
player2Checkbox.checked = true;
player3Checkbox.checked = true;
break;
}
const time_set = document.querySelector(`input#inputSimulationTime`);
time_set.value=jsonObj.simulationTime
//无法获取别人的触发器会报错
const errorModal = document.querySelector('div#errorModal');
if (errorModal) {
errorModal.parentNode.removeChild(errorModal);
}
document.querySelector(`button#buttonStartSimulation`).click();
document.querySelector(`button.btn.btn-secondary`).click();
}, 500);
}
}
function generateComboList(profileArr) {
const container = document.getElementById("profile-combo-container");
profileArr.forEach(item => {
let option = document.createElement("option");
option.value = item;
let labelText = item + " Party:";
let profile = GM_getValue("profile_"+ item);
if (!profile) return;
let playerInfo = JSON.parse(profile);
let partyMember = [];
if ( playerInfo.partyInfo ) Object.values(playerInfo.partyInfo.sharableCharacterMap).forEach((value,key) => { partyMember.push(value.name); });
partyMember.reverse();
labelText += partyMember.join(", ");
option.textContent = labelText;
container.appendChild(option);
})
}
function constructImportJsonObj_team(obj,checkedProfile) {
let clientObj = JSON.parse(GM_getValue("init_client_data"));
let init_character_obj = JSON.parse(GM_getValue("profile_"+ checkedProfile));
let exportObj = {};
exportObj.player_number=obj.players.length;
exportObj.players = {};
//看一圈所有人配置
for(let player_num=0;player_num<obj.players.length;player_num++ ){
// Levels
exportObj.players[player_num]={};
exportObj.players[player_num].player={};
// Items
// HouseRooms
exportObj.players[player_num].player.equipment = [];
exportObj.players[player_num].houseRooms = {};
if(obj.players[player_num].character.name==init_character_obj.character.name){
//自己的装备不用看,直接从init里取
for (const item of init_character_obj.characterItems) {
if (!item.itemLocationHrid.includes("/item_locations/inventory")) {
exportObj.players[player_num].player.equipment.push({
itemLocationHrid: item.itemLocationHrid,
itemHrid: item.itemHrid,
enhancementLevel: item.enhancementLevel,
});
}
}
//自己房子
for (const house of Object.values(init_character_obj.characterHouseRoomMap)) {
exportObj.players[player_num].houseRooms[house.houseRoomHrid] = house.level;
}
//level
for (const skill of init_character_obj.characterSkills) {
if (skill.skillHrid.includes("stamina")) {
exportObj.players[player_num].player.staminaLevel = skill.level;
} else if (skill.skillHrid.includes("intelligence")) {
exportObj.players[player_num].player.intelligenceLevel = skill.level;
} else if (skill.skillHrid.includes("attack")) {
exportObj.players[player_num].player.attackLevel = skill.level;
} else if (skill.skillHrid.includes("power")) {
exportObj.players[player_num].player.powerLevel = skill.level;
} else if (skill.skillHrid.includes("defense")) {
exportObj.players[player_num].player.defenseLevel = skill.level;
} else if (skill.skillHrid.includes("ranged")) {
exportObj.players[player_num].player.rangedLevel = skill.level;
} else if (skill.skillHrid.includes("magic")) {
exportObj.players[player_num].player.magicLevel = skill.level;
}
}
}else{
//手动取装备数据
let team_mate_str=GM_getValue(obj.players[player_num].character.name, "")
console.log("team_mate_str",team_mate_str);
if (!team_mate_str) {
alert("请手动查看一下队友装备信息,当前缺失装备信息队友:"+obj.players[player_num].character.name);
// console.log( "不敢模拟点击,请手动查看一下队友装备信息,当前缺失装备信息队友:"+obj.players[player_num].character.name);
return;
}
let team_mate_obj = JSON.parse(GM_getValue(obj.players[player_num].character.name, ""));
console.log("team_mate_obj",team_mate_obj);
for (const key in team_mate_obj.profile.wearableItemMap) {
const item = team_mate_obj.profile.wearableItemMap[key];
exportObj.players[player_num].player.equipment.push({
itemLocationHrid: item.itemLocationHrid,
itemHrid: item.itemHrid,
enhancementLevel: item.enhancementLevel,
});
}
//别人房子
for (const house of Object.values(team_mate_obj.profile.characterHouseRoomMap)) {
exportObj.players[player_num].houseRooms[house.houseRoomHrid] = house.level;
}
//level
for (const skill of team_mate_obj.profile.characterSkills) {
if (skill.skillHrid.includes("stamina")) {
exportObj.players[player_num].player.staminaLevel = skill.level;
} else if (skill.skillHrid.includes("intelligence")) {
exportObj.players[player_num].player.intelligenceLevel = skill.level;
} else if (skill.skillHrid.includes("attack")) {
exportObj.players[player_num].player.attackLevel = skill.level;
} else if (skill.skillHrid.includes("power")) {
exportObj.players[player_num].player.powerLevel = skill.level;
} else if (skill.skillHrid.includes("defense")) {
exportObj.players[player_num].player.defenseLevel = skill.level;
} else if (skill.skillHrid.includes("ranged")) {
exportObj.players[player_num].player.rangedLevel = skill.level;
} else if (skill.skillHrid.includes("magic")) {
exportObj.players[player_num].player.magicLevel = skill.level;
}
}
}
exportObj.players[player_num].food={};
exportObj.players[player_num].drinks={};
exportObj.players[player_num].food["/action_types/combat"] = [];
exportObj.players[player_num].drinks["/action_types/combat"] = [];
for(const food_or_drink of obj.players[player_num].combatConsumables){
if(food_or_drink.itemHrid.includes('coffee')){
exportObj.players[player_num].drinks["/action_types/combat"].push({
itemHrid:food_or_drink.itemHrid,
});
}else{
exportObj.players[player_num].food["/action_types/combat"].push({
itemHrid:food_or_drink.itemHrid,
});
}
}
//我不知道有什么用,以防万一写一下,和原版保持一致
exportObj.players[player_num].food["/action_types/combat"].push({
itemHrid:"",
});
exportObj.players[player_num].drinks["/action_types/combat"].push({
itemHrid:"",
});
// Abilities
exportObj.players[player_num].abilities = [
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
];
let normalAbillityIndex = 1;
for (const ability of obj.players[player_num].combatAbilities) {
if (ability && clientObj.abilityDetailMap[ability.abilityHrid].isSpecialAbility) {
exportObj.players[player_num].abilities[0] = {
abilityHrid: ability.abilityHrid,
level: ability.level,
};
} else if (ability) {
exportObj.players[player_num].abilities[normalAbillityIndex++] = {
abilityHrid: ability.abilityHrid,
level: ability.level,
};
}
}
// TriggerMap 获取不了别人的触发器
if(obj.players[player_num].character.name==init_character_obj.character.name){
exportObj.players[player_num].triggerMap = { ...init_character_obj.abilityCombatTriggersMap, ...init_character_obj.consumableCombatTriggersMap };
}
}
// Zone
let hasMap = false;
for (const action of init_character_obj.characterActions) {
if (
action &&
action.actionHrid.includes("/actions/combat/")
) {
hasMap = true;
exportObj.zone = action.actionHrid;
break;
}
}
if (!hasMap) {
exportObj.zone = "/actions/combat/fly";
}
// SimulationTime
exportObj.simulationTime = SCRIPT_SIMULATE_TIME;
return exportObj;
}
function constructImportJsonObj(obj) {
let clientObj = JSON.parse(GM_getValue("init_client_data"));
let exportObj = {};
exportObj.player = {};
// Levels
for (const skill of obj.characterSkills) {
if (skill.skillHrid.includes("stamina")) {
exportObj.player.staminaLevel = skill.level;
} else if (skill.skillHrid.includes("intelligence")) {
exportObj.player.intelligenceLevel = skill.level;
} else if (skill.skillHrid.includes("attack")) {
exportObj.player.attackLevel = skill.level;
} else if (skill.skillHrid.includes("power")) {
exportObj.player.powerLevel = skill.level;
} else if (skill.skillHrid.includes("defense")) {
exportObj.player.defenseLevel = skill.level;
} else if (skill.skillHrid.includes("ranged")) {
exportObj.player.rangedLevel = skill.level;
} else if (skill.skillHrid.includes("magic")) {
exportObj.player.magicLevel = skill.level;
}
}
// Items
exportObj.player.equipment = [];
for (const item of obj.characterItems) {
if (!item.itemLocationHrid.includes("/item_locations/inventory")) {
exportObj.player.equipment.push({
itemLocationHrid: item.itemLocationHrid,
itemHrid: item.itemHrid,
enhancementLevel: item.enhancementLevel,
});
}
}
// Food
exportObj.food = {};
exportObj.food["/action_types/combat"] = [];
for (const food of obj.actionTypeFoodSlotsMap["/action_types/combat"]) {
if (food) {
exportObj.food["/action_types/combat"].push({
itemHrid: food.itemHrid,
});
} else {
exportObj.food["/action_types/combat"].push({
itemHrid: "",
});
}
}
// Drinks
exportObj.drinks = {};
exportObj.drinks["/action_types/combat"] = [];
for (const drink of obj.actionTypeDrinkSlotsMap["/action_types/combat"]) {
if (drink) {
exportObj.drinks["/action_types/combat"].push({
itemHrid: drink.itemHrid,
});
} else {
exportObj.drinks["/action_types/combat"].push({
itemHrid: "",
});
}
}
// Abilities
exportObj.abilities = [
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
{
abilityHrid: "",
level: "1",
},
];
let normalAbillityIndex = 1;
for (const ability of obj.combatUnit.combatAbilities) {
if (ability && clientObj.abilityDetailMap[ability.abilityHrid].isSpecialAbility) {
exportObj.abilities[0] = {
abilityHrid: ability.abilityHrid,
level: ability.level,
};
} else if (ability) {
exportObj.abilities[normalAbillityIndex++] = {
abilityHrid: ability.abilityHrid,
level: ability.level,
};
}
}
// TriggerMap
exportObj.triggerMap = { ...obj.abilityCombatTriggersMap, ...obj.consumableCombatTriggersMap };
// Zone
let hasMap = false;
for (const action of obj.characterActions) {
if (
action &&
action.actionHrid.includes("/actions/combat/") &&
!clientObj.actionDetailMap[action.actionHrid]?.combatZoneInfo?.isDungeon
) {
hasMap = true;
exportObj.zone = action.actionHrid;
break;
}
}
if (!hasMap) {
exportObj.zone = "/actions/combat/fly";
}
// SimulationTime
exportObj.simulationTime = "24";
// HouseRooms
exportObj.houseRooms = {};
for (const house of Object.values(obj.characterHouseRoomMap)) {
exportObj.houseRooms[house.houseRoomHrid] = house.level;
}
return exportObj;
}
async function observeResults() {
let resultDiv = document.querySelector(`div.row`)?.querySelectorAll(`div.col-md-5`)?.[2]?.querySelector(`div.row > div.col-md-5`);
if(document.URL.includes("mwisim.github.io")||document.URL.includes("simTest")){
resultDiv = document.querySelectorAll(`div.row`)?.[1]?.querySelectorAll(`div.col-md-5`)?.[2]?.querySelector(`div.row > div.col-md-5`);
}
const deathDiv = document.querySelector(`div#simulationResultPlayerDeaths`);
const expDiv = document.querySelector(`div#simulationResultExperienceGain`);
const consumeDiv = document.querySelector(`div#simulationResultConsumablesUsed`);
deathDiv.style.backgroundColor = "#FFEAE9";
deathDiv.style.color = "black";
expDiv.style.backgroundColor = "#CDFFDD";
expDiv.style.color = "black";
consumeDiv.style.backgroundColor = "#F0F8FF";
consumeDiv.style.color = "black";
let div = document.createElement("div");
div.id = "tillLevel";
div.style.backgroundColor = "#FFFFE0";
div.style.color = "black";
div.textContent = "";
resultDiv.append(div);
new MutationObserver((mutationsList) => {
mutationsList.forEach((mutation) => {
if (mutation.addedNodes.length >= 3) {
handleResult(mutation.addedNodes, div);
}
});
}).observe(expDiv, { childList: true, subtree: true });
}
function handleResult(expNodes, parentDiv) {
let perHourGainExp = {
stamina: 0,
intelligence: 0,
attack: 0,
power: 0,
defense: 0,
ranged: 0,
magic: 0,
};
expNodes.forEach((expNodes) => {
if (expNodes.textContent.includes("Stamina")||expNodes.textContent.includes("耐力")) {
perHourGainExp.stamina = Number(expNodes.children[1].textContent);
} else if (expNodes.textContent.includes("Intelligence")||expNodes.textContent.includes("智力")) {
perHourGainExp.intelligence = Number(expNodes.children[1].textContent);
} else if (expNodes.textContent.includes("Attack")||expNodes.textContent.includes("攻击")) {
perHourGainExp.attack = Number(expNodes.children[1].textContent);
} else if (expNodes.textContent.includes("Power")||expNodes.textContent.includes("力量")) {
perHourGainExp.power = Number(expNodes.children[1].textContent);
} else if (expNodes.textContent.includes("Defense")||expNodes.textContent.includes("防御")) {
perHourGainExp.defense = Number(expNodes.children[1].textContent);
} else if (expNodes.textContent.includes("Ranged")||expNodes.textContent.includes("远程")) {
perHourGainExp.ranged = Number(expNodes.children[1].textContent);
} else if (expNodes.textContent.includes("Magic")||expNodes.textContent.includes("魔法")) {
perHourGainExp.magic = Number(expNodes.children[1].textContent);
}
});
let data = GM_getValue("init_character_data");
let obj = JSON.parse(data);
if (!obj || !obj.characterSkills || !obj.currentTimestamp) {
console.error("handleResult no character localstorage");
return;
}
let skillLevels = {};
for (const skill of obj.characterSkills) {
if (skill.skillHrid.includes("stamina")) {
skillLevels.stamina = {};
skillLevels.stamina.skillName = "Stamina";
skillLevels.stamina.currentLevel = skill.level;
skillLevels.stamina.currentExp = skill.experience;
} else if (skill.skillHrid.includes("intelligence")) {
skillLevels.intelligence = {};
skillLevels.intelligence.skillName = "Intelligence";
skillLevels.intelligence.currentLevel = skill.level;
skillLevels.intelligence.currentExp = skill.experience;
} else if (skill.skillHrid.includes("attack")) {
skillLevels.attack = {};
skillLevels.attack.skillName = "Attack";
skillLevels.attack.currentLevel = skill.level;
skillLevels.attack.currentExp = skill.experience;
} else if (skill.skillHrid.includes("power")) {
skillLevels.power = {};
skillLevels.power.skillName = "Power";
skillLevels.power.currentLevel = skill.level;
skillLevels.power.currentExp = skill.experience;
} else if (skill.skillHrid.includes("defense")) {
skillLevels.defense = {};
skillLevels.defense.skillName = "Defense";
skillLevels.defense.currentLevel = skill.level;
skillLevels.defense.currentExp = skill.experience;
} else if (skill.skillHrid.includes("ranged")) {
skillLevels.ranged = {};
skillLevels.ranged.skillName = "Ranged";
skillLevels.ranged.currentLevel = skill.level;
skillLevels.ranged.currentExp = skill.experience;
} else if (skill.skillHrid.includes("magic")) {
skillLevels.magic = {};
skillLevels.magic.skillName = "Magic";
skillLevels.magic.currentLevel = skill.level;
skillLevels.magic.currentExp = skill.experience;
}
}
const skillNamesInOrder = ["stamina", "intelligence", "attack", "power", "defense", "ranged", "magic"];
let hTMLStr = "";
for (const skill of skillNamesInOrder) {
hTMLStr += `<div id="${"inputDiv_" + skill}" style="display: flex; justify-content: flex-end">${skillLevels[skill].skillName}${
isZH ? "到" : " to level "
}<input id="${"input_" + skill}" type="number" value="${skillLevels[skill].currentLevel + 1}" min="${
skillLevels[skill].currentLevel + 1
}" max="200">${isZH ? "级" : ""}</div>`;
}
hTMLStr += `<div id="script_afterDays" style="display: flex; justify-content: flex-end"><input id="script_afterDays_input" type="number" value="1" min="0" max="200">${
isZH ? "天后" : "days after"
}</div>`;
hTMLStr += `<div id="needDiv"></div>`;
hTMLStr += `<div id="needListDiv"></div>`;
parentDiv.innerHTML = hTMLStr;
for (const skill of skillNamesInOrder) {
const skillDiv = parentDiv.querySelector(`div#${"inputDiv_" + skill}`);
const skillInput = parentDiv.querySelector(`input#${"input_" + skill}`);
skillInput.onchange = () => {
calculateTill(skill, skillInput, skillLevels, parentDiv, perHourGainExp);
};
skillInput.addEventListener("keyup", function (evt) {
calculateTill(skill, skillInput, skillLevels, parentDiv, perHourGainExp);
});
skillDiv.onclick = () => {
calculateTill(skill, skillInput, skillLevels, parentDiv, perHourGainExp);
};
}
const daysAfterDiv = parentDiv.querySelector(`div#script_afterDays`);
const daysAfterInput = parentDiv.querySelector(`input#script_afterDays_input`);
daysAfterInput.onchange = () => {
calculateAfterDays(daysAfterInput, skillLevels, parentDiv, perHourGainExp, skillNamesInOrder);
};
daysAfterInput.addEventListener("keyup", function (evt) {
calculateAfterDays(daysAfterInput, skillLevels, parentDiv, perHourGainExp, skillNamesInOrder);
});
daysAfterDiv.onclick = () => {
calculateAfterDays(daysAfterInput, skillLevels, parentDiv, perHourGainExp, skillNamesInOrder);
};
// 提取成本和收益
const expensesSpan = document.querySelector(`span#expensesSpan`);
const revenueSpan = document.querySelector(`span#revenueSpan`);
const profitSpan = document.querySelector(`span#profitPreview`);
const expenseDiv = document.querySelector(`div#script_expense`);
const revenueDiv = document.querySelector(`div#script_revenue`);
if (expenseDiv && expenseDiv) {
expenseDiv.textContent = expensesSpan.parentNode.textContent;
revenueDiv.textContent = revenueSpan.parentNode.textContent;
} else {
profitSpan.parentNode.insertAdjacentHTML(
"beforeend",
`<div id="script_expense" style="background-color: #DCDCDC; color: black;">${expensesSpan.parentNode.textContent}</div><div id="script_revenue" style="background-color: #DCDCDC; color: black;">${revenueSpan.parentNode.textContent}</div>`
);
}
}
function calculateAfterDays(daysAfterInput, skillLevels, parentDiv, perHourGainExp, skillNamesInOrder) {
const initData_levelExperienceTable = JSON.parse(GM_getValue("init_client_data")).levelExperienceTable;
const days = Number(daysAfterInput.value);
parentDiv.querySelector(`div#needDiv`).textContent = `${isZH ? "" : "After"} ${days} ${isZH ? "天后:" : "days: "}`;
const listDiv = parentDiv.querySelector(`div#needListDiv`);
let html = "";
let resultLevels = {};
for (const skillName of skillNamesInOrder) {
for (const skill of Object.values(skillLevels)) {
if (skill.skillName.toLowerCase() === skillName.toLowerCase()) {
const exp = skill.currentExp + perHourGainExp[skill.skillName.toLowerCase()] * days * 24;
let level = 1;
while (initData_levelExperienceTable[level] < exp) {
level++;
}
level--;
const minExpAtLevel = initData_levelExperienceTable[level];
const maxExpAtLevel = initData_levelExperienceTable[level + 1] - 1;
const expSpanInLevel = maxExpAtLevel - minExpAtLevel;
const levelPercentage = Number(((exp - minExpAtLevel) / expSpanInLevel) * 100).toFixed(1);
resultLevels[skillName.toLowerCase()] = level;
html += `<div>${skill.skillName} ${isZH ? "" : "level"} ${level} ${isZH ? "级" : ""} ${levelPercentage}%</div>`;
break;
}
}
}
const combatLevel =
0.2 * (resultLevels.stamina + resultLevels.intelligence + resultLevels.defense) +
0.4 * Math.max(0.5 * (resultLevels.attack + resultLevels.power), resultLevels.ranged, resultLevels.magic);
html += `<div>${isZH ? "战斗等级:" : "Combat level: "} ${combatLevel.toFixed(1)}</div>`;
listDiv.innerHTML = html;
}
function calculateTill(skillName, skillInputElem, skillLevels, parentDiv, perHourGainExp) {
const initData_levelExperienceTable = JSON.parse(GM_getValue("init_client_data")).levelExperienceTable;
const targetLevel = Number(skillInputElem.value);
parentDiv.querySelector(`div#needDiv`).textContent = `${skillLevels[skillName].skillName} ${isZH ? "到" : "to level"} ${targetLevel} ${
isZH ? "级 还需:" : " takes: "
}`;
const listDiv = parentDiv.querySelector(`div#needListDiv`);
const currentLevel = Number(skillLevels[skillName].currentLevel);
const currentExp = Number(skillLevels[skillName].currentExp);
if (targetLevel > currentLevel && targetLevel <= 200) {
if (perHourGainExp[skillName] === 0) {
listDiv.innerHTML = isZH ? "永远" : "Forever";
} else {
let needExp = initData_levelExperienceTable[targetLevel] - currentExp;
let needHours = needExp / perHourGainExp[skillName];
let html = "";
html += `<div>[${hoursToReadableString(needHours)}]</div>`;
const consumeDivs = document.querySelectorAll(`div#simulationResultConsumablesUsed div.row`);
for (const elem of consumeDivs) {
const conName = elem.children[0].textContent;
const conPerHour = Number(elem.children[1].textContent);
html += `<div>${conName} ${Number(conPerHour * needHours).toFixed(0)}</div>`;
}
listDiv.innerHTML = html;
}
} else {
listDiv.innerHTML = isZH ? "输入错误" : "Input error";
}
}
function hoursToReadableString(hours) {
const sec = hours * 60 * 60;
if (sec >= 86400) {
return Number(sec / 86400).toFixed(1) + (isZH ? " 天" : " days");
}
const d = new Date(Math.round(sec * 1000));
function pad(i) {
return ("0" + i).slice(-2);
}
let str = d.getUTCHours() + "h " + pad(d.getUTCMinutes()) + "m " + pad(d.getUTCSeconds()) + "s";
return str;
}
})();