Gladiatus

Auto-play for Gladiatus game. This script will help in expeditions, dungeons, training and working automatically for you.

Terá de instalar uma extensão como Tampermonkey, Greasemonkey ou Violentmonkey para instalar este script.

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

Terá de instalar uma extensão como Tampermonkey ou Violentmonkey para instalar este script.

Terá de instalar uma extensão como Tampermonkey ou Userscripts para instalar este script.

Terá de instalar uma extensão como Tampermonkey para instalar este script.

Terá de instalar uma extensão de gestão de scripts de utilizador para instalar este script.

(Já tenho um gestor de scripts de utilizador, deixe-me instalá-lo!)

Terá de instalar uma extensão como Stylus para instalar este estilo.

Terá de instalar uma extensão como Stylus para instalar este estilo.

Terá de instalar uma extensão como Stylus para instalar este estilo.

Terá de instalar uma extensão de gestão de estilos de utilizador para instalar este estilo.

Terá de instalar uma extensão de gestão de estilos de utilizador para instalar este estilo.

Terá de instalar uma extensão de gestão de estilos de utilizador para instalar este estilo.

(Já tenho um gestor de estilos de utilizador, deixe-me instalá-lo!)

// ==UserScript==
// @name         Gladiatus
// @namespace    https://s39-br.gladiatus.gameforge.com/game/index.php
// @version      0.1
// @description  Auto-play for Gladiatus game. This script will help in expeditions, dungeons, training and working automatically for you.
// @author       MrLeonix
// @match        https://s39-br.gladiatus.gameforge.com/game/index.php*
// @grant        GM_getValue
// @grant        GM_setValue
// ==/UserScript==

(function () {
    'use strict';

    const HOST = "https://s39-br.gladiatus.gameforge.com/game/index.php?";

    const QUERY_PARAMETER_TOKEN = getQueryParameterValue("sh");

    // Constants
    const DEFAULT_REQUEST_DELAY_IN_MILLISECONDS = 1000 + (Math.random() * 100);
    const STATS = ["STR", "DEX", "AGI", "CON", "CHA", "INT"];


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

    // Define character object
    const CHARACTER = GM_getValue(KEY_CHARACTER, {
        dungeonPoints: 0,
        expeditionPoints: 0,
        fragments: 0,
        gold: 0,
        health: 0,
        hellStones: 0,
        stats: {
            STR: 0, DEX: 0, AGI: 0, CON: 0, CHA: 0, INT: 0,
        },
        canTrain: true,
        isWorking: false
    });

    // Define character object
    const COOLDOWNS = GM_getValue(KEY_COOLDOWNS, {
        arena: 0,
        circus: 0,
        dungeon: 0,
        expedition: 0,
    });

    CHARACTER.dungeonPoints = formatNumber(document.getElementById("dungeonpoints_value_point").innerText);
    CHARACTER.expeditionPoints = formatNumber(document.getElementById("expeditionpoints_value_point").innerText);
    CHARACTER.gold = formatNumber(document.getElementById("sstat_gold_val").innerText);
    CHARACTER.health = formatNumber(document.getElementById("header_values_hp_bar").dataset.value);

    setTimeout(() => {
        if (isDungeonOnCooldown()) {
            COOLDOWNS.dungeon = getTimeLeftForDungeon();
        }
        if (isExpeditionOnCooldown()) {
            COOLDOWNS.expedition = getTimeLeftForExpedition();
        }
        updateCooldowns();
    }, 750)

    updateCharacter();

    setTimeout(() => {
        switch (getQueryParameterValue("mod")) {
            case "training":
                var auxCost = Math.min();
                var chosenTraining = -1;
                var cost = 0;
                var chosenTrainingCost = 0;
                var trainingOptions = [];
                var divs = document.getElementById("training_box").children;
                for (let i = 0; i < divs.length; i++) {
                    trainingOptions.push(divs[i]);
                }

                // Remove details
                trainingOptions.shift();
                trainingOptions.pop();
                trainingOptions.pop();

                for (let i = 0; i < trainingOptions.length; i++) {
                    CHARACTER.stats[STATS[i]] = formatNumber(trainingOptions[i].querySelector(`span#char_f${i} div`).innerText);
                    cost = formatNumber(trainingOptions[i].querySelector("div div.training_costs").innerText);
                    if (cost < auxCost) {
                        chosenTraining = i;
                        auxCost = chosenTrainingCost = cost;
                    }
                }
                updateCharacter();
                if (chosenTraining > -1 && CHARACTER.gold >= chosenTrainingCost) {
                    CHARACTER.stats[STATS[chosenTraining]] += 1;
                    updateCharacter();
                    trainingOptions[chosenTraining].querySelector("div a.training_button").click();
                } else {
                    CHARACTER.canTrain = false;
                    updateCharacter();
                    goToExpedition();
                }
                break;
            case "location":
                if (!isExpeditionOnCooldown()) {
                    attack(null, '0', 3, 1, '');
                } else if (CHARACTER.dungeonPoints > 0 && COOLDOWNS.dungeon < 1) {
                    goToDungeon();
                } else if (CHARACTER.dungeonPoints < 1 && CHARACTER.expeditionPoints < 1) {
                    goToWork();
                } else {
                    setTimeout(() => {
                        COOLDOWNS.dungeon > COOLDOWNS.expedition ?
                            goToExpedition() :
                            goToDungeon();
                    }, Math.min(COOLDOWNS.dungeon, COOLDOWNS.expedition) * 1000);
                }
                break;
            case "dungeon":
                if (!isDungeonOnCooldown()) {
                    document.querySelector("div.map_label").click();
                } else {
                    COOLDOWNS.dungeon = getTimeLeftForDungeon();
                    GM_setValue(KEY_COOLDOWNS, COOLDOWNS);
                }

                if (CHARACTER.expeditionPoints > 0 && COOLDOWNS.expedition < 1) {
                    goToExpedition();
                } else if (CHARACTER.dungeonPoints < 1 && CHARACTER.expeditionPoints < 1) {
                    goToWork();
                } else {
                    setTimeout(() => {
                        COOLDOWNS.dungeon > COOLDOWNS.expedition ?
                            goToExpedition() :
                            goToDungeon();
                    }, Math.min(COOLDOWNS.dungeon, COOLDOWNS.expedition) * 1000);
                }
                break;
            case "reports":
                goToExpedition();
                if (document.getElementById("menue_packages").querySelector("div.menue_new_count") !== null) {
                    //document.getElementById("menue_packages").click();
                }
                break;
            case "work":
                if (document.getElementById("content").innerHTML.indexOf("Ainda não terminou seu trabalho") < 0 && CHARACTER.expeditionPoints < 1) {
                    CHARACTER.canTrain = true;
                    CHARACTER.isWorking = true;
                    updateCharacter();
                    setWorkTime(2, 1, 8, 'Hora', 'Horas', 'Trabalhar no estábulo', 1);
                    document.getElementById("workTime").value = document.getElementById("workTime").children[document.getElementById("workTime").childElementCount - 1].value;
                    document.getElementById("doWork").click();
                } else {
                    CHARACTER.isWorking = false;
                    updateCharacter();
                    goTraining();
                }
                break;
            default: 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 parseInt(value);
    }

    function getQueryParameterValue(param) {
        const urlParams = new URLSearchParams(window.location.search);
        return urlParams.get(param);
    }

    function goToDungeon() {
        CHARACTER.dungeonPoints > 0 && !CHARACTER.isWorking ?
            goTo("dungeon") :
            goTo("work");
    }

    function goToExpedition() {
        CHARACTER.expeditionPoints > 0 && !CHARACTER.isWorking ?
            goTo("location&loc=0") :
            goTo("work");
    }

    function goToWork() {
        goTo("work");
    }

    function goTraining() {
        if (!CHARACTER.canTrain) return;
        goTo("training");
    }

    function goTo(loc) {
        location = `${HOST}mod=${loc}&sh=${QUERY_PARAMETER_TOKEN}`;
    }

    // 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);
    }

    function getTimeLeftForDungeon() {
        var time = document.getElementById("cooldown_bar_text_dungeon").innerText;
        time = (parseInt(time.substr(0, 2)) * 3600) + (parseInt(time.substr(3, 2)) * 60) + parseInt(time.substr(5, 2));
        return time;
    }

    function getTimeLeftForExpedition() {
        var time = document.getElementById("cooldown_bar_text_expedition").innerText;
        time = (parseInt(time.substr(0, 2)) * 3600) + (parseInt(time.substr(3, 2)) * 60) + parseInt(time.substr(5, 2));
        return time;
    }

    function isDungeonOnCooldown() {
        return document.getElementById("cooldown_bar_text_dungeon").innerText !== "Ir para a Masmorra";
    }

    function isExpeditionOnCooldown() {
        return document.getElementById("cooldown_bar_text_expedition").innerText !== "Ir em Expedição";
    }

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

    function updateCooldowns() {
        GM_setValue(KEY_COOLDOWNS, COOLDOWNS);
    }
})();