BiteFight

Auto-play for BiteFight game. This script will help hunting, training and working automatically for you. (Only tested for Werewolves)

Aby zainstalować ten skrypt, wymagana jest instalacje jednego z następujących rozszerzeń: Tampermonkey, Greasemonkey lub Violentmonkey.

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

Aby zainstalować ten skrypt, wymagana jest instalacje jednego z następujących rozszerzeń: Tampermonkey, Violentmonkey.

Aby zainstalować ten skrypt, wymagana będzie instalacja rozszerzenia Tampermonkey lub Userscripts.

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

Aby zainstalować ten skrypt, musisz zainstalować rozszerzenie menedżera skryptów użytkownika.

(Mam już menedżera skryptów użytkownika, pozwól mi to zainstalować!)

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.

Będziesz musiał zainstalować rozszerzenie menedżera stylów użytkownika, aby zainstalować ten styl.

Będziesz musiał zainstalować rozszerzenie menedżera stylów użytkownika, aby zainstalować ten styl.

Musisz zainstalować rozszerzenie menedżera stylów użytkownika, aby zainstalować ten styl.

(Mam już menedżera stylów użytkownika, pozwól mi to zainstalować!)

// ==UserScript==
// @name         BiteFight
// @namespace    https://s31-br.bitefight.gameforge.com
// @version      0.1
// @description  Auto-play for BiteFight game. This script will help hunting, training and working automatically for you. (Only tested for Werewolves)
// @author       MrLeonix
// @match        https://s31-br.bitefight.gameforge.com/*
// @grant        GM_getValue
// @grant        GM_setValue
// ==/UserScript==

(function () {
    'use strict';

    // Constants
    const DEFAULT_REQUEST_DELAY_IN_MILLISECONDS = 1000 + (Math.random() * 100);
    const SKILLS = ["STR", "DEF", "DEX", "RES", "CHA"];

    // Script storage keys
    const KEY_CHARACTER = 'character';

    // Define character object
    const CHARACTER = GM_getValue(KEY_CHARACTER, {
        energy: 0,
        fragments: 0,
        gold: 0,
        health: 0,
        hellStones: 0,
        skills: {
            STR: 0,
            DEF: 0,
            DEX: 0,
            RES: 0,
            CHA: 0
        }
    });

    // Get Stats
    var allStatsElement = document.getElementsByClassName("gold")[0];
    var statsValues = allStatsElement.textContent.split("\n");
    statsValues = statsValues.map(value => value.trim());
    statsValues.shift();

    // Separate and assign values
    var energy = formatNumber(statsValues[3].substr(0, statsValues[3].indexOf("/") - 1));
    if (energy) CHARACTER.energy = parseInt(energy);
    var fragments = formatNumber(statsValues[2]);
    if (fragments) CHARACTER.fragments = parseInt(fragments);
    var gold = formatNumber(statsValues[0]);
    if (gold) CHARACTER.gold = parseInt(gold);
    var health = formatNumber(statsValues[4].substr(0, statsValues[4].indexOf("/") - 1));
    if (health) CHARACTER.health = parseInt(health);
    var hellStones = formatNumber(statsValues[1]);
    if (hellStones) CHARACTER.hellStones = parseInt(hellStones);

    updateCharacter();

    setTimeout(() => {
        switch (location.pathname) {
            case "/profile":
            case "/profile/index":
                var auxValue = Math.min();
                var chosenSkill = 0;

                var skillsTable = document.querySelector("div#skills_tab > div > div > div > table");
                for (let i = 0; i < SKILLS.length; i++) {
                    let value = getSkillValue(skillsTable.rows[i].cells[1]);
                    CHARACTER.skills[SKILLS[i]] = parseInt(value);
                    if (value < auxValue) {
                        auxValue = value;
                        chosenSkill = i;
                    }
                }
                updateCharacter();

                if (skillsTable.rows[chosenSkill].cells[2].textContent.indexOf("Não tem Ouro suficiente") > -1) {
                    CHARACTER.energy > 0 ? goHunting() : goToWork();
                } else {
                    skillsTable.rows[chosenSkill].cells[2].querySelector("div > a").click();
                }
                break;
            case "/robbery/index":
                var cost = 1;
                var huntChances = [];
                var huntOptions = [];
                document.querySelectorAll("div.mjs").forEach(node => huntOptions.push(node));
                huntOptions.forEach(option => {
                    var lookupText = "Possibilidade de êxito: ";
                    var text = option.innerHTML;
                    cost = parseInt(option.innerText.substring(option.innerText.indexOf("(") + 1, option.innerText.indexOf(")")).trim());
                    huntChances.push(parseInt(text.substr(text.indexOf(lookupText) + lookupText.length, 2)));
                });
                var chosenHunt = 1;
                for (let i = 0; i < huntChances.length; i++) {
                    if (huntChances[i] >= 70 && CHARACTER.energy >= cost) chosenHunt = i + 1;
                }

                doHunt(chosenHunt);
                break;
            case "/robbery/humanhunt/1":
            case "/robbery/humanhunt/2":
            case "/robbery/humanhunt/3":
            case "/robbery/humanhunt/4":
            case "/robbery/humanhunt/5":
                if (CHARACTER.energy > 0) document.forms[0].submit();
                else location = "https://s31-br.bitefight.gameforge.com/profile/index#tabs-2";
                break;
            case "/city/graveyard":
                if (CHARACTER.energy < 1) {
                    var workOptions = document.getElementsByName("workDuration")[0];
                    if (workOptions) {
                        workOptions.value = 8;
                        document.forms[0].submit();
                    }
                } else goHunting();
                break;
            default:
                if(location.pathname.indexOf("/report/fightreport") > -1){
                    goHunting();
                }
                break;
        }
    }, DEFAULT_REQUEST_DELAY_IN_MILLISECONDS);

    // Format texts to return as numbers (no thousand separators)
    function formatNumber(value) {
        while (value.indexOf(".") > 0) value = value.replace(".", "");
        return value;
    }

    function goHunting() {
        location = "https://s31-br.bitefight.gameforge.com/robbery/index";
    }

    function goToWork(){
        location = "https://s31-br.bitefight.gameforge.com/city/graveyard";
    }

    // Gets the basic value for a skill in given table cell.
    function getSkillValue(cell) {
        return parseInt(cell.querySelector("table > tbody > tr:nth-child(5n) > td:nth-child(2n)").textContent);
    }

    // Update character in local storage
    function updateCharacter() {
        GM_setValue(KEY_CHARACTER, CHARACTER);
    }
})();