An excellent Moomoo.io hack for a comfortable gaming experience
// ==UserScript==
// @name ! Glotus Client [Moomoo.io]
// @author Murka
// @description An excellent Moomoo.io hack for a comfortable gaming experience
// @icon https://i.imgur.com/rlMQW2P.png
// @version 5.5.4
// @match *://moomoo.io/
// @match *://moomoo.io/?server*
// @match *://*.moomoo.io/
// @match *://*.moomoo.io/?server*
// @run-at document-start
// @grant none
// @license MIT
// @namespace https://github.com/Murka007/Glotus-client
// ==/UserScript==
/* jshint esversion:6 */
/*
Author: Murka
Github: https://github.com/Murka007/Glotus-client
Greasyfork: https://greasyfork.org/users/919633
Discord: https://discord.gg/cPRFdcZkeD
Version: 5.5.4
Build Time: 19/03/2026 | 07:57:06
Works On: index-eb87bff7.js
Leaking source code myself.. unfortunately.
The reason you can read this message and use this client is quite tragic, for more info join my discord server and check annoucements channel.
I'll leave the source and its up to you to decide what to do with it.
Just make sure to put my credits, as the original author of this client.
This client is no longer under active development, so all future updates will rely entirely on community contributions.
If you would like to participate in the development, please fork the repository and use a better IDE instead.
Do not modify anything in the tampermonkey directly! You'll safe your time by a lot!
*/
// Some constants, used to prevent userscript injection without loader
Math.LN1 = 100;
Number.DELTA = 1;
window.grbtp = 35;
(function() {
function easeOutQuad(x) {
return 1 - (1 - x) * (1 - x);
}
function shortAngle(a, b) {
const PI22 = 2 * Math.PI;
a = (a % PI22 + PI22) % PI22;
b = (b % PI22 + PI22) % PI22;
let diff = b - a;
if (diff > PI22 / 2) {
diff -= PI22;
} else if (diff < -PI22 / 2) {
diff += PI22;
}
return diff;
}
class Altcha {
coreCount=Math.min(16, navigator.hardwareConcurrency || 8);
workers=[];
blobUrl=null;
initPool(challenge, salt) {
if (this.workers.length > 0) {
return;
}
const sha256Code = atob("!function(){"use strict";function t(t,i){i?(d[0]=d[16]=d[1]=d[2]=d[3]=d[4]=d[5]=d[6]=d[7]=d[8]=d[9]=d[10]=d[11]=d[12]=d[13]=d[14]=d[15]=0,this.blocks=d):this.blocks=[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],t?(this.h0=3238371032,this.h1=914150663,this.h2=812702999,this.h3=4144912697,this.h4=4290775857,this.h5=1750603025,this.h6=1694076839,this.h7=3204075428):(this.h0=1779033703,this.h1=3144134277,this.h2=1013904242,this.h3=2773480762,this.h4=1359893119,this.h5=2600822924,this.h6=528734635,this.h7=1541459225),this.block=this.start=this.bytes=this.hBytes=0,this.finalized=this.hashed=!1,this.first=!0,this.is224=t}function i(i,r,s){var e,n=typeof i;if("string"===n){var o,a=[],u=i.length,c=0;for(e=0;e<u;++e)(o=i.charCodeAt(e))<128?a[c++]=o:o<2048?(a[c++]=192|o>>6,a[c++]=128|63&o):o<55296||o>=57344?(a[c++]=224|o>>12,a[c++]=128|o>>6&63,a[c++]=128|63&o):(o=65536+((1023&o)<<10|1023&i.charCodeAt(++e)),a[c++]=240|o>>18,a[c++]=128|o>>12&63,a[c++]=128|o>>6&63,a[c++]=128|63&o);i=a}else{if("object"!==n)throw new Error(h);if(null===i)throw new Error(h);if(f&&i.constructor===ArrayBuffer)i=new Uint8Array(i);else if(!(Array.isArray(i)||f&&ArrayBuffer.isView(i)))throw new Error(h)}i.length>64&&(i=new t(r,!0).update(i).array());var y=[],p=[];for(e=0;e<64;++e){var l=i[e]||0;y[e]=92^l,p[e]=54^l}t.call(this,r,s),this.update(p),this.oKeyPad=y,this.inner=!0,this.sharedMemory=s}var h="input is invalid type",r="object"==typeof window,s=r?window:{};s.JS_SHA256_NO_WINDOW&&(r=!1);var e=!r&&"object"==typeof self,n=!s.JS_SHA256_NO_NODE_JS&&"object"==typeof process&&process.versions&&process.versions.node;n?s=global:e&&(s=self);var o=!s.JS_SHA256_NO_COMMON_JS&&"object"==typeof module&&module.exports,a="function"==typeof define&&define.amd,f=!s.JS_SHA256_NO_ARRAY_BUFFER&&"undefined"!=typeof ArrayBuffer,u="0123456789abcdef".split(""),c=[-2147483648,8388608,32768,128],y=[24,16,8,0],p=[1116352408,1899447441,3049323471,3921009573,961987163,1508970993,2453635748,2870763221,3624381080,310598401,607225278,1426881987,1925078388,2162078206,2614888103,3248222580,3835390401,4022224774,264347078,604807628,770255983,1249150122,1555081692,1996064986,2554220882,2821834349,2952996808,3210313671,3336571891,3584528711,113926993,338241895,666307205,773529912,1294757372,1396182291,1695183700,1986661051,2177026350,2456956037,2730485921,2820302411,3259730800,3345764771,3516065817,3600352804,4094571909,275423344,430227734,506948616,659060556,883997877,958139571,1322822218,1537002063,1747873779,1955562222,2024104815,2227730452,2361852424,2428436474,2756734187,3204031479,3329325298],l=["hex","array","digest","arrayBuffer"],d=[];!s.JS_SHA256_NO_NODE_JS&&Array.isArray||(Array.isArray=function(t){return"[object Array]"===Object.prototype.toString.call(t)}),!f||!s.JS_SHA256_NO_ARRAY_BUFFER_IS_VIEW&&ArrayBuffer.isView||(ArrayBuffer.isView=function(t){return"object"==typeof t&&t.buffer&&t.buffer.constructor===ArrayBuffer});var A=function(i,h){return function(r){return new t(h,!0).update(r)[i]()}},w=function(i){var h=A("hex",i);n&&(h=b(h,i)),h.create=function(){return new t(i)},h.update=function(t){return h.create().update(t)};for(var r=0;r<l.length;++r){var s=l[r];h[s]=A(s,i)}return h},b=function(t,i){var r=eval("require('crypto')"),s=eval("require('buffer').Buffer"),e=i?"sha224":"sha256",n=function(i){if("string"==typeof i)return r.createHash(e).update(i,"utf8").digest("hex");if(null===i||void 0===i)throw new Error(h);return i.constructor===ArrayBuffer&&(i=new Uint8Array(i)),Array.isArray(i)||ArrayBuffer.isView(i)||i.constructor===s?r.createHash(e).update(new s(i)).digest("hex"):t(i)};return n},v=function(t,h){return function(r,s){return new i(r,h,!0).update(s)[t]()}},_=function(t){var h=v("hex",t);h.create=function(h){return new i(h,t)},h.update=function(t,i){return h.create(t).update(i)};for(var r=0;r<l.length;++r){var s=l[r];h[s]=v(s,t)}return h};t.prototype.update=function(t){if(!this.finalized){var i,r=typeof t;if("string"!==r){if("object"!==r)throw new Error(h);if(null===t)throw new Error(h);if(f&&t.constructor===ArrayBuffer)t=new Uint8Array(t);else if(!(Array.isArray(t)||f&&ArrayBuffer.isView(t)))throw new Error(h);i=!0}for(var s,e,n=0,o=t.length,a=this.blocks;n<o;){if(this.hashed&&(this.hashed=!1,a[0]=this.block,a[16]=a[1]=a[2]=a[3]=a[4]=a[5]=a[6]=a[7]=a[8]=a[9]=a[10]=a[11]=a[12]=a[13]=a[14]=a[15]=0),i)for(e=this.start;n<o&&e<64;++n)a[e>>2]|=t[n]<<y[3&e++];else for(e=this.start;n<o&&e<64;++n)(s=t.charCodeAt(n))<128?a[e>>2]|=s<<y[3&e++]:s<2048?(a[e>>2]|=(192|s>>6)<<y[3&e++],a[e>>2]|=(128|63&s)<<y[3&e++]):s<55296||s>=57344?(a[e>>2]|=(224|s>>12)<<y[3&e++],a[e>>2]|=(128|s>>6&63)<<y[3&e++],a[e>>2]|=(128|63&s)<<y[3&e++]):(s=65536+((1023&s)<<10|1023&t.charCodeAt(++n)),a[e>>2]|=(240|s>>18)<<y[3&e++],a[e>>2]|=(128|s>>12&63)<<y[3&e++],a[e>>2]|=(128|s>>6&63)<<y[3&e++],a[e>>2]|=(128|63&s)<<y[3&e++]);this.lastByteIndex=e,this.bytes+=e-this.start,e>=64?(this.block=a[16],this.start=e-64,this.hash(),this.hashed=!0):this.start=e}return this.bytes>4294967295&&(this.hBytes+=this.bytes/4294967296<<0,this.bytes=this.bytes%4294967296),this}},t.prototype.finalize=function(){if(!this.finalized){this.finalized=!0;var t=this.blocks,i=this.lastByteIndex;t[16]=this.block,t[i>>2]|=c[3&i],this.block=t[16],i>=56&&(this.hashed||this.hash(),t[0]=this.block,t[16]=t[1]=t[2]=t[3]=t[4]=t[5]=t[6]=t[7]=t[8]=t[9]=t[10]=t[11]=t[12]=t[13]=t[14]=t[15]=0),t[14]=this.hBytes<<3|this.bytes>>>29,t[15]=this.bytes<<3,this.hash()}},t.prototype.hash=function(){var t,i,h,r,s,e,n,o,a,f=this.h0,u=this.h1,c=this.h2,y=this.h3,l=this.h4,d=this.h5,A=this.h6,w=this.h7,b=this.blocks;for(t=16;t<64;++t)i=((s=b[t-15])>>>7|s<<25)^(s>>>18|s<<14)^s>>>3,h=((s=b[t-2])>>>17|s<<15)^(s>>>19|s<<13)^s>>>10,b[t]=b[t-16]+i+b[t-7]+h<<0;for(a=u&c,t=0;t<64;t+=4)this.first?(this.is224?(e=300032,w=(s=b[0]-1413257819)-150054599<<0,y=s+24177077<<0):(e=704751109,w=(s=b[0]-210244248)-1521486534<<0,y=s+143694565<<0),this.first=!1):(i=(f>>>2|f<<30)^(f>>>13|f<<19)^(f>>>22|f<<10),r=(e=f&u)^f&c^a,w=y+(s=w+(h=(l>>>6|l<<26)^(l>>>11|l<<21)^(l>>>25|l<<7))+(l&d^~l&A)+p[t]+b[t])<<0,y=s+(i+r)<<0),i=(y>>>2|y<<30)^(y>>>13|y<<19)^(y>>>22|y<<10),r=(n=y&f)^y&u^e,A=c+(s=A+(h=(w>>>6|w<<26)^(w>>>11|w<<21)^(w>>>25|w<<7))+(w&l^~w&d)+p[t+1]+b[t+1])<<0,i=((c=s+(i+r)<<0)>>>2|c<<30)^(c>>>13|c<<19)^(c>>>22|c<<10),r=(o=c&y)^c&f^n,d=u+(s=d+(h=(A>>>6|A<<26)^(A>>>11|A<<21)^(A>>>25|A<<7))+(A&w^~A&l)+p[t+2]+b[t+2])<<0,i=((u=s+(i+r)<<0)>>>2|u<<30)^(u>>>13|u<<19)^(u>>>22|u<<10),r=(a=u&c)^u&y^o,l=f+(s=l+(h=(d>>>6|d<<26)^(d>>>11|d<<21)^(d>>>25|d<<7))+(d&A^~d&w)+p[t+3]+b[t+3])<<0,f=s+(i+r)<<0;this.h0=this.h0+f<<0,this.h1=this.h1+u<<0,this.h2=this.h2+c<<0,this.h3=this.h3+y<<0,this.h4=this.h4+l<<0,this.h5=this.h5+d<<0,this.h6=this.h6+A<<0,this.h7=this.h7+w<<0},t.prototype.hex=function(){this.finalize();var t=this.h0,i=this.h1,h=this.h2,r=this.h3,s=this.h4,e=this.h5,n=this.h6,o=this.h7,a=u[t>>28&15]+u[t>>24&15]+u[t>>20&15]+u[t>>16&15]+u[t>>12&15]+u[t>>8&15]+u[t>>4&15]+u[15&t]+u[i>>28&15]+u[i>>24&15]+u[i>>20&15]+u[i>>16&15]+u[i>>12&15]+u[i>>8&15]+u[i>>4&15]+u[15&i]+u[h>>28&15]+u[h>>24&15]+u[h>>20&15]+u[h>>16&15]+u[h>>12&15]+u[h>>8&15]+u[h>>4&15]+u[15&h]+u[r>>28&15]+u[r>>24&15]+u[r>>20&15]+u[r>>16&15]+u[r>>12&15]+u[r>>8&15]+u[r>>4&15]+u[15&r]+u[s>>28&15]+u[s>>24&15]+u[s>>20&15]+u[s>>16&15]+u[s>>12&15]+u[s>>8&15]+u[s>>4&15]+u[15&s]+u[e>>28&15]+u[e>>24&15]+u[e>>20&15]+u[e>>16&15]+u[e>>12&15]+u[e>>8&15]+u[e>>4&15]+u[15&e]+u[n>>28&15]+u[n>>24&15]+u[n>>20&15]+u[n>>16&15]+u[n>>12&15]+u[n>>8&15]+u[n>>4&15]+u[15&n];return this.is224||(a+=u[o>>28&15]+u[o>>24&15]+u[o>>20&15]+u[o>>16&15]+u[o>>12&15]+u[o>>8&15]+u[o>>4&15]+u[15&o]),a},t.prototype.toString=t.prototype.hex,t.prototype.digest=function(){this.finalize();var t=this.h0,i=this.h1,h=this.h2,r=this.h3,s=this.h4,e=this.h5,n=this.h6,o=this.h7,a=[t>>24&255,t>>16&255,t>>8&255,255&t,i>>24&255,i>>16&255,i>>8&255,255&i,h>>24&255,h>>16&255,h>>8&255,255&h,r>>24&255,r>>16&255,r>>8&255,255&r,s>>24&255,s>>16&255,s>>8&255,255&s,e>>24&255,e>>16&255,e>>8&255,255&e,n>>24&255,n>>16&255,n>>8&255,255&n];return this.is224||a.push(o>>24&255,o>>16&255,o>>8&255,255&o),a},t.prototype.array=t.prototype.digest,t.prototype.arrayBuffer=function(){this.finalize();var t=new ArrayBuffer(this.is224?28:32),i=new DataView(t);return i.setUint32(0,this.h0),i.setUint32(4,this.h1),i.setUint32(8,this.h2),i.setUint32(12,this.h3),i.setUint32(16,this.h4),i.setUint32(20,this.h5),i.setUint32(24,this.h6),this.is224||i.setUint32(28,this.h7),t},i.prototype=new t,i.prototype.finalize=function(){if(t.prototype.finalize.call(this),this.inner){this.inner=!1;var i=this.array();t.call(this,this.is224,this.sharedMemory),this.update(this.oKeyPad),this.update(i),t.prototype.finalize.call(this)}};var B=w();B.sha256=B,B.sha224=w(!0),B.sha256.hmac=_(),B.sha224.hmac=_(!0),o?module.exports=B:(s.sha256=B.sha256,s.sha224=B.sha224,a&&define(function(){return B}))}();");
const workerCode = `\n ${sha256Code}\n // let challenge = null, salt = null;\n self.onmessage = e => {\n const d = e.data;\n if (d.init) { challenge = d.challenge; salt = d.salt; return; }\n const { start, end } = d;\n for (let i = start; i <= end; i++) {\n if (sha256(salt + i) === challenge) {\n postMessage(i);\n return;\n }\n }\n postMessage(null);\n };\n `;
this.blobUrl = URL.createObjectURL(new Blob([ workerCode ], {
type: "application/javascript"
}));
for (let i = 0; i < this.coreCount; i++) {
this.workers.push(new Worker(this.blobUrl));
this.workers[i].postMessage({
init: true,
challenge: challenge,
salt: salt
});
}
}
async getChallenge() {
const res = await fetch("https://api.moomoo.io/verify");
return res.json();
}
async solve(chal) {
const {challenge: challenge, salt: salt, maxnumber: maxnumber} = chal;
this.initPool(challenge, salt);
const segSize = Math.ceil(maxnumber / this.coreCount);
return new Promise((resolve, reject) => {
let solved = false, done = 0;
const startTime = performance.now();
this.workers.forEach((worker, idx) => {
const s = idx * segSize;
const e = Math.min(maxnumber, (idx + 1) * segSize - 1);
worker.onmessage = msg => {
if (solved) {
return;
}
const number = msg.data;
if (number !== null) {
solved = true;
const took = ((performance.now() - startTime) / 1e3).toFixed(2);
resolve({
number: number,
took: took
});
this.cleanup();
} else {
done++;
if (!solved && done === this.coreCount) {
reject(Error("Not solved"));
this.cleanup();
}
}
};
worker.onerror = err => {
if (!solved) {
reject(err);
}
this.cleanup();
};
worker.postMessage({
start: s,
end: e
});
});
});
}
cleanup() {
this.workers.forEach(w => w.terminate());
this.workers.length = 0;
if (this.blobUrl) {
URL.revokeObjectURL(this.blobUrl);
}
this.blobUrl = null;
}
static makePayload(chal, result) {
return btoa(JSON.stringify({
algorithm: "SHA-256",
challenge: chal.challenge,
salt: chal.salt,
signature: chal.signature || null,
number: result.number,
took: result.took
}));
}
async generate() {
const chal = await this.getChallenge();
const sol = await this.solve(chal);
return "alt:" + Altcha.makePayload(chal, sol);
}
}
const altcha = new Altcha;
const createSocket = async href => {
let url = href;
if (/moomoo/.test(href)) {
const token = await altcha.generate();
const origin = new URL(href).origin;
url = origin + "/?token=" + token;
}
const ws = new WebSocket(url);
ws.binaryType = "arraybuffer";
return ws;
};
const createSocket_default = createSocket;
const Hooker = new class {
createRecursiveHook(target, prop, callback) {
let newValue = target[prop];
(function recursiveHook() {
Object.defineProperty(target, prop, {
set(value) {
delete target[prop];
this[prop] = value;
newValue = value;
if (callback(this, value)) {
return;
}
recursiveHook();
},
get() {
return newValue;
},
configurable: true
});
})();
}
createHook(target, prop, callback) {
const symbol = Symbol(prop);
Object.defineProperty(target, prop, {
get() {
return this[symbol];
},
set(value) {
callback(this, value, symbol);
},
configurable: true
});
}
linker(value) {
const hook = [ value ];
hook.valueOf = () => hook[0];
return hook;
}
};
const blockProperty = (target, key) => {
const value = target[key];
Object.defineProperty(target, key, {
set() {},
get() {
return value;
},
configurable: true
});
};
const Hooker_default = Hooker;
const Config = {
maxScreenWidth: 1920,
maxScreenHeight: 1080,
serverUpdateRate: 9,
collisionDepth: 6,
minimapRate: 3e3,
colGrid: 10,
clientSendRate: 5,
barWidth: 50,
barHeight: 17,
barPad: 4.5,
iconPadding: 15,
iconPad: .9,
deathFadeout: 3e3,
crownIconScale: 60,
crownPad: 35,
chatCountdown: 3e3,
chatCooldown: 500,
maxAge: 100,
gatherAngle: Math.PI / 2.6,
gatherWiggle: 10,
hitReturnRatio: .25,
hitAngle: Math.PI / 2,
playerScale: 35,
playerSpeed: .0016,
playerDecel: .993,
nameY: 34,
animalCount: 7,
aiTurnRandom: .06,
shieldAngle: Math.PI / 3,
resourceTypes: [ "wood", "food", "stone", "points" ],
areaCount: 7,
treesPerArea: 9,
bushesPerArea: 3,
totalRocks: 32,
goldOres: 7,
riverWidth: 724,
riverPadding: 114,
waterCurrent: .0011,
waveSpeed: 1e-4,
waveMax: 1.3,
treeScales: [ 150, 160, 165, 175 ],
bushScales: [ 80, 85, 95 ],
rockScales: [ 80, 85, 90 ],
snowBiomeTop: 2400,
desertBiomeTop: 2400,
snowSpeed: .75,
maxNameLength: 15,
mapScale: 14400,
mapPingScale: 40,
mapPingTime: 2200,
skinColors: [ "#bf8f54", "#cbb091", "#896c4b", "#fadadc", "#ececec", "#c37373", "#4c4c4c", "#ecaff7", "#738cc3", "#8bc373", "#91B2DB" ]
};
const Config_default = Config;
const WeaponTypeString = [ "primary", "secondary" ];
const Weapons = [ {
id: 0,
itemType: 0,
upgradeType: 0,
type: 0,
age: 0,
name: "tool hammer",
description: "tool for gathering all resources",
src: "hammer_1",
length: 140,
width: 140,
xOffset: -3,
yOffset: 18,
spdMult: 1,
damage: 25,
range: 65,
gather: 1,
speed: 300,
knockback: 60
}, {
id: 1,
itemType: 0,
upgradeType: 1,
type: 0,
age: 2,
name: "hand axe",
description: "gathers resources at a higher rate",
src: "axe_1",
length: 140,
width: 140,
xOffset: 3,
yOffset: 24,
damage: 30,
spdMult: 1,
range: 70,
gather: 2,
speed: 400,
knockback: 60
}, {
id: 2,
itemType: 0,
upgradeOf: 1,
upgradeType: 1,
type: 0,
age: 8,
pre: 1,
name: "great axe",
description: "deal more damage and gather more resources",
src: "great_axe_1",
length: 140,
width: 140,
xOffset: -8,
yOffset: 25,
damage: 35,
spdMult: 1,
range: 75,
gather: 4,
speed: 400,
knockback: 60
}, {
id: 3,
itemType: 0,
upgradeType: 2,
type: 0,
age: 2,
name: "short sword",
description: "increased attack power but slower move speed",
src: "sword_1",
iPad: 1.3,
length: 130,
width: 210,
xOffset: -8,
yOffset: 46,
damage: 35,
spdMult: .85,
range: 110,
gather: 1,
speed: 300,
knockback: 60
}, {
id: 4,
itemType: 0,
upgradeOf: 3,
upgradeType: 2,
type: 0,
age: 8,
pre: 3,
name: "katana",
description: "greater range and damage",
src: "samurai_1",
iPad: 1.3,
length: 130,
width: 210,
xOffset: -8,
yOffset: 59,
damage: 40,
spdMult: .8,
range: 118,
gather: 1,
speed: 300,
knockback: 60
}, {
id: 5,
itemType: 0,
upgradeType: 3,
isUpgrade: false,
type: 0,
age: 2,
name: "polearm",
description: "long range melee weapon",
src: "spear_1",
iPad: 1.3,
length: 130,
width: 210,
xOffset: -8,
yOffset: 53,
damage: 45,
knock: .2,
spdMult: .82,
range: 142,
gather: 1,
speed: 700,
knockback: 100
}, {
id: 6,
itemType: 0,
upgradeType: 4,
isUpgrade: false,
type: 0,
age: 2,
name: "bat",
description: "fast long range melee weapon",
src: "bat_1",
iPad: 1.3,
length: 110,
width: 180,
xOffset: -8,
yOffset: 53,
damage: 20,
knock: .7,
spdMult: 1,
range: 110,
gather: 1,
speed: 300,
knockback: 204
}, {
id: 7,
itemType: 0,
upgradeType: 5,
isUpgrade: false,
type: 0,
age: 2,
name: "daggers",
description: "really fast short range weapon",
src: "dagger_1",
iPad: .8,
length: 110,
width: 110,
xOffset: 18,
yOffset: 0,
damage: 20,
knock: .1,
range: 65,
gather: 1,
hitSlow: .1,
spdMult: 1.13,
speed: 100,
knockback: 80
}, {
id: 8,
itemType: 0,
upgradeType: 6,
isUpgrade: false,
type: 0,
age: 2,
name: "stick",
description: "great for gathering but very weak",
src: "stick_1",
length: 140,
width: 140,
xOffset: 3,
yOffset: 24,
damage: 1,
spdMult: 1,
range: 70,
gather: 7,
speed: 400,
knockback: 60
}, {
id: 9,
itemType: 1,
upgradeType: 7,
projectile: 0,
type: 1,
age: 6,
name: "hunting bow",
description: "bow used for ranged combat and hunting",
src: "bow_1",
cost: {
food: 0,
wood: 4,
stone: 0,
gold: 0
},
length: 120,
width: 120,
xOffset: -6,
yOffset: 0,
spdMult: .75,
speed: 600,
range: 1e3,
knockback: 60
}, {
id: 10,
itemType: 1,
upgradeType: 8,
isUpgrade: false,
type: 1,
age: 6,
name: "great hammer",
description: "hammer used for destroying structures",
src: "great_hammer_1",
length: 140,
width: 140,
xOffset: -9,
yOffset: 25,
damage: 10,
spdMult: .88,
range: 75,
sDmg: 7.5,
gather: 1,
speed: 400,
knockback: 60
}, {
id: 11,
itemType: 1,
upgradeType: 9,
isUpgrade: false,
type: 1,
age: 6,
name: "wooden shield",
description: "blocks projectiles and reduces melee damage",
src: "shield_1",
length: 120,
width: 120,
shield: .2,
xOffset: 6,
yOffset: 0,
spdMult: .7,
speed: 1,
range: 0,
knockback: 0
}, {
id: 12,
itemType: 1,
upgradeType: 7,
projectile: 2,
upgradeOf: 9,
type: 1,
age: 8,
pre: 9,
name: "crossbow",
description: "deals more damage and has greater range",
src: "crossbow_1",
cost: {
food: 0,
wood: 5,
stone: 0,
gold: 0
},
aboveHand: true,
armS: .75,
length: 120,
width: 120,
xOffset: -4,
yOffset: 0,
spdMult: .7,
speed: 700,
range: 1200,
knockback: 60
}, {
id: 13,
itemType: 1,
upgradeType: 7,
projectile: 3,
upgradeOf: 12,
type: 1,
age: 9,
pre: 12,
name: "repeater crossbow",
description: "high firerate crossbow with reduced damage",
src: "crossbow_2",
cost: {
food: 0,
wood: 10,
stone: 0,
gold: 0
},
aboveHand: true,
armS: .75,
length: 120,
width: 120,
xOffset: -4,
yOffset: 0,
spdMult: .7,
speed: 230,
range: 1200,
knockback: 60
}, {
id: 14,
itemType: 1,
upgradeType: 10,
isUpgrade: false,
type: 1,
age: 6,
name: "mc grabby",
description: "steals resources from enemies",
src: "grab_1",
length: 130,
width: 210,
xOffset: -8,
yOffset: 53,
damage: 0,
steal: 250,
knock: .2,
spdMult: 1.05,
range: 125,
gather: 0,
speed: 700,
knockback: 100
}, {
id: 15,
itemType: 1,
upgradeType: 7,
projectile: 5,
upgradeOf: 12,
type: 1,
age: 9,
pre: 12,
name: "musket",
description: "slow firerate but high damage and range",
src: "musket_1",
cost: {
food: 0,
wood: 0,
stone: 10,
gold: 0
},
aboveHand: true,
rec: .35,
armS: .6,
hndS: .3,
hndD: 1.6,
length: 205,
width: 205,
xOffset: 25,
yOffset: 0,
hideProjectile: true,
spdMult: .6,
speed: 1500,
range: 1400,
knockback: 60
} ];
const ItemGroups = {
[1]: {
name: "Wall",
limit: 30,
layer: 0
},
[2]: {
name: "Spike",
limit: 15,
layer: 0
},
[3]: {
name: "Windmill",
limit: 7,
sandboxLimit: 299,
layer: 1
},
[4]: {
name: "Mine",
limit: 1,
layer: 0
},
[5]: {
name: "Trap",
limit: 6,
layer: -1
},
[6]: {
name: "Boost",
limit: 12,
sandboxLimit: 299,
layer: -1
},
[7]: {
name: "Turret",
limit: 2,
layer: 1
},
[8]: {
name: "Plaftorm",
limit: 12,
layer: -1
},
[9]: {
name: "Healing pad",
limit: 4,
layer: -1
},
[10]: {
name: "Spawn",
limit: 1,
layer: -1
},
[11]: {
name: "Sapling",
limit: 2,
layer: 0
},
[12]: {
name: "Blocker",
limit: 3,
layer: -1
},
[13]: {
name: "Teleporter",
limit: 2,
sandboxLimit: 299,
layer: -1
}
};
const Items = [ {
id: 0,
itemType: 2,
name: "apple",
description: "restores 20 health when consumed",
age: 0,
cost: {
food: 10,
wood: 0,
stone: 0,
gold: 0
},
restore: 20,
scale: 22,
holdOffset: 15
}, {
id: 1,
itemType: 2,
upgradeOf: 0,
name: "cookie",
description: "restores 40 health when consumed",
age: 3,
cost: {
food: 15,
wood: 0,
stone: 0,
gold: 0
},
restore: 40,
scale: 27,
holdOffset: 15
}, {
id: 2,
itemType: 2,
upgradeOf: 1,
name: "cheese",
description: "restores 30 health and another 50 over 5 seconds",
age: 7,
cost: {
food: 25,
wood: 0,
stone: 0,
gold: 0
},
restore: 30,
scale: 27,
holdOffset: 15
}, {
id: 3,
itemType: 3,
itemGroup: 1,
name: "wood wall",
description: "provides protection for your village",
age: 0,
cost: {
food: 0,
wood: 10,
stone: 0,
gold: 0
},
projDmg: true,
health: 380,
scale: 50,
holdOffset: 20,
placeOffset: -5
}, {
id: 4,
itemType: 3,
itemGroup: 1,
upgradeOf: 3,
name: "stone wall",
description: "provides improved protection for your village",
age: 3,
cost: {
food: 0,
wood: 0,
stone: 25,
gold: 0
},
health: 900,
scale: 50,
holdOffset: 20,
placeOffset: -5
}, {
pre: 1,
id: 5,
itemType: 3,
itemGroup: 1,
upgradeOf: 4,
name: "castle wall",
description: "provides powerful protection for your village",
age: 7,
cost: {
food: 0,
wood: 0,
stone: 35,
gold: 0
},
health: 1500,
scale: 52,
holdOffset: 20,
placeOffset: -5
}, {
id: 6,
itemType: 4,
itemGroup: 2,
name: "spikes",
description: "damages enemies when they touch them",
age: 0,
cost: {
food: 0,
wood: 20,
stone: 5,
gold: 0
},
health: 400,
damage: 20,
scale: 49,
spritePadding: -23,
holdOffset: 8,
placeOffset: -5
}, {
id: 7,
itemType: 4,
itemGroup: 2,
upgradeOf: 6,
name: "greater spikes",
description: "damages enemies when they touch them",
age: 5,
cost: {
food: 0,
wood: 30,
stone: 10,
gold: 0
},
health: 500,
damage: 35,
scale: 52,
spritePadding: -23,
holdOffset: 8,
placeOffset: -5
}, {
id: 8,
itemType: 4,
itemGroup: 2,
upgradeOf: 7,
name: "poison spikes",
description: "poisons enemies when they touch them",
age: 9,
pre: 1,
cost: {
food: 0,
wood: 35,
stone: 15,
gold: 0
},
health: 600,
damage: 30,
poisonDamage: 5,
scale: 52,
spritePadding: -23,
holdOffset: 8,
placeOffset: -5
}, {
id: 9,
itemType: 4,
itemGroup: 2,
upgradeOf: 7,
name: "spinning spikes",
description: "damages enemies when they touch them",
age: 9,
pre: 2,
cost: {
food: 0,
wood: 30,
stone: 20,
gold: 0
},
health: 500,
damage: 45,
turnSpeed: .003,
scale: 52,
spritePadding: -23,
holdOffset: 8,
placeOffset: -5
}, {
id: 10,
itemType: 5,
itemGroup: 3,
name: "windmill",
description: "generates gold over time",
age: 0,
cost: {
food: 0,
wood: 50,
stone: 10,
gold: 0
},
health: 400,
pps: 1,
turnSpeed: .0016,
spritePadding: 25,
iconLineMult: 12,
scale: 45,
holdOffset: 20,
placeOffset: 5
}, {
id: 11,
itemType: 5,
itemGroup: 3,
upgradeOf: 10,
name: "faster windmill",
description: "generates more gold over time",
age: 5,
pre: 1,
cost: {
food: 0,
wood: 60,
stone: 20,
gold: 0
},
health: 500,
pps: 1.5,
turnSpeed: .0025,
spritePadding: 25,
iconLineMult: 12,
scale: 47,
holdOffset: 20,
placeOffset: 5
}, {
id: 12,
itemType: 5,
itemGroup: 3,
upgradeOf: 11,
name: "power mill",
description: "generates more gold over time",
age: 8,
pre: 1,
cost: {
food: 0,
wood: 100,
stone: 50,
gold: 0
},
health: 800,
pps: 2,
turnSpeed: .005,
spritePadding: 25,
iconLineMult: 12,
scale: 47,
holdOffset: 20,
placeOffset: 5
}, {
id: 13,
itemType: 6,
itemGroup: 4,
name: "mine",
description: "allows you to mine stone",
age: 5,
type: 2,
cost: {
food: 0,
wood: 20,
stone: 100,
gold: 0
},
iconLineMult: 12,
scale: 65,
holdOffset: 20,
placeOffset: 0
}, {
id: 14,
itemType: 6,
itemGroup: 11,
name: "sapling",
description: "allows you to farm wood",
age: 5,
type: 0,
cost: {
food: 0,
wood: 150,
stone: 0,
gold: 0
},
iconLineMult: 12,
colDiv: .5,
scale: 110,
holdOffset: 50,
placeOffset: -15
}, {
id: 15,
itemType: 7,
itemGroup: 5,
name: "pit trap",
description: "pit that traps enemies if they walk over it",
age: 4,
cost: {
food: 0,
wood: 30,
stone: 30,
gold: 0
},
trap: true,
ignoreCollision: true,
hideFromEnemy: true,
health: 500,
colDiv: .2,
scale: 50,
holdOffset: 20,
placeOffset: -5
}, {
id: 16,
itemType: 7,
itemGroup: 6,
name: "boost pad",
description: "provides boost when stepped on",
age: 4,
cost: {
food: 0,
wood: 5,
stone: 20,
gold: 0
},
boostSpeed: 1.5,
health: 150,
colDiv: .7,
scale: 45,
holdOffset: 20,
placeOffset: -5
}, {
id: 17,
itemType: 8,
itemGroup: 7,
name: "turret",
description: "defensive structure that shoots at enemies",
age: 7,
doUpdate: true,
cost: {
food: 0,
wood: 200,
stone: 150,
gold: 0
},
health: 800,
projectile: 1,
shootRange: 700,
shootRate: 2200,
scale: 43,
holdOffset: 20,
placeOffset: -5
}, {
id: 18,
itemType: 8,
itemGroup: 8,
name: "platform",
description: "platform to shoot over walls and cross over water",
age: 7,
cost: {
food: 0,
wood: 20,
stone: 0,
gold: 0
},
ignoreCollision: true,
zIndex: 1,
health: 300,
scale: 43,
holdOffset: 20,
placeOffset: -5
}, {
id: 19,
itemType: 8,
itemGroup: 9,
name: "healing pad",
description: "standing on it will slowly heal you",
age: 7,
cost: {
food: 10,
wood: 30,
stone: 0,
gold: 0
},
ignoreCollision: true,
healCol: 15,
health: 400,
colDiv: .7,
scale: 45,
holdOffset: 20,
placeOffset: -5
}, {
id: 20,
itemType: 9,
itemGroup: 10,
name: "spawn pad",
description: "you will spawn here when you die but it will dissapear",
age: 9,
cost: {
food: 0,
wood: 100,
stone: 100,
gold: 0
},
health: 400,
ignoreCollision: true,
spawnPoint: true,
scale: 45,
holdOffset: 20,
placeOffset: -5
}, {
id: 21,
itemType: 8,
itemGroup: 12,
name: "blocker",
description: "blocks building in radius",
age: 7,
cost: {
food: 0,
wood: 30,
stone: 25,
gold: 0
},
ignoreCollision: true,
blocker: 300,
health: 400,
colDiv: .7,
scale: 45,
holdOffset: 20,
placeOffset: -5
}, {
id: 22,
itemType: 8,
itemGroup: 13,
name: "teleporter",
description: "teleports you to a random point on the map",
age: 7,
cost: {
food: 0,
wood: 60,
stone: 60,
gold: 0
},
teleport: true,
health: 200,
colDiv: .7,
scale: 45,
holdOffset: 20,
placeOffset: -5
} ];
const WeaponVariants = [ {
id: 0,
src: "",
xp: 1,
needXP: 0,
val: 1,
color: "#7e7e90"
}, {
id: 1,
src: "_g",
xp: 3e3,
needXP: 3e3,
val: 1.1,
color: "#f7cf45"
}, {
id: 2,
src: "_d",
xp: 7e3,
needXP: 4e3,
val: 1.18,
color: "#6d91cb"
}, {
id: 3,
src: "_r",
poison: true,
xp: 12e3,
needXP: 5e3,
val: 1.18,
color: "#be5454"
} ];
const Projectiles = [ {
id: 0,
name: "Hunting bow",
index: 0,
layer: 0,
src: "arrow_1",
damage: 25,
scale: 103,
range: 1e3,
speed: 1.6
}, {
id: 1,
name: "Turret",
index: 1,
layer: 1,
damage: 25,
scale: 20,
speed: 1.5,
range: 700
}, {
id: 2,
name: "Crossbow",
index: 0,
layer: 0,
src: "arrow_1",
damage: 35,
scale: 103,
range: 1200,
speed: 2.5
}, {
id: 3,
name: "Repeater crossbow",
index: 0,
layer: 0,
src: "arrow_1",
damage: 30,
scale: 103,
range: 1200,
speed: 2
}, {
id: 4,
index: 1,
layer: 1,
damage: 16,
scale: 20,
range: 0,
speed: 0
}, {
id: 5,
name: "Musket",
index: 0,
layer: 0,
src: "bullet_1",
damage: 50,
scale: 160,
range: 1400,
speed: 3.6
} ];
class Vector {
x;
y;
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
static fromAngle(angle, length = 1) {
return new Vector(Math.cos(angle) * length, Math.sin(angle) * length);
}
add(vec) {
if (vec instanceof Vector) {
this.x += vec.x;
this.y += vec.y;
} else {
this.x += vec;
this.y += vec;
}
return this;
}
sub(vec) {
if (vec instanceof Vector) {
this.x -= vec.x;
this.y -= vec.y;
} else {
this.x -= vec;
this.y -= vec;
}
return this;
}
mult(scalar) {
this.x *= scalar;
this.y *= scalar;
return this;
}
div(scalar) {
const inv = 1 / scalar;
this.x *= inv;
this.y *= inv;
return this;
}
get length() {
return Math.hypot(this.x, this.y);
}
normalizeVec() {
const len = this.length;
if (len > 0) {
const inv = 1 / len;
this.x *= inv;
this.y *= inv;
}
return this;
}
dot(vec) {
return this.x * vec.x + this.y * vec.y;
}
_setXY(x, y) {
this.x = x;
this.y = y;
return this;
}
setVec(vec) {
return this._setXY(vec.x, vec.y);
}
setLength(value) {
return this.normalizeVec().mult(value);
}
copy() {
return new Vector(this.x, this.y);
}
distanceDefault(vec) {
const dx = this.x - vec.x;
const dy = this.y - vec.y;
return dx * dx + dy * dy;
}
distance(vec) {
const dx = this.x - vec.x;
const dy = this.y - vec.y;
return Math.hypot(dx, dy);
}
angle(vec) {
return Math.atan2(vec.y - this.y, vec.x - this.x);
}
addDirection(angle, length) {
const x = this.x + Math.cos(angle) * length;
const y = this.y + Math.sin(angle) * length;
return new Vector(x, y);
}
isEqual(vec) {
return this.x === vec.x && this.y === vec.y;
}
makeString() {
return this.x + ":" + this.y;
}
}
const Vector_default = Vector;
const getAngle = (x1, y1, x2, y2) => Math.atan2(y2 - y1, x2 - x1);
const getDistance = (x1, y1, x2, y2) => Math.hypot(x1 - x2, y1 - y2);
const clamp = (value, min, max) => Math.min(Math.max(value, min), max);
const fixTo = (value, fraction) => parseFloat(value.toFixed(fraction));
const PI = Math.PI;
const PI2 = PI * 2;
const getAngleDist = (a, b) => {
const p = Math.abs(b - a) % (PI * 2);
return p > PI ? PI * 2 - p : p;
};
const findMiddleAngle = (a, b) => {
const x = Math.cos(a) + Math.cos(b);
const y = Math.sin(a) + Math.sin(b);
return Math.atan2(y, x);
};
const toRadians = degrees => degrees * (PI / 180);
const removeFast = (array, index) => {
if (index < 0 || index >= array.length) {
throw new RangeError("removeFast: Index out of range");
}
if (index === array.length - 1) {
array.pop();
} else {
array[index] = array.pop();
}
};
const lerp = (start, end, factor) => (1 - factor) * start + factor * end;
const reverseAngle = angle => Math.atan2(-Math.sin(angle), -Math.cos(angle));
const getTargetValue = (target, prop) => target[prop];
const setTargetValue = (target, prop, value) => {
target[prop] = value;
};
const formatDate = date => {
if (date == null) {
date = new Date;
}
const hours = (date.getHours() + "").padStart(2, "0");
const minutes = (date.getMinutes() + "").padStart(2, "0");
const seconds = (date.getSeconds() + "").padStart(2, "0");
return `${hours}:${minutes}:${seconds}`;
};
const incrementor = () => {
let value = 0;
return function() {
return value++;
};
};
const getUniqueID = incrementor();
const EPS = 1e-9;
const pointInsideRect = (p, rs, re) => p.x >= rs.x - EPS && p.x <= re.x + EPS && p.y >= rs.y - EPS && p.y <= re.y + EPS;
const lineIntersectsLine = (p, p2, q, q2) => {
const r = p2.copy().sub(p);
const s = q2.copy().sub(q);
const rxs = r.x * s.y - r.y * s.x;
const q_p = q.copy().sub(p);
const qpxr = q_p.x * r.y - q_p.y * r.x;
if (Math.abs(rxs) < EPS) {
if (Math.abs(qpxr) < EPS) {
const t0 = (q_p.x * r.x + q_p.y * r.y) / (r.x * r.x + r.y * r.y);
const t1 = t0 + (s.x * r.x + s.y * r.y) / (r.x * r.x + r.y * r.y);
return Math.max(0, Math.min(t0, t1)) <= Math.min(1, Math.max(t0, t1));
}
return false;
}
const t = (q_p.x * s.y - q_p.y * s.x) / rxs;
const u = (q_p.x * r.y - q_p.y * r.x) / rxs;
return t >= 0 && t <= 1 && u >= 0 && u <= 1;
};
const lineIntersectsRect = (lineStart, lineEnd, rectStart, rectEnd) => pointInsideRect(lineStart, rectStart, rectEnd) || pointInsideRect(lineEnd, rectStart, rectEnd) || lineIntersectsLine(lineStart, lineEnd, rectStart, new Vector_default(rectEnd.x, rectStart.y)) || lineIntersectsLine(lineStart, lineEnd, new Vector_default(rectEnd.x, rectStart.y), rectEnd) || lineIntersectsLine(lineStart, lineEnd, rectEnd, new Vector_default(rectStart.x, rectEnd.y)) || lineIntersectsLine(lineStart, lineEnd, new Vector_default(rectStart.x, rectEnd.y), rectStart);
const isActiveInput = () => {
const active = document.activeElement || document.body;
return active instanceof HTMLInputElement || active instanceof HTMLTextAreaElement;
};
const getAngleFromBitmask = (bitmask, rotate) => {
const vec = {
x: 0,
y: 0
};
if (bitmask & 1) {
vec.y--;
}
if (bitmask & 2) {
vec.y++;
}
if (bitmask & 4) {
vec.x--;
}
if (bitmask & 8) {
vec.x++;
}
if (rotate) {
vec.x *= -1;
vec.y *= -1;
}
return vec.x === 0 && vec.y === 0 ? null : Math.atan2(vec.y, vec.x);
};
const formatCode = code => {
code += "";
if (code === "Backspace") {
return code;
}
if (code === "Escape") {
return "ESC";
}
if (code === "Delete") {
return "DEL";
}
if (code === "Minus") {
return "-";
}
if (code === "Equal") {
return "=";
}
if (code === "BracketLeft") {
return "[";
}
if (code === "BracketRight") {
return "]";
}
if (code === "Slash") {
return "/";
}
if (code === "Backslash") {
return "\\";
}
if (code === "Quote") {
return "'";
}
if (code === "Backquote") {
return "`";
}
if (code === "Semicolon") {
return ";";
}
if (code === "Comma") {
return ",";
}
if (code === "Period") {
return ".";
}
if (code === "CapsLock") {
return "CAPS";
}
if (code === "ContextMenu") {
return "CTXMENU";
}
if (code === "NumLock") {
return "LOCK";
}
return code.replace(/^Page/, "PG").replace(/^Digit/, "").replace(/Button$/, "BTN").replace(/^Key/, "").replace(/^(Shift|Control|Alt)(L|R).*$/, "$2$1").replace(/Control/, "CTRL").replace(/^Arrow/, "").replace(/^Numpad/, "NUM").replace(/Decimal/, "DEC").replace(/Subtract/, "SUB").replace(/Divide/, "DIV").replace(/Multiply/, "MULT").toUpperCase();
};
const formatButton = button => {
if (button === 0) {
return "LBTN";
}
if (button === 1) {
return "MBTN";
}
if (button === 2) {
return "RBTN";
}
if (button === 3) {
return "BBTN";
}
if (button === 4) {
return "FBTN";
}
throw Error(`formatButton Error: "${button}" is not valid button`);
};
const removeClass = (target, name) => {
if (target instanceof HTMLElement) {
target.classList.remove(name);
return;
}
for (const element of target) {
element.classList.remove(name);
}
};
const pointInRiver = position => {
const y = position.y;
const below = y >= Config_default.mapScale / 2 - Config_default.riverWidth / 2;
const above = y <= Config_default.mapScale / 2 + Config_default.riverWidth / 2;
return below && above;
};
const pointInDesert = position => position.y >= Config_default.mapScale - Config_default.snowBiomeTop;
const inRange = (value, min, max) => value >= min && value <= max;
const targetInsideRect = (target, rectPos, radius) => {
const screen = new Vector_default(1920, 1080).div(2).add(radius);
const rectStart = rectPos.copy().sub(screen);
const rectEnd = rectPos.copy().add(screen);
return pointInsideRect(target, rectStart, rectEnd);
};
const findPlacementAngles = angles => {
const output = new Set;
for (let i = 0; i < angles.length; i++) {
const [angle, offset] = angles[i];
const start = angle - offset;
const end = angle + offset;
let startIntersects = false;
let endIntersects = false;
for (let j = 0; j < angles.length; j++) {
if (startIntersects && endIntersects) {
break;
}
if (i === j) {
continue;
}
const [angle2, offset2] = angles[j];
if (getAngleDist(start, angle2) <= offset2) {
startIntersects = true;
}
if (getAngleDist(end, angle2) <= offset2) {
endIntersects = true;
}
}
if (!startIntersects) {
output.add(start);
}
if (!endIntersects) {
output.add(end);
}
}
return [ ...output ];
};
const createAction = (callback, time = 0) => {
let state = false;
const timeoutID = setTimeout(() => {
if (state) {
return;
}
state = true;
callback();
}, time);
return () => {
if (state) {
return;
}
state = true;
clearTimeout(timeoutID);
callback();
};
};
class CustomStorage {
static get(key) {
const value = window.localStorage.getItem(key);
return value === null ? null : JSON.parse(value);
}
static set(key, value, stringify = true) {
const data = stringify ? JSON.stringify(value) : value;
window.localStorage.setItem(key, data);
}
static delete(key) {
const has = window.localStorage.hasOwnProperty(key) && key in window.localStorage;
window.localStorage.removeItem(key);
return has;
}
}
const Header_default = '<header>\r\n <div id="credits">\r\n <svg version="1.1" id="logo" viewBox="0 0 1024 1024" xmlns="http://www.w3.org/2000/svg">\r\n <path transform="translate(868.08 108.59)" d="m0 0c0.70463-0.0067323 1.4093-0.013465 2.1352-0.020401 6.4762 0.12104 11.035 2.1066 15.783 6.4267 6.7355 7.1685 7.4975 15.175 7.2769 24.712-0.32818 6.7315-1.9685 13.117-3.7144 19.6-0.39653 1.5245-0.79241 3.0492-1.1877 4.574-15.141 57.747-33.221 114.75-51.15 171.68-0.77339 2.4566-1.5457 4.9135-2.3178 7.3705-4.8024 15.273-9.6359 30.535-14.809 45.687-0.51513 1.5277-0.51513 1.5277-1.0407 3.0862-5.8617 16.918-5.8617 16.918-12.244 22.918-0.67418 0.65227-1.3484 1.3045-2.043 1.9766-1.7695 1.3984-1.7695 1.3984-3.7695 1.3984v2c-2.0273 1.7234-4.0653 3.3381-6.1875 4.9375-4.8734 3.7442-9.6517 7.5565-14.312 11.562-4.471 3.8341-9.032 7.5173-13.688 11.125-4.9944 3.8756-9.7402 7.9242-14.398 12.203-3.3976 3.0568-6.9447 5.9139-10.496 8.7891-3.7343 3.0494-7.405 6.1702-11.077 9.2942-3.4521 2.9308-6.943 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fill="#CA8B5F"/>\r\n <path transform="translate(224,902)" d="m0 0 2 1z" fill="#BC835B"/>\r\n <path transform="translate(491,766)" d="m0 0 2 1z" fill="#C2855B"/>\r\n <path transform="translate(432,725)" d="m0 0 2 1z" fill="#D09164"/>\r\n <path transform="translate(193,717)" d="m0 0 2 1z" fill="#C68B60"/>\r\n <path transform="translate(595,700)" d="m0 0 2 1z" fill="#BA805A"/>\r\n <path transform="translate(268,658)" d="m0 0 2 1z" fill="#C88B60"/>\r\n <path transform="translate(564,651)" d="m0 0 2 1z" fill="#D49266"/>\r\n <path transform="translate(304,601)" d="m0 0 2 1z" fill="#CC8D62"/>\r\n <path transform="translate(600,591)" d="m0 0 2 1z" fill="#CE8E61"/>\r\n <path transform="translate(604,588)" d="m0 0 2 1z" fill="#CD8D61"/>\r\n <path transform="translate(273,565)" d="m0 0 2 1z" fill="#CA8C63"/>\r\n <path transform="translate(779,438)" d="m0 0 2 1z" fill="#C58A60"/>\r\n <path transform="translate(496,304)" d="m0 0 2 1z" fill="#BE875E"/>\r\n <path transform="translate(867,239)" d="m0 0 2 1z" fill="#C88C64"/>\r\n <path transform="translate(626,178)" d="m0 0 2 1z" fill="#C88A5E"/>\r\n <path transform="translate(657,168)" d="m0 0 2 1z" fill="#CD8F65"/>\r\n <path transform="translate(709,152)" d="m0 0 2 1z" fill="#CB8A5E"/>\r\n <path transform="translate(776,131)" d="m0 0 2 1z" fill="#C7895F"/>\r\n </svg>\r\n\r\n <h1 class="page-title">Glotus Client</h1>\r\n <p id="script-description" class="page-description"></p>\r\n </div>\r\n\r\n <svg\r\n id="close-button"\r\n class="icon"\r\n xmlns="http://www.w3.org/2000/svg"\r\n viewBox="0 0 30 30"\r\n >\r\n <path d="M 7 4 C 6.744125 4 6.4879687 4.0974687 6.2929688 4.2929688 L 4.2929688 6.2929688 C 3.9019687 6.6839688 3.9019687 7.3170313 4.2929688 7.7070312 L 11.585938 15 L 4.2929688 22.292969 C 3.9019687 22.683969 3.9019687 23.317031 4.2929688 23.707031 L 6.2929688 25.707031 C 6.6839688 26.098031 7.3170313 26.098031 7.7070312 25.707031 L 15 18.414062 L 22.292969 25.707031 C 22.682969 26.098031 23.317031 26.098031 23.707031 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const Navbar_default = '<div id="navbar-container">\r\n <button data-id="0" class="open-menu active">\r\n <span>\r\n <svg class="small-icon" xmlns="http://www.w3.org/2000/svg" width="512" height="512" viewBox="0 0 512 512"><path fill="currentColor" d="M240 6.1c9.1-8.2 22.9-8.2 32 0l232 208c9.9 8.8 10.7 24 1.8 33.9s-24 10.7-33.9 1.8l-8-7.2v205.3c0 35.3-28.7 64-64 64h-288c-35.3 0-64-28.7-64-64V242.6l-8 7.2c-9.9 8.8-25 8-33.9-1.8s-8-25 1.8-33.9zm16 50.1L96 199.7V448c0 8.8 7.2 16 16 16h48V360c0-39.8 32.2-72 72-72h48c39.8 0 72 32.2 72 72v104h48c8.8 0 16-7.2 16-16V199.7L256 56.3zM208 464h96V360c0-13.3-10.7-24-24-24h-48c-13.3 0-24 10.7-24 24z"/></svg>\r\n Home\r\n </span>\r\n </button>\r\n <button data-id="1" class="open-menu">\r\n <span>\r\n <svg class="small-icon" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M6.21 13.29a.9.9 0 0 0-.33-.21a1 1 0 0 0-.76 0a.9.9 0 0 0-.54.54a1 1 0 1 0 1.84 0a1 1 0 0 0-.21-.33M13.5 11h1a1 1 0 0 0 0-2h-1a1 1 0 0 0 0 2m-4 0h1a1 1 0 0 0 0-2h-1a1 1 0 0 0 0 2m-3-2h-1a1 1 0 0 0 0 2h1a1 1 0 0 0 0-2M20 5H4a3 3 0 0 0-3 3v8a3 3 0 0 0 3 3h16a3 3 0 0 0 3-3V8a3 3 0 0 0-3-3m1 11a1 1 0 0 1-1 1H4a1 1 0 0 1-1-1V8a1 1 0 0 1 1-1h16a1 1 0 0 1 1 1Zm-6-3H9a1 1 0 0 0 0 2h6a1 1 0 0 0 0-2m3.5-4h-1a1 1 0 0 0 0 2h1a1 1 0 0 0 0-2m.71 4.29a1 1 0 0 0-.33-.21a1 1 0 0 0-.76 0a.9.9 0 0 0-.33.21a1 1 0 0 0-.21.33a1 1 0 1 0 1.92.38a.84.84 0 0 0-.08-.38a1 1 0 0 0-.21-.33"/></svg>\r\n Keybinds\r\n </span>\r\n </button>\r\n <button data-id="2" class="open-menu">\r\n <span>\r\n <svg class="small-icon" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="m19.05 21.6l-2.925-2.9l-2.2 2.2l-.7-.7q-.575-.575-.575-1.425t.575-1.425l4.225-4.225q.575-.575 1.425-.575t1.425.575l.7.7l-2.2 2.2l2.9 2.925q.3.3.3.7t-.3.7l-1.25 1.25q-.3.3-.7.3t-.7-.3M22 5.9L10.65 17.25l.125.1q.575.575.575 1.425t-.575 1.425l-.7.7l-2.2-2.2l-2.925 2.9q-.3.3-.7.3t-.7-.3L2.3 20.35q-.3-.3-.3-.7t.3-.7l2.9-2.925l-2.2-2.2l.7-.7q.575-.575 1.425-.575t1.425.575l.1.125L18 1.9h4zM6.95 10.85L2 5.9v-4h4l4.95 4.95z"/></svg>\r\n Combat\r\n </span>\r\n </button>\r\n <button data-id="3" class="open-menu">\r\n <span>\r\n <svg class="small-icon" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><g fill="none" stroke="currentColor" stroke-linecap="round" stroke-linejoin="round" stroke-width="2"><path d="M12 5c-6.307 0-9.367 5.683-9.91 6.808a.44.44 0 0 0 0 .384C2.632 13.317 5.692 19 12 19s9.367-5.683 9.91-6.808a.44.44 0 0 0 0-.384C21.368 10.683 18.308 5 12 5"/><circle cx="12" cy="12" r="3"/></g></svg>\r\n Visuals\r\n </span>\r\n </button>\r\n <button data-id="4" class="open-menu">\r\n <span>\r\n <svg class="small-icon" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M2 18h7v2H2zm0-7h9v2H2zm0-7h20v2H2zm18.674 9.025l1.156-.391l1 1.732l-.916.805a4 4 0 0 1 0 1.658l.916.805l-1 1.732l-1.156-.391a4 4 0 0 1-1.435.83L19 21h-2l-.24-1.196a4 4 0 0 1-1.434-.83l-1.156.392l-1-1.732l.916-.805a4 4 0 0 1 0-1.658l-.916-.805l1-1.732l1.156.391c.41-.37.898-.655 1.435-.83L17 11h2l.24 1.196a4 4 0 0 1 1.434.83M18 17a1 1 0 1 0 0-2a1 1 0 0 0 0 2"/></svg>\r\n Misc\r\n </span>\r\n </button>\r\n <button data-id="5" class="open-menu">\r\n <span>\r\n <svg class="small-icon" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M22 14h-1c0-3.87-3.13-7-7-7h-1V5.73A2 2 0 1 0 10 4c0 .74.4 1.39 1 1.73V7h-1c-3.87 0-7 3.13-7 7H2c-.55 0-1 .45-1 1v3c0 .55.45 1 1 1h1v1a2 2 0 0 0 2 2h14c1.11 0 2-.89 2-2v-1h1c.55 0 1-.45 1-1v-3c0-.55-.45-1-1-1m-1 3h-2v3H5v-3H3v-1h2v-2c0-2.76 2.24-5 5-5h4c2.76 0 5 2.24 5 5v2h2zm-3.5-1.5c0 1.11-.89 2-2 2c-.97 0-1.77-.69-1.96-1.6l2.96-2.12c.6.35 1 .98 1 1.72m-10-1.72l2.96 2.12c-.18.91-.99 1.6-1.96 1.6a2 2 0 0 1-2-2c0-.74.4-1.37 1-1.72"/></svg>\r\n Bots\r\n </span>\r\n </button>\r\n <button data-id="6" class="open-menu bottom-align">\r\n <span>\r\n <svg class="small-icon" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="m19.546 7.573l-1.531-1.57l-1.442 1.291l-.959.86l3.876 3.987l-2.426 2.496l-1.451 1.492c.55.499 1.091.99 1.64 1.486l.764.694l2.21-2.277L24 12.14v-.001zM2.992 9.072L0 12.14c2.01 2.073 3.993 4.115 5.984 6.167l.51-.464l1.893-1.715L6.94 14.64l-2.43-2.5l3.109-3.196l.767-.789c-.434-.39-.86-.772-1.288-1.154L5.984 6v.001zm12.585-6.038L11.632 21.6l-.196-.039l-3.029-.595l2.555-12.02L12.353 2.4z"/></svg>\r\n Devtool\r\n </span>\r\n </button>\r\n</div>';
const Home_default = '<div class="menu-page opened" data-id="0">\r\n <div class="page-title">Home</div>\r\n\r\n <div class="section">\r\n <div class="section-title">Welcome to the Glotus Client!</div>\r\n <div class="section-content">\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Author: </span>\r\n <span id="author" class="text-value">Murka</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <a href="https://discord.gg/cPRFdcZkeD" class="text-value" target="_blank">\r\n <svg class="icon link" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M19.303 5.337A17.3 17.3 0 0 0 14.963 4c-.191.329-.403.775-.552 1.125a16.6 16.6 0 0 0-4.808 0C9.454 4.775 9.23 4.329 9.05 4a17 17 0 0 0-4.342 1.337C1.961 9.391 1.218 13.35 1.59 17.255a17.7 17.7 0 0 0 5.318 2.664a13 13 0 0 0 1.136-1.836c-.627-.234-1.22-.52-1.794-.86c.149-.106.297-.223.435-.34c3.46 1.582 7.207 1.582 10.624 0c.149.117.287.234.435.34c-.573.34-1.167.626-1.793.86a13 13 0 0 0 1.135 1.836a17.6 17.6 0 0 0 5.318-2.664c.457-4.52-.722-8.448-3.1-11.918M8.52 14.846c-1.04 0-1.889-.945-1.889-2.101s.828-2.102 1.89-2.102c1.05 0 1.91.945 1.888 2.102c0 1.156-.838 2.1-1.889 2.1m6.974 0c-1.04 0-1.89-.945-1.89-2.101s.828-2.102 1.89-2.102c1.05 0 1.91.945 1.889 2.102c0 1.156-.828 2.1-1.89 2.1"/>\r\n </svg>\r\n </a>\r\n\r\n <a href="https://github.com/Murka007/Glotus-Client" class="text-value" target="_blank">\r\n <svg class="icon link" xmlns="http://www.w3.org/2000/svg" width="24" height="24" viewBox="0 0 24 24"><path fill="currentColor" d="M12 2A10 10 0 0 0 2 12c0 4.42 2.87 8.17 6.84 9.5c.5.08.66-.23.66-.5v-1.69c-2.77.6-3.36-1.34-3.36-1.34c-.46-1.16-1.11-1.47-1.11-1.47c-.91-.62.07-.6.07-.6c1 .07 1.53 1.03 1.53 1.03c.87 1.52 2.34 1.07 2.91.83c.09-.65.35-1.09.63-1.34c-2.22-.25-4.55-1.11-4.55-4.92c0-1.11.38-2 1.03-2.71c-.1-.25-.45-1.29.1-2.64c0 0 .84-.27 2.75 1.02c.79-.22 1.65-.33 2.5-.33s1.71.11 2.5.33c1.91-1.29 2.75-1.02 2.75-1.02c.55 1.35.2 2.39.1 2.64c.65.71 1.03 1.6 1.03 2.71c0 3.82-2.34 4.66-4.57 4.91c.36.31.69.92.69 1.85V21c0 .27.16.59.67.5C19.14 20.16 22 16.42 22 12A10 10 0 0 0 12 2"/></svg>\r\n </a>\r\n\r\n <a href="https://greasyfork.org/en/users/919633-murka007" class="text-value" target="_blank">\r\n <svg class="icon link" version="1.1" viewBox="0 0 96 96" xmlns="http://www.w3.org/2000/svg">\r\n <circle cx="48" cy="48" r="48"/>\r\n <clipPath id="a">\r\n <circle cx="48" cy="48" r="47"/>\r\n </clipPath>\r\n <text clip-path="url(#a)" fill="#fff" font-family="\'DejaVu Sans\', Verdana, Arial, \'Liberation Sans\', sans-serif" font-size="18" letter-spacing="-.75" pointer-events="none" text-anchor="middle" style="-moz-user-select:none;-ms-user-select:none;-webkit-user-select:none;user-select:none"><tspan x="51" y="13" textLength="57">= null;</tspan> <tspan x="56" y="35" textLength="98">function init</tspan> <tspan x="49" y="57" textLength="113">for (const i = 0;</tspan> <tspan x="50" y="79" textLength="105">XmlHttpReq</tspan> <tspan x="48" y="101" textLength="80">appendCh</tspan></text>\r\n <path d="m44 29a6.364 6.364 0 0 1 0 9l36 36a3.25 3.25 0 0 1-6.5 6.5l-36-36a6.364 6.364 0 0 1-9 0l-19-19a1.7678 1.7678 0 0 1 0-2.5l13-13a1.7678 1.7678 0 0 1 2.5 0z" stroke="#000" stroke-width="4"/>\r\n <path d="m44 29a6.364 6.364 0 0 1 0 9l36 36a3.25 3.25 0 0 1-6.5 6.5l-36-36a6.364 6.364 0 0 1-9 0l-19-19a1.7678 1.7678 0 0 1 2.5-2.5l14 14 4-4-14-14a1.7678 1.7678 0 0 1 2.5-2.5l14 14 4-4-14-14a1.7678 1.7678 0 0 1 2.5-2.5z" fill="#fff"/>\r\n </svg>\r\n </a>\r\n\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Building hash: </span>\r\n <span id="author" class="text-value">WjozCQUhJYXYFg4</span>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n\r\n <div class="section">\r\n <div class="section-content">\r\n \r\n <div class="content-option text">\r\n <span class="text-value simplified">Leaking source code myself.. <span class="highlight">unfortunately</span>. The reason you can read this message and use this client is quite tragic, for more info join my discord server and check annoucements channel. I\'ll leave the source and its up to you to decide what to do with it. Just make sure to put my credits, as the original author of this client.</span>\r\n </div>\r\n \r\n <div class="content-option text">\r\n <span class="text-value simplified">My main goal in creating this hack was to automate absolutely everything. So don\'t be surprised by the lack of numerous hotkeys - not even for switching weapons. This client is designed for simple <span class="highlight">WASD</span> movement and primarly <span class="highlight">polearm + hammer</span>, which is what makes it great. There\'s no need to remember dozens of hotkeys, chat commands, or anything else.</span>\r\n </div>\r\n \r\n <div class="content-option text">\r\n <span class="text-value simplified">This client is <span class="highlight">no longer</span> under active development, so all future updates will rely entirely on community contributions. I strongly recommend to not edit the code in Tampermonkey and switch to a proper IDE instead. You\'ll safe your time by <span class="highlight">a lot!</span></span>\r\n </div>\r\n </div>\r\n </div>\r\n\r\n</div>';
const Keybinds_default = '<div class="menu-page" data-id="1">\r\n <div class="page-title">Keybinds</div>\r\n <p class="page-description">Setup keybinds for items, weapons and hats</p>\r\n\r\n \x3c!-- Items & Weapons --\x3e\r\n <div class="section">\r\n <div class="section-title">Items & Weapons</div>\r\n <div class="section-content split">\r\n\r\n <div class="content-split">\r\n <div class="content-option">\r\n <span class="option-title">Food</span>\r\n <button id="_food" class="hotkeyInput"></button>\r\n <span class="option-description">It is useful to press this button, when you have a really high ping. Because AutoQ is not able to detect such threats</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Wall</span>\r\n <button id="_wall" class="hotkeyInput"></button>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Spike</span>\r\n <button id="_spike" class="hotkeyInput"></button>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Windmill</span>\r\n <button id="_windmill" class="hotkeyInput"></button>\r\n </div>\r\n </div>\r\n\r\n <div class="content-split">\r\n <div class="content-option">\r\n <span class="option-title">Farm</span>\r\n <button id="_farm" class="hotkeyInput"></button>\r\n <span class="option-description">Places trees/mines</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Trap</span>\r\n <button id="_trap" class="hotkeyInput"></button>\r\n <span class="option-description">Places traps/boostpads</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Turret</span>\r\n <button id="_turret" class="hotkeyInput"></button>\r\n <span class="option-description">Places turrets, teleports, platforms etc</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Spawn</span>\r\n <button id="_spawn" class="hotkeyInput"></button>\r\n </div>\r\n </div>\r\n </div>\r\n </div>\r\n\r\n \x3c!-- Controls & Movement --\x3e\r\n <div class="section">\r\n <div class="section-title">Controls & Movement</div>\r\n <div class="section-content">\r\n\r\n <div class="content-split">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Lock bot position</span>\r\n <button id="_lockBotPosition" class="hotkeyInput"></button>\r\n <span class="option-description">Press this button and bots will be locked to your last cursor position</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Toggle Shop</span>\r\n <button id="_toggleShop" class="hotkeyInput"></button>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Toggle Clan</span>\r\n <button id="_toggleClan" class="hotkeyInput"></button>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Toggle Menu</span>\r\n <button id="_toggleMenu" class="hotkeyInput"></button>\r\n <span class="option-description">Press this button to open and close the menu</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Instakill</span>\r\n <button id="_instakill" class="hotkeyInput"></button>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n </div>\r\n</div>';
const Combat_default = '<div class="menu-page" data-id="2">\r\n <div class="page-title">Combat</div>\r\n <p class="page-description">Modify combat settings, change pvp behavior</p>\r\n\r\n \x3c!-- Defense --\x3e\r\n <div class="section">\r\n <div class="section-title">Defense</div>\r\n <div class="section-content">\r\n\r\n \x3c!-- <div class="content-option">\r\n <span class="option-title">Biome hats</span>\r\n <label class="switch-checkbox">\r\n <input id="_biomehats" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div> --\x3e\r\n\r\n \x3c!-- <div class="content-option">\r\n <span class="option-title">Auto emp</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoemp" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div> --\x3e\r\n\r\n <div class="content-option">\r\n <span class="option-title">Anti enemy</span>\r\n <label class="switch-checkbox">\r\n <input id="_antienemy" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Basic soldier equipment for all types of antis</span>\r\n </div>\r\n\r\n \x3c!-- <div class="content-option">\r\n <span class="option-title">Soldier default</span>\r\n <label class="switch-checkbox">\r\n <input id="_soldierDefault" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n\r\n <span class="option-description">Equips soldier by default, when antis fail to do its work</span>\r\n </div> --\x3e\r\n\r\n \x3c!-- <div class="content-option">\r\n <span class="option-title">Anti animal</span>\r\n <label class="switch-checkbox">\r\n <input id="_antianimal" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Equips a soldier when danger animal is nearby</span>\r\n </div> --\x3e\r\n\r\n <div class="content-option">\r\n <span class="option-title">Anti spike</span>\r\n <label class="switch-checkbox">\r\n <input id="_antispike" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Adds additional layer of protection against spikes</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Emp Defense</span>\r\n <label class="switch-checkbox">\r\n <input id="_empDefense" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Equips emp by default when you are not moving</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Autoheal</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoheal" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n \r\n <div class="content-option">\r\n <span class="option-title">Autobreak</span>\r\n <label class="switch-checkbox">\r\n <input id="_autobreak" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Destroys nearby enemy traps and spikes</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Safe walk</span>\r\n <label class="switch-checkbox">\r\n <input id="_safeWalk" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Prevents from colliding enemy spikes, cactuses, boostpads</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Auto Shield</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoShield" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Automatically selects shield on potential threats</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Tail Priority</span>\r\n <label class="switch-checkbox">\r\n <input id="_tailPriority" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Equips monkey tail to get additional speed. In very close combat may not switch back to CX</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Anti Spike Push</span>\r\n <label class="switch-checkbox">\r\n <input id="_antiSpikePush" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">When you are about to be pushed on spike, attacks nearestEnemy to knockback him. Works only with daggers and bat</span>\r\n </div>\r\n </div>\r\n </div>\r\n\r\n \x3c!-- Placement --\x3e\r\n <div class="section">\r\n <div class="section-title">Placement</div>\r\n\r\n <div class="section-content">\r\n <div class="content-option">\r\n <span class="option-title">Autoplacer</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoplacer" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Automatically places traps and spikes when enemy is nearby</span>\r\n </div>\r\n\r\n \x3c!-- <div class="content-option">\r\n <span class="option-title">Preplacer</span>\r\n <label class="switch-checkbox">\r\n <input id="_preplacer" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div> --\x3e\r\n\r\n <div class="content-option">\r\n <span class="option-title">Autoplacer radius</span>\r\n <label class="slider">\r\n <span class="slider-value"></span>\r\n <input id="_autoplacerRadius" type="range" step="25" min="100" max="450">\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Placement accuracy</span>\r\n <label class="slider">\r\n <span class="slider-value"></span>\r\n <input id="_placeAttempts" type="range" min="1" max="10">\r\n </label>\r\n <span class="option-description">Algorithm calculates all the possible attempts. But later this value decreases in order to avoid lags.</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Automill</span>\r\n <label class="switch-checkbox">\r\n <input id="_automill" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Automatically places 3x windmills behind your back</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Auto grind</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoGrind" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Stay still to get autogrind working</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Placement Defense</span>\r\n <label class="switch-checkbox">\r\n <input id="_placementDefense" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Places a wall/windmill on projectile threats</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Dash Movement</span>\r\n <label class="switch-checkbox">\r\n <input id="_dashMovement" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">When holding a boostpad hotkey, it is gonna place boost pad once and immediately destroy it, giving you additional speed.</span>\r\n </div>\r\n </div>\r\n </div>\r\n \r\n \x3c!-- Instakills --\x3e\r\n <div class="section">\r\n <div class="section-title">Instakills</div>\r\n\r\n <div class="section-content">\r\n <div class="content-option">\r\n <span class="option-title">Auto sync</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoSync" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Attacks when it is possible to sync enemy with 2 primary weapons</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Velocity tick</span>\r\n <label class="switch-checkbox">\r\n <input id="_velocityTick" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Attacks using turret + diamond polearm in one tick</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Spike tick</span>\r\n <label class="switch-checkbox">\r\n <input id="_spikeTick" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">When enemy is about to collide a spike, attacks with primary weapon</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Spike sync</span>\r\n <label class="switch-checkbox">\r\n <input id="_spikeSync" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Spike sync hammer</span>\r\n <label class="switch-checkbox">\r\n <input id="_spikeSyncHammer" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Knockback tick</span>\r\n <label class="switch-checkbox">\r\n <input id="_knockbackTick" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Attacks enemy when its possible to knockback on spike</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Knockback tick hammer</span>\r\n <label class="switch-checkbox">\r\n <input id="_knockbackTickHammer" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Knockbacks enemy using hammer + turret + primary weapon on spike</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Knockback tick trap</span>\r\n <label class="switch-checkbox">\r\n <input id="_knockbackTickTrap" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Destroys a trap and knockbacks enemy on spike</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Anti Retrap</span>\r\n <label class="switch-checkbox">\r\n <input id="_antiRetrap" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">When you are trapped, attacks enemy with primary weapon to push it away</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Tool Spear Insta</span>\r\n <label class="switch-checkbox">\r\n <input id="_toolSpearInsta" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n\r\n <span class="option-description">When you have Tool Hammer and also Polearm could be upgraded, then it is going to perform instakill on nearest enemy.</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Autosteal</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoSteal" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Steals kills/animals from other players</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Autopush</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoPush" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Turret steal</span>\r\n <label class="switch-checkbox">\r\n <input id="_turretSteal" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Equips a turret hat if possible to kill with it</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Spike Gear Insta</span>\r\n <label class="switch-checkbox">\r\n <input id="_spikeGearInsta" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n\r\n <span class="option-description">Equips Spike Gear when it is possible to deal potential damage with it to the enemy. Instakill may happen.</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Turret Sync</span>\r\n <label class="switch-checkbox">\r\n <input id="_turretSync" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Attacks using primary in sync with other turret objects</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Trap KB</span>\r\n <label class="switch-checkbox">\r\n <input id="_trapKB" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Attacks enemies to knockback them into traps. Useful with daggers and bat</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Shame Spam</span>\r\n <label class="switch-checkbox">\r\n <input id="_shameSpam" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Starts destroying enemy\'s trap to increase his shameCount, which results in poleaids finish. Works only with polearm and katana</span>\r\n </div>\r\n </div>\r\n </div>\r\n\r\n</div>';
const Visuals_default = '<div class="menu-page" data-id="3">\r\n <div class="page-title">Visuals</div>\r\n <p class="page-description">Customize your visuals, or you can disable it for performance</p>\r\n\r\n \x3c!-- Tracers --\x3e\r\n <div class="section">\r\n <div class="section-title">Tracers</div>\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Enemies</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_enemyTracersColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_enemyTracers" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Teammates</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_teammateTracersColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_teammateTracers" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Animal</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_animalTracersColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_animalTracers" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Notification</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_notificationTracersColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_notificationTracers" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n\r\n \x3c!-- Markers --\x3e\r\n <div class="section">\r\n <div class="section-title">Markers</div>\r\n\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Item Markers</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_itemMarkersColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_itemMarkers" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Teammates</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_teammateMarkersColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_teammateMarkers" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Enemies</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_enemyMarkersColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_enemyMarkers" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n \r\n </div>\r\n </div>\r\n\r\n \x3c!-- Player --\x3e\r\n <div class="section">\r\n <div class="section-title">Player</div>\r\n\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Weapon XP Bar</span>\r\n <label class="switch-checkbox">\r\n <input id="_weaponXPBar" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Turret Reload Bar</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_playerTurretReloadBarColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_playerTurretReloadBar" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Weapon Reload Bar</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_weaponReloadBarColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_weaponReloadBar" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Render HP</span>\r\n <label class="switch-checkbox">\r\n <input id="_renderHP" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Position Prediction</span>\r\n <label class="switch-checkbox">\r\n <input id="_positionPrediction" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n \x3c!-- <div class="content-option">\r\n <span class="option-title">Stacked Damage</span>\r\n <label class="switch-checkbox">\r\n <input id="_stackedDamage" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div> --\x3e\r\n </div>\r\n </div>\r\n\r\n \x3c!-- Object --\x3e\r\n <div class="section">\r\n <div class="section-title">Object</div>\r\n\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Turret Reload Bar</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_objectTurretReloadBarColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_objectTurretReloadBar" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Item Health Bar</span>\r\n <div class="option-content">\r\n <button class="reset-color" title="Reset Color"></button>\r\n <input id="_itemHealthBarColor" type="color" title="Select Color">\r\n <label class="switch-checkbox">\r\n <input id="_itemHealthBar" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n\r\n</div>';
const Misc_default = '<div class="menu-page" data-id="4">\r\n <div class="page-title">Misc</div>\r\n <p class="page-description">Customize misc settings, add autochat messages, reset settings</p>\r\n\r\n \x3c!-- Other --\x3e\r\n <div class="section">\r\n <h2 class="section-title">Other</h2>\r\n\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Kill Message</span>\r\n <div class="option-content">\r\n <input id="_killMessageText" class="input" type="text" maxlength="30">\r\n <label class="switch-checkbox">\r\n <input id="_killMessage" type="checkbox">\r\n <span></span>\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Autospawn</span>\r\n <label class="switch-checkbox">\r\n <input id="_autospawn" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Autoaccept</span>\r\n <label class="switch-checkbox">\r\n <input id="_autoaccept" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Texture pack</span>\r\n <label class="switch-checkbox">\r\n <input id="_texturepack" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Some old looking texture pack. Reload the page to make it work! :)</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Hide game HUD</span>\r\n <label class="switch-checkbox">\r\n <input id="_hideHUD" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Chat Log</span>\r\n <label class="switch-checkbox">\r\n <input id="_chatLog" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n\r\n <span class="option-description">Use this only for debugging purposes. Report about any known problems</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <button id="resetSettings" class="option-button red">RESET SETTINGS</button>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n\r\n\r\n \x3c!-- Menu --\x3e\r\n \x3c!-- <div class="section">\r\n <h2 class="section-title">Menu</h2>\r\n\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Transparency</span>\r\n <label class="switch-checkbox">\r\n <input id="_menuTransparency" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n </div>\r\n </div> --\x3e\r\n\r\n</div>';
const Devtool_default = '<div class="menu-page" data-id="6">\r\n <div class="page-title">Devtool</div>\r\n <p class="page-description">Test Glotus Client and report about bugs!</p>\r\n\r\n\r\n \x3c!-- myPlayer --\x3e\r\n <div class="section">\r\n <h2 class="section-title">myPlayer</h2>\r\n\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Display player angle</span>\r\n <label class="switch-checkbox">\r\n <input id="_displayPlayerAngle" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n\r\n\r\n \x3c!-- Hitboxes --\x3e\r\n <div class="section">\r\n <h2 class="section-title">Hitboxes</h2>\r\n\r\n <div class="section-content">\r\n\r\n <div class="content-option">\r\n <span class="option-title">Weapon hitbox</span>\r\n <label class="switch-checkbox">\r\n <input id="_weaponHitbox" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Collision hitbox</span>\r\n <label class="switch-checkbox">\r\n <input id="_collisionHitbox" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Placement hitbox</span>\r\n <label class="switch-checkbox">\r\n <input id="_placementHitbox" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Possible placement</span>\r\n <label class="switch-checkbox">\r\n <input id="_possiblePlacement" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n\r\n \x3c!-- Statistics --\x3e\r\n <div class="section">\r\n <h2 class="section-title">Statistics</h2>\r\n\r\n <div class="section-content small-section">\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Total kills: </span>\r\n <span id="_totalKills" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Global kills with bots: </span>\r\n <span id="_globalKills" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Deaths: </span>\r\n <span id="_deaths" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Autosync: </span>\r\n <span id="_autoSyncTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Velocity tick: </span>\r\n <span id="_velocityTickTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">SSHammer: </span>\r\n <span id="_spikeSyncHammerTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Spike sync: </span>\r\n <span id="_spikeSyncTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Spike tick: </span>\r\n <span id="_spikeTickTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">KBTrap: </span>\r\n <span id="_knockbackTickTrapTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">KBHammer: </span>\r\n <span id="_knockbackTickHammerTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">KB Reg: </span>\r\n <span id="_knockbackTickTimes" class="text-value">0</span>\r\n </div>\r\n\r\n <div class="content-option left-flex text">\r\n <span class="option-title">Author: </span>\r\n <span id="author" class="text-value">Murka</span>\r\n </div>\r\n\r\n </div>\r\n </div>\r\n\r\n</div>';
const Bots_default = '<div class="menu-page" data-id="5">\r\n <div class="page-title">Bots</div>\r\n <p class="page-description">Create bots, control them and dominate the entire server</p>\r\n\r\n \x3c!-- Controller --\x3e\r\n <div class="section">\r\n <div class="section-title">Controller</div>\r\n\r\n <div class="section-content">\r\n <div class="content-option">\r\n <span class="option-title">Follow cursor</span>\r\n <label class="switch-checkbox">\r\n <input id="_followCursor" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Bots are going to follow your cursor instead of character</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Stop movement radius</span>\r\n <label class="slider">\r\n <span class="slider-value"></span>\r\n <input id="_movementRadius" type="range" step="25" min="25" max="250">\r\n </label>\r\n <span class="option-description">Bots will stop movement at this radius</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Circle formation</span>\r\n <label class="switch-checkbox">\r\n <input id="_circleFormation" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Bots will form a circle around you</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Circle rotation</span>\r\n <label class="switch-checkbox">\r\n <input id="_circleRotation" type="checkbox"></input>\r\n <span></span>\r\n </label>\r\n <span class="option-description">Bots will move in a circular way around you</span>\r\n </div>\r\n\r\n <div class="content-option">\r\n <span class="option-title">Circle radius</span>\r\n <label class="slider">\r\n <span class="slider-value"></span>\r\n <input id="_circleRadius" type="range" step="25" min="50" max="600">\r\n </label>\r\n </div>\r\n </div>\r\n\r\n <div id="bot-container" class="section-content"></div>\r\n\r\n <div class="content-option centered">\r\n <button id="add-bot" class="option-button">Add Bot</button>\r\n </div>\r\n </div>\r\n\r\n</div>';
const styles_default = '@import "https://fonts.googleapis.com/css2?family=Noto+Sans:wght@400;600;800&display=swap";\r\n\r\n* {\r\n user-select: none;\r\n}\r\n\r\n/* Slightly lighter + bluish dark backgrounds */\r\nheader {\r\n display: flex;\r\n justify-content: space-between;\r\n align-items: center;\r\n height: 45px;\r\n background: #16181c; /* was #121212 → lighter + hint of blue */\r\n padding: 10px;\r\n border-radius: 6px;\r\n}\r\n\r\nheader .page-title {\r\n font-size: 2.3em;\r\n}\r\n\r\nheader #credits {\r\n display: flex;\r\n justify-content: space-between;\r\n gap: 10px;\r\n height: 45px;\r\n}\r\n\r\nheader #credits p {\r\n margin-top: auto;\r\n}\r\n\r\nheader #logo {\r\n display: block;\r\n width: auto;\r\n height: 100%;\r\n scale: 1.2;\r\n}\r\n\r\nheader #close-button {\r\n display: block;\r\n fill: #b5b5b5; /* slightly lighter */\r\n cursor: pointer;\r\n width: auto;\r\n height: 100%;\r\n transition: fill 200ms;\r\n}\r\n\r\nheader #close-button:hover {\r\n fill: #f0f0f0;\r\n}\r\n\r\n@keyframes ripple {\r\n from {\r\n opacity: 1;\r\n transform: scale(0);\r\n }\r\n to {\r\n opacity: 0;\r\n transform: scale(0.7);\r\n }\r\n}\r\n\r\n#navbar-container {\r\n display: flex;\r\n flex-direction: column;\r\n background: #16181c; /* was #121212 */\r\n padding: 10px;\r\n border-radius: 6px;\r\n row-gap: 3px;\r\n}\r\n\r\n#navbar-container .open-menu {\r\n position: relative;\r\n width: 8.5em;\r\n height: 3.2em;\r\n background: #101215; /* was #0d0d0d → slightly lighter + blue */\r\n font-weight: 800;\r\n font-size: 1.3em;\r\n overflow: hidden;\r\n transition: all 400ms;\r\n display: flex;\r\n justify-content: left;\r\n align-items: center;\r\n padding: 0px 25px;\r\n border-radius: 3px;\r\n border: 1px solid rgba(200, 210, 220, 0.08); /* cooler gray border */\r\n}\r\n\r\n.open-menu > span {\r\n display: flex;\r\n justify-content: left;\r\n align-items: center;\r\n gap: 10px;\r\n transition: all 300ms;\r\n pointer-events: none;\r\n}\r\n\r\n.open-menu:hover {\r\n background: #3a3d42; /* was #3d3d3d → cooler tone */\r\n}\r\n\r\n.open-menu:hover span {\r\n transform: translateY(-2px);\r\n}\r\n\r\n.open-menu.active {\r\n background: #3a3d42;\r\n pointer-events: none;\r\n}\r\n\r\n#navbar-container .open-menu.bottom-align {\r\n margin-top: auto;\r\n}\r\n\r\n#navbar-container .open-menu .ripple {\r\n position: absolute;\r\n z-index: 5;\r\n background: rgba(200, 215, 230, 0.4); /* slightly bluish white ripple */\r\n top: 0;\r\n left: 0;\r\n border-radius: 50%;\r\n opacity: 0;\r\n animation: ripple 800ms;\r\n pointer-events: none;\r\n}\r\n\r\n/* Animations unchanged */\r\n@keyframes toclose {\r\n from {\r\n opacity: 1;\r\n transform: scale(1);\r\n }\r\n to {\r\n opacity: 0;\r\n transform: scale(0);\r\n }\r\n}\r\n\r\n@keyframes toopen {\r\n from {\r\n opacity: 0;\r\n transform: scale(0);\r\n }\r\n to {\r\n opacity: 1;\r\n transform: scale(1);\r\n }\r\n}\r\n\r\n@keyframes appear {\r\n from {\r\n opacity: 0;\r\n }\r\n to {\r\n opacity: 1;\r\n }\r\n}\r\n\r\n#page-container {\r\n width: 100%;\r\n height: 100%;\r\n overflow-y: scroll;\r\n}\r\n\r\n.menu-page {\r\n background: #16181c; /* consistent background */\r\n padding: 10px;\r\n border-radius: 6px;\r\n display: none;\r\n}\r\n\r\n.menu-page.opened {\r\n display: block;\r\n}\r\n\r\n.menu-page .page-title {\r\n font-size: 2.8em;\r\n}\r\n\r\n.menu-page > .section {\r\n margin-top: 20px;\r\n background: #101215; /* was #0d0d0d */\r\n padding: 15px;\r\n border-radius: 6px;\r\n}\r\n\r\n.menu-page > .section .section-title {\r\n font-weight: 800;\r\n font-size: 1.8em;\r\n color: #a0a5aa; /* slightly lighter + bluish gray */\r\n margin-bottom: 10px;\r\n}\r\n\r\n.section-content {\r\n display: flex;\r\n flex-direction: column;\r\n gap: 5px;\r\n}\r\n\r\n.small-section {\r\n gap: 0px;\r\n font-size: 0.85rem;\r\n}\r\n\r\n.menu-page > .section .section-content.split {\r\n display: flex;\r\n justify-content: space-between;\r\n flex-direction: row;\r\n column-gap: 30px;\r\n}\r\n\r\n.menu-page > .section .section-content .content-split {\r\n width: 50%;\r\n display: flex;\r\n flex-direction: column;\r\n row-gap: 10px;\r\n}\r\n\r\n.menu-page > .section .section-content .content-option {\r\n display: flex;\r\n justify-content: space-between;\r\n align-items: center;\r\n min-height: 40px;\r\n padding: 3px 10px;\r\n transition: background 300ms;\r\n border-radius: 8px;\r\n}\r\n\r\n.content-option:hover {\r\n background: rgba(60, 65, 75, 0.25); /* cooler hover bg */\r\n}\r\n\r\n.option-description {\r\n position: absolute;\r\n z-index: 99;\r\n visibility: hidden;\r\n background: #282b30; /* was #2a2a2a → bluish dark */\r\n padding: 8px;\r\n border-radius: 6px;\r\n font-weight: 600;\r\n pointer-events: none;\r\n max-width: 300px;\r\n}\r\n\r\n.description-show {\r\n visibility: visible;\r\n}\r\n\r\n.menu-page > .section .content-option.centered {\r\n display: flex;\r\n justify-content: center;\r\n}\r\n\r\n.menu-page > .section .section-content .content-option .option-title {\r\n font-weight: 800;\r\n font-size: 1.4em;\r\n color: #60656b; /* was #585858 → lighter + cooler */\r\n transition: color 300ms;\r\n}\r\n\r\n.menu-page > .section .section-content .content-option .option-content {\r\n display: flex;\r\n justify-content: center;\r\n align-items: center;\r\n column-gap: 10px;\r\n}\r\n\r\n.menu-page > .section .section-content .content-option .disconnect-button {\r\n width: 30px;\r\n height: 30px;\r\n cursor: pointer;\r\n fill: rgba(130, 55, 60, 0.5); /* slightly softened */\r\n transition: fill 300ms;\r\n}\r\n\r\n.menu-page > .section .section-content .content-option:hover .option-title {\r\n color: #888c92; /* was #7e7d7d */\r\n}\r\n\r\n.menu-page > .section .section-content .content-option:hover .disconnect-button {\r\n fill: #8a3636;\r\n}\r\n\r\n.menu-page > .section .section-content .content-option:hover .disconnect-button:hover {\r\n fill: #983a3a;\r\n}\r\n\r\n.menu-page > .section .section-content .text {\r\n display: flex;\r\n justify-content: left;\r\n gap: 10px;\r\n}\r\n\r\n.menu-page > .section .section-content .text .text-value {\r\n color: #8e8888; /* slightly lighter */\r\n font-weight: 800;\r\n font-size: 1.5em;\r\n}\r\n\r\n.simplified {\r\n font-weight: 600 !important;\r\n font-size: 1.2em !important;\r\n word-spacing: 2px;\r\n}\r\n\r\n.highlight {\r\n color: #c0c5ca; /* cooler highlight */\r\n}\r\n\r\n.menu-page > .section .option-button {\r\n /* width: 117px;\r\n height: 45px; */\r\n background: #2e3136; /* was #303030 → bluish dark */\r\n border: 5px solid #24272b; /* was #262626 */\r\n padding: 10px 30px;\r\n border-radius: 6px;\r\n font-weight: 800;\r\n font-size: 1.1em;\r\n color: #888c92;\r\n transition: background 300ms, border-color 300ms;\r\n}\r\n\r\n\r\n#bot-container {\r\n margin: 10px 0;\r\n}\r\n\r\n.menu-page > .section .option-button:hover {\r\n background: #34383d;\r\n border-color: #282b30;\r\n}\r\n\r\n.menu-page > .section .section-content .hotkeyInput {\r\n width: 90px;\r\n height: 40px;\r\n background: #2e3136;\r\n border: 5px solid #24272b;\r\n border-radius: 6px;\r\n font-weight: 800;\r\n font-size: 1.1em;\r\n color: #888c92;\r\n display: flex;\r\n justify-content: center;\r\n align-items: center;\r\n transition: background 300ms, border-color 300ms, color 300ms;\r\n}\r\n\r\n.menu-page > .section .section-content .hotkeyInput:hover {\r\n background: #34383d;\r\n border-color: #282b30;\r\n}\r\n\r\n.menu-page > .section .section-content .hotkeyInput.active {\r\n background: #3a3e44;\r\n border-color: #2c3035;\r\n}\r\n\r\n.red {\r\n background: #853838!important;\r\n border-color: #6f2f2f!important;\r\n color: #c07878!important;\r\n}\r\n\r\n.red:hover {\r\n background: #b24848!important;\r\n border-color: #753131!important;\r\n}\r\n\r\n.red.active {\r\n background: #9c4040!important;\r\n border-color: #753131!important;\r\n}\r\n\r\n.menu-page > .section .section-content .switch-checkbox {\r\n position: relative;\r\n width: 90px;\r\n height: 34px;\r\n}\r\n\r\n.menu-page > .section .section-content .switch-checkbox input {\r\n width: 0;\r\n height: 0;\r\n opacity: 0;\r\n}\r\n\r\n.input {\r\n outline: 3px solid transparent;\r\n border: none;\r\n text-align: center;\r\n padding: 0;\r\n margin: 0;\r\n width: 225px;\r\n height: 30px;\r\n background: #2e3136;\r\n box-shadow: 0px -6px 0px 0px #24272b inset;\r\n border-radius: 6px;\r\n font-weight: 800;\r\n font-size: 1.1em;\r\n color: #888c92;\r\n display: flex;\r\n justify-content: center;\r\n align-items: center;\r\n transition: background 300ms, border-color 300ms, color 300ms, outline 300ms;\r\n}\r\n\r\n.input:focus {\r\n outline: 3px solid #757a80; /* cooler focus ring */\r\n}\r\n\r\n.menu-page > .section .section-content .switch-checkbox input:checked + span {\r\n background: #3a3e44;\r\n box-shadow: 0px -17px 0px 0px #2f3338 inset;\r\n}\r\n\r\n.menu-page > .section .section-content .switch-checkbox input:checked + span:before {\r\n transform: translateX(50px) scale(0.6);\r\n background: #888c92;\r\n}\r\n\r\n.menu-page > .section .section-content .switch-checkbox span {\r\n position: absolute;\r\n cursor: pointer;\r\n top: 0;\r\n left: 0;\r\n bottom: 0;\r\n right: 0;\r\n width: 100%;\r\n height: 100%;\r\n display: flex;\r\n align-items: center;\r\n background: #2e3136;\r\n border-radius: 6px;\r\n box-shadow: 0px -17px 0px 0px #282b30 inset;\r\n}\r\n\r\n.menu-page > .section .section-content .switch-checkbox span:before {\r\n position: absolute;\r\n content: "";\r\n transform: scale(0.6);\r\n transition: transform 300ms;\r\n width: 40px;\r\n height: 40px;\r\n border-radius: 6px;\r\n background: #60656b;\r\n}\r\n\r\n.menu-page > .section .section-content input[id][type="color"] {\r\n width: 60px;\r\n height: 33.3333333333px;\r\n outline: none;\r\n border: none;\r\n padding: 3px;\r\n margin: 0;\r\n background: #2e3136;\r\n border-radius: 6px;\r\n cursor: pointer;\r\n}\r\n\r\n.menu-page > .section .section-content .reset-color {\r\n background: var(--data-color);\r\n width: 10px;\r\n height: 10px;\r\n border-radius: 50%;\r\n}\r\n\r\n.menu-page > .section .section-content .slider {\r\n position: relative;\r\n display: flex;\r\n align-items: center;\r\n justify-content: space-between;\r\n gap: 10px;\r\n}\r\n\r\n.menu-page > .section .section-content .slider input {\r\n appearance: none;\r\n outline: none;\r\n cursor: pointer;\r\n padding: 0;\r\n margin: 0;\r\n border: none;\r\n width: 144px;\r\n height: 30px;\r\n background: #3a3e44;\r\n box-shadow: 0px -15px 0px 0px #2f3338 inset;\r\n border-radius: 6px;\r\n}\r\n\r\n.menu-page > .section .section-content .slider input::-webkit-slider-thumb {\r\n -webkit-appearance: none;\r\n transform: scale(0.7);\r\n width: 30px;\r\n height: 30px;\r\n background: #888c92;\r\n border-radius: 6px;\r\n}\r\n\r\n.menu-page > .section .section-content .slider .slider-value {\r\n color: #60656b;\r\n font-weight: 800;\r\n font-size: 1.4em;\r\n opacity: 0.4;\r\n}\r\n\r\n.left-flex {\r\n display: flex;\r\n justify-content: left !important;\r\n gap: 10px;\r\n}\r\n\r\nhtml,\r\nbody {\r\n margin: 0;\r\n padding: 0;\r\n scrollbar-width: thin;\r\n scrollbar-track-color: #2e3136;\r\n scrollbar-face-color: #24272b;\r\n overflow: hidden;\r\n}\r\n\r\n* {\r\n font-family: "Noto Sans", sans-serif;\r\n color: #f2f4f6; /* slightly softer white */\r\n}\r\n\r\nh1, .page-title {\r\n font-weight: 800;\r\n margin: 0;\r\n}\r\n\r\nh2 {\r\n margin: 0;\r\n}\r\n\r\np {\r\n font-weight: 800;\r\n font-size: 1.1rem;\r\n margin: 0;\r\n color: #c0c5ca; /* cooler light gray */\r\n}\r\n\r\nbutton {\r\n border: none;\r\n outline: none;\r\n cursor: pointer;\r\n}\r\n\r\n#menu-container {\r\n position: absolute;\r\n top: 50%;\r\n left: 50%;\r\n transform: translate(-50%, -50%);\r\n width: 1280px;\r\n height: 720px;\r\n display: flex;\r\n justify-content: center;\r\n align-items: center;\r\n}\r\n\r\n#menu-container.transparent #menu-wrapper {\r\n background: rgba(10, 12, 16, 0.6); /* bluish transparent */\r\n backdrop-filter: blur(3px);\r\n box-shadow: 0 0 15px rgba(0, 10, 20, 0.4); /* subtle blue shadow */\r\n}\r\n\r\n#menu-container.transparent header,\r\n#menu-container.transparent .menu-page,\r\n#menu-container.transparent #navbar-container {\r\n background: rgba(22, 24, 28, 0.59); /* matching transparent bg */\r\n}\r\n\r\n#menu-container.transparent .section {\r\n background: rgba(16, 18, 21, 0.46);\r\n}\r\n\r\n#menu-container.transparent .open-menu {\r\n background: rgba(16, 18, 21, 0.46);\r\n}\r\n\r\n#menu-container.transparent .open-menu:hover,\r\n#menu-container.transparent .open-menu.active {\r\n background: rgba(58, 61, 66, 0.60);\r\n}\r\n\r\n#menu-wrapper {\r\n position: relative;\r\n display: flex;\r\n flex-direction: column;\r\n row-gap: 5px;\r\n width: 85%;\r\n height: 85%;\r\n padding: 10px;\r\n border-radius: 6px;\r\n background: #0a0c10; /* bluish black */\r\n}\r\n\r\n#menu-wrapper.toclose {\r\n animation: 150ms ease-in toclose forwards;\r\n}\r\n\r\n#menu-wrapper.toopen {\r\n animation: 150ms ease-in toopen forwards;\r\n}\r\n\r\nmain {\r\n display: flex;\r\n column-gap: 10px;\r\n width: 100%;\r\n height: calc(100% - 75px);\r\n}\r\n\r\n::-webkit-scrollbar {\r\n width: 12px;\r\n}\r\n\r\n::-webkit-scrollbar-track {\r\n background: #2e3136;\r\n border-radius: 6px;\r\n}\r\n\r\n::-webkit-scrollbar-thumb {\r\n background: #24272b;\r\n border-radius: 6px;\r\n}\r\n\r\n.icon {\r\n width: 50px;\r\n height: 50px;\r\n}\r\n\r\n.small-icon {\r\n width: 22px;\r\n height: 22px;\r\n}';
const Game_default = '#iframe-container {\r\n position: absolute;\r\n top: 0;\r\n left: 0;\r\n bottom: 0;\r\n right: 0;\r\n width: 100%;\r\n height: 100%;\r\n border: none;\r\n outline: none;\r\n z-index: 10;\r\n}\r\n\r\n#promoImgHolder,\r\n.menuHeader,\r\n.menuText,\r\n#guideCard,\r\n#gameName,\r\n#pingDisplay,\r\n#partyButton,\r\n#onetrust-consent-sdk,\r\n.adMenuCard,\r\n#topInfoHolder > div:not([id]):not([class]),\r\n#touch-controls-fullscreen,\r\n#altcha,\r\n#joinPartyButton {\r\n display: none!important;\r\n}\r\n\r\n.menuCard {\r\n box-shadow: none;\r\n}\r\n\r\n#setupCard {\r\n display: flex;\r\n flex-direction: column;\r\n gap: 12px;\r\n background: #6d6d6d77;\r\n max-height: auto;\r\n width: 280px;\r\n}\r\n\r\n#setupCard > * {\r\n margin: 0!important;\r\n}\r\n\r\n#linksContainer2 {\r\n background: #6d6d6d77;\r\n}\r\n\r\n#bottomContainer {\r\n bottom: 20px;\r\n}\r\n\r\n#topInfoHolder {\r\n display: flex;\r\n flex-direction: column;\r\n justify-content: right;\r\n align-items: flex-end;\r\n gap: 10px;\r\n}\r\n\r\n#killCounter, #totalKillCounter {\r\n position: static;\r\n margin: 0;\r\n background-image: url(../img/icons/skull.png);\r\n}\r\n\r\n.actionBarItem {\r\n position: relative;\r\n}\r\n\r\n.itemCounter {\r\n position: absolute;\r\n top: 3px;\r\n right: 3px;\r\n font-size: 0.95em;\r\n color: white;\r\n text-shadow: #3d3f42 2px 0px 0px, #3d3f42 1.75517px 0.958851px 0px, #3d3f42 1.0806px 1.68294px 0px, #3d3f42 0.141474px 1.99499px 0px, #3d3f42 -0.832294px 1.81859px 0px, #3d3f42 -1.60229px 1.19694px 0px, #3d3f42 -1.97998px 0.28224px 0px, #3d3f42 -1.87291px -0.701566px 0px, #3d3f42 -1.30729px -1.5136px 0px, #3d3f42 -0.421592px -1.95506px 0px, #3d3f42 0.567324px -1.91785px 0px, #3d3f42 1.41734px -1.41108px 0px, #3d3f42 1.92034px -0.558831px 0px;\r\n}\r\n\r\n.itemCounter.hidden {\r\n display: none;\r\n}\r\n\r\n#glotusStats {\r\n position: absolute;\r\n color: rgb(221, 221, 221);\r\n font: 13px "Hammersmith One";\r\n bottom: 210px;\r\n left: 20px;\r\n\r\n display: flex;\r\n flex-direction: column;\r\n gap: 5px;\r\n}\r\n\r\n.hidden {\r\n display: none!important;\r\n}\r\n\r\n#chatLog {\r\n position: absolute;\r\n top: 65px;\r\n left: 10px;\r\n\r\n width: 380px;\r\n height: 180px;\r\n\r\n background: rgba(10, 12, 16, 0.6);\r\n padding: 10px;\r\n color: #f2f4f6;\r\n border-radius: 6px;\r\n\r\n display: flex;\r\n flex-direction: column;\r\n}\r\n\r\n#chatLogHeader {\r\n font-size: 1.8rem;\r\n margin: 0 0 5px 0;\r\n flex-shrink: 0;\r\n}\r\n\r\n#messageContainer {\r\n flex: 1;\r\n overflow-y: auto;\r\n overflow-x: hidden;\r\n}\r\n\r\n#messageContainer::-webkit-scrollbar {\r\n width: 6px;\r\n}\r\n\r\n#messageContainer::-webkit-scrollbar-track {\r\n background: #4c4f55;\r\n border-radius: 6px;\r\n}\r\n\r\n#messageContainer::-webkit-scrollbar-thumb {\r\n background: #303338;\r\n border-radius: 6px;\r\n}\r\n\r\n.logMessage {\r\n display: flex;\r\n gap: 8px;\r\n align-items: flex-start;\r\n}\r\n\r\n.logMessage span {\r\n word-break: break-word;\r\n overflow-wrap: anywhere;\r\n}\r\n\r\n.logMessage .darken {\r\n white-space: nowrap;\r\n flex-shrink: 0;\r\n}\r\n\r\n.logMessage .log,\r\n.logMessage .warn,\r\n.logMessage .error {\r\n flex: 1;\r\n min-width: 0;\r\n}\r\n\r\n.warn {\r\n color: rgb(251, 251, 112);\r\n}\r\n\r\n.error {\r\n color: rgb(217, 103, 103);\r\n}';
const Store_default = "#storeContainer {\r\n display: flex;\r\n flex-direction: column;\r\n gap: 10px;\r\n max-width: 400px;\r\n width: 100%;\r\n\r\n position: absolute;\r\n top: 50%;\r\n left: 50%;\r\n transform: translate(-50%, -50%) scale(0.9);\r\n}\r\n\r\n#toggleStoreType {\r\n display: flex;\r\n justify-content: center;\r\n align-items: center;\r\n padding: 10px;\r\n background-color: rgba(0, 0, 0, 0.15);\r\n color: #fff;\r\n border-radius: 4px;\r\n cursor: pointer;\r\n font-size: 20px;\r\n pointer-events: all;\r\n}\r\n\r\n#itemHolder {\r\n background-color: rgba(0, 0, 0, 0.15);\r\n max-height: 200px;\r\n height: 100%;\r\n padding: 10px;\r\n overflow-y: scroll;\r\n border-radius: 4px;\r\n pointer-events: all;\r\n scrollbar-width: none;\r\n}\r\n\r\n#itemHolder::-webkit-scrollbar {\r\n display: none;\r\n width: 0;\r\n height: 0;\r\n background: transparent;\r\n}\r\n\r\n.storeItemContainer {\r\n display: flex;\r\n align-items: center;\r\n gap: 10px;\r\n padding: 5px;\r\n height: 50px;\r\n box-sizing: border-box;\r\n overflow: hidden;\r\n}\r\n\r\n.storeHat {\r\n display: flex;\r\n justify-content: center;\r\n align-items: center;\r\n width: 45px;\r\n height: 45px;\r\n margin-top: -5px;\r\n pointer-events: none;\r\n}\r\n\r\n.storeItemName {\r\n color: #fff;\r\n font-size: 20px;\r\n}\r\n\r\n.equipButton {\r\n margin-left: auto;\r\n color: #80eefc;\r\n cursor: pointer;\r\n font-size: 35px;\r\n}";
const Hats = {
[0]: {
index: 0,
id: 0,
name: "Unequip",
dontSell: true,
price: 0,
scale: 0,
description: "None"
},
[45]: {
index: 1,
id: 45,
name: "Shame!",
dontSell: true,
price: 0,
scale: 120,
description: "hacks are for losers"
},
[51]: {
index: 2,
id: 51,
name: "Moo Cap",
price: 0,
scale: 120,
description: "coolest mooer around"
},
[50]: {
index: 3,
id: 50,
name: "Apple Cap",
price: 0,
scale: 120,
description: "apple farms remembers"
},
[28]: {
index: 4,
id: 28,
name: "Moo Head",
price: 0,
scale: 120,
description: "no effect"
},
[29]: {
index: 5,
id: 29,
name: "Pig Head",
price: 0,
scale: 120,
description: "no effect"
},
[30]: {
index: 6,
id: 30,
name: "Fluff Head",
price: 0,
scale: 120,
description: "no effect"
},
[36]: {
index: 7,
id: 36,
name: "Pandou Head",
price: 0,
scale: 120,
description: "no effect"
},
[37]: {
index: 8,
id: 37,
name: "Bear Head",
price: 0,
scale: 120,
description: "no effect"
},
[38]: {
index: 9,
id: 38,
name: "Monkey Head",
price: 0,
scale: 120,
description: "no effect"
},
[44]: {
index: 10,
id: 44,
name: "Polar Head",
price: 0,
scale: 120,
description: "no effect"
},
[35]: {
index: 11,
id: 35,
name: "Fez Hat",
price: 0,
scale: 120,
description: "no effect"
},
[42]: {
index: 12,
id: 42,
name: "Enigma Hat",
price: 0,
scale: 120,
description: "join the enigma army"
},
[43]: {
index: 13,
id: 43,
name: "Blitz Hat",
price: 0,
scale: 120,
description: "hey everybody i'm blitz"
},
[49]: {
index: 14,
id: 49,
name: "Bob XIII Hat",
price: 0,
scale: 120,
description: "like and subscribe"
},
[57]: {
index: 15,
id: 57,
name: "Pumpkin",
price: 50,
scale: 120,
description: "Spooooky"
},
[8]: {
index: 16,
id: 8,
name: "Bummle Hat",
price: 100,
scale: 120,
description: "no effect"
},
[2]: {
index: 17,
id: 2,
name: "Straw Hat",
price: 500,
scale: 120,
description: "no effect"
},
[15]: {
index: 18,
id: 15,
name: "Winter Cap",
price: 600,
scale: 120,
description: "allows you to move at normal speed in snow",
coldM: 1
},
[5]: {
index: 19,
id: 5,
name: "Cowboy Hat",
price: 1e3,
scale: 120,
description: "no effect"
},
[4]: {
index: 20,
id: 4,
name: "Ranger Hat",
price: 2e3,
scale: 120,
description: "no effect"
},
[18]: {
index: 21,
id: 18,
name: "Explorer Hat",
price: 2e3,
scale: 120,
description: "no effect"
},
[31]: {
index: 22,
id: 31,
name: "Flipper Hat",
price: 2500,
scale: 120,
description: "have more control while in water",
watrImm: true
},
[1]: {
index: 23,
id: 1,
name: "Marksman Cap",
price: 3e3,
scale: 120,
description: "increases arrow speed and range",
aMlt: 1.3
},
[10]: {
index: 24,
id: 10,
name: "Bush Gear",
price: 3e3,
scale: 160,
description: "allows you to disguise yourself as a bush"
},
[48]: {
index: 25,
id: 48,
name: "Halo",
price: 3e3,
scale: 120,
description: "no effect"
},
[6]: {
index: 26,
id: 6,
name: "Soldier Helmet",
price: 4e3,
scale: 120,
description: "reduces damage taken but slows movement",
spdMult: .94,
dmgMult: .75
},
[23]: {
index: 27,
id: 23,
name: "Anti Venom Gear",
price: 4e3,
scale: 120,
description: "makes you immune to poison",
poisonRes: 1
},
[13]: {
index: 28,
id: 13,
name: "Medic Gear",
price: 5e3,
scale: 110,
description: "slowly regenerates health over time",
healthRegen: 3
},
[9]: {
index: 29,
id: 9,
name: "Miners Helmet",
price: 5e3,
scale: 120,
description: "earn 1 extra gold per resource",
extraGold: 1
},
[32]: {
index: 30,
id: 32,
name: "Musketeer Hat",
price: 5e3,
scale: 120,
description: "reduces cost of projectiles",
projCost: .5
},
[7]: {
index: 31,
id: 7,
name: "Bull Helmet",
price: 6e3,
scale: 120,
description: "increases damage done but drains health",
healthRegen: -5,
dmgMultO: 1.5,
spdMult: .96
},
[22]: {
index: 32,
id: 22,
name: "Emp Helmet",
price: 6e3,
scale: 120,
description: "turrets won't attack but you move slower",
antiTurret: 1,
spdMult: .7
},
[12]: {
index: 33,
id: 12,
name: "Booster Hat",
price: 6e3,
scale: 120,
description: "increases your movement speed",
spdMult: 1.16
},
[26]: {
index: 34,
id: 26,
name: "Barbarian Armor",
price: 8e3,
scale: 120,
description: "knocks back enemies that attack you",
dmgK: .6
},
[21]: {
index: 35,
id: 21,
name: "Plague Mask",
price: 1e4,
scale: 120,
description: "melee attacks deal poison damage",
poisonDmg: 5,
poisonTime: 6
},
[46]: {
index: 36,
id: 46,
name: "Bull Mask",
price: 1e4,
scale: 120,
description: "bulls won't target you unless you attack them",
bullRepel: 1
},
[14]: {
index: 37,
id: 14,
name: "Windmill Hat",
topSprite: true,
price: 1e4,
scale: 120,
description: "generates points while worn",
pps: 1.5
},
[11]: {
index: 38,
id: 11,
name: "Spike Gear",
topSprite: true,
price: 1e4,
scale: 120,
description: "deal damage to players that damage you",
dmg: .45
},
[53]: {
index: 39,
id: 53,
name: "Turret Gear",
topSprite: true,
price: 1e4,
scale: 120,
description: "you become a walking turret",
turret: {
projectile: 1,
range: 700,
rate: 2500
},
spdMult: .7,
knockback: 60
},
[20]: {
index: 40,
id: 20,
name: "Samurai Armor",
price: 12e3,
scale: 120,
description: "increased attack speed and fire rate",
atkSpd: .78
},
[58]: {
index: 41,
id: 58,
name: "Dark Knight",
price: 12e3,
scale: 120,
description: "restores health when you deal damage",
healD: .4
},
[27]: {
index: 42,
id: 27,
name: "Scavenger Gear",
price: 15e3,
scale: 120,
description: "earn double points for each kill",
kScrM: 2
},
[40]: {
index: 43,
id: 40,
name: "Tank Gear",
price: 15e3,
scale: 120,
description: "increased damage to buildings but slower movement",
spdMult: .3,
bDmg: 3.3
},
[52]: {
index: 44,
id: 52,
name: "Thief Gear",
price: 15e3,
scale: 120,
description: "steal half of a players gold when you kill them",
goldSteal: .5
},
[55]: {
index: 45,
id: 55,
name: "Bloodthirster",
price: 2e4,
scale: 120,
description: "Restore Health when dealing damage. And increased damage",
healD: .25,
dmgMultO: 1.2
},
[56]: {
index: 46,
id: 56,
name: "Assassin Gear",
price: 2e4,
scale: 120,
description: "Go invisible when not moving. Can't eat. Increased speed",
noEat: true,
spdMult: 1.1,
invisTimer: 1e3
}
};
const Accessories = {
[0]: {
index: 0,
id: 0,
name: "Unequip",
dontSell: true,
price: 0,
scale: 0,
xOffset: 0,
description: "None"
},
[12]: {
index: 1,
id: 12,
name: "Snowball",
price: 1e3,
scale: 105,
xOffset: 18,
description: "no effect"
},
[9]: {
index: 2,
id: 9,
name: "Tree Cape",
price: 1e3,
scale: 90,
description: "no effect"
},
[10]: {
index: 3,
id: 10,
name: "Stone Cape",
price: 1e3,
scale: 90,
description: "no effect"
},
[3]: {
index: 4,
id: 3,
name: "Cookie Cape",
price: 1500,
scale: 90,
description: "no effect"
},
[8]: {
index: 5,
id: 8,
name: "Cow Cape",
price: 2e3,
scale: 90,
description: "no effect"
},
[11]: {
index: 6,
id: 11,
name: "Monkey Tail",
price: 2e3,
scale: 97,
xOffset: 25,
description: "Super speed but reduced damage",
spdMult: 1.35,
dmgMultO: .2
},
[17]: {
index: 7,
id: 17,
name: "Apple Basket",
price: 3e3,
scale: 80,
xOffset: 12,
description: "slowly regenerates health over time",
healthRegen: 1
},
[6]: {
index: 8,
id: 6,
name: "Winter Cape",
price: 3e3,
scale: 90,
description: "no effect"
},
[4]: {
index: 9,
id: 4,
name: "Skull Cape",
price: 4e3,
scale: 90,
description: "no effect"
},
[5]: {
index: 10,
id: 5,
name: "Dash Cape",
price: 5e3,
scale: 90,
description: "no effect"
},
[2]: {
index: 11,
id: 2,
name: "Dragon Cape",
price: 6e3,
scale: 90,
description: "no effect"
},
[1]: {
index: 12,
id: 1,
name: "Super Cape",
price: 8e3,
scale: 90,
description: "no effect"
},
[7]: {
index: 13,
id: 7,
name: "Troll Cape",
price: 8e3,
scale: 90,
description: "no effect"
},
[14]: {
index: 14,
id: 14,
name: "Thorns",
price: 1e4,
scale: 115,
xOffset: 20,
description: "no effect"
},
[15]: {
index: 15,
id: 15,
name: "Blockades",
price: 1e4,
scale: 95,
xOffset: 15,
description: "no effect"
},
[20]: {
index: 16,
id: 20,
name: "Devils Tail",
price: 1e4,
scale: 95,
xOffset: 20,
description: "no effect"
},
[16]: {
index: 17,
id: 16,
name: "Sawblade",
price: 12e3,
scale: 90,
spin: true,
xOffset: 0,
description: "deal damage to players that damage you",
dmg: .15
},
[13]: {
index: 18,
id: 13,
name: "Angel Wings",
price: 15e3,
scale: 138,
xOffset: 22,
description: "slowly regenerates health over time",
healthRegen: 3
},
[19]: {
index: 19,
id: 19,
name: "Shadow Wings",
price: 15e3,
scale: 138,
xOffset: 22,
description: "increased movement speed",
spdMult: 1.1
},
[18]: {
index: 20,
id: 18,
name: "Blood Wings",
price: 2e4,
scale: 178,
xOffset: 26,
description: "restores health when you deal damage",
healD: .2
},
[21]: {
index: 21,
id: 21,
name: "Corrupt X Wings",
price: 2e4,
scale: 178,
xOffset: 26,
description: "deal damage to players that damage you",
dmg: .25
}
};
const store = [ Hats, Accessories ];
const DataHandler = new class {
isWeaponType(type) {
return type <= 1;
}
isItemType(type) {
return type >= 2;
}
getStore(type) {
return store[type];
}
getStoreItem(type, id) {
switch (type) {
case 0:
return Hats[id];
case 1:
return Accessories[id];
default:
throw Error(`getStoreItem Error: type "${type}" is not defined`);
}
}
getProjectile(id) {
return Projectiles[this.getWeapon(id).projectile];
}
getWeapon(id) {
return Weapons[id];
}
getItem(id) {
return Items[id];
}
isWeapon(id) {
return this.getWeapon(id) !== void 0;
}
isItem(id) {
return Items[id] !== void 0;
}
isPrimary(id) {
return id != null && this.getWeapon(id).itemType === 0;
}
isSecondary(id) {
return id != null && this.getWeapon(id).itemType === 1;
}
isMelee(id) {
return id != null && "damage" in this.getWeapon(id);
}
isAttackable(id) {
return id != null && "range" in this.getWeapon(id);
}
isShootable(id) {
return id != null && "projectile" in this.getWeapon(id);
}
isPlaceable(id) {
return id !== -1 && "itemGroup" in Items[id];
}
isHealable(id) {
return "restore" in Items[id];
}
isDestroyable(id) {
return "health" in Items[id];
}
canMoveOnTop(id) {
return "ignoreCollision" in Items[id];
}
};
const DataHandler_default = DataHandler;
class ObjectItem {
id;
pos;
angle;
scale=0;
constructor(id, x, y, angle, scale) {
this.id = id;
this.pos = {
current: new Vector_default(x, y)
};
this.angle = angle;
this.scale = scale;
}
get hitScale() {
return this.scale;
}
}
class Resource extends ObjectItem {
type;
layer;
constructor(id, x, y, angle, scale, type) {
super(id, x, y, angle, scale);
this.type = type;
this.layer = type === 0 ? 3 : type === 2 ? 0 : 2;
}
formatScale(scaleMult = 1) {
const reduceScale = this.type === 0 || this.type === 1 ? .6 * scaleMult : 1;
return this.scale * reduceScale;
}
get collisionScale() {
return this.formatScale();
}
get placementScale() {
return this.formatScale(.6);
}
get isCactus() {
return this.type === 1 && pointInDesert(this.pos.current);
}
getDamage() {
if (this.isCactus) {
return 35;
}
return 0;
}
canMoveOnTop() {
return false;
}
}
class PlayerObject extends ObjectItem {
type;
ownerID;
collisionDivider;
health;
tempHealth;
maxHealth;
reload=-1;
maxReload=-1;
isDestroyable;
destroyingTick=0;
canBeDestroyed=false;
trapActivated=false;
wasTeammate=false;
seenPlacement=false;
layer;
itemGroup;
projectile=null;
constructor(id, x, y, angle, scale, type, ownerID) {
super(id, x, y, angle, scale);
this.type = type;
this.ownerID = ownerID;
const item = Items[type];
this.collisionDivider = "colDiv" in item ? item.colDiv : 1;
this.health = "health" in item ? item.health : 1 / 0;
this.tempHealth = this.health;
this.maxHealth = this.health;
this.isDestroyable = this.maxHealth !== 1 / 0;
if (item.id === 17) {
this.reload = Math.ceil(item.shootRate / 111);
this.maxReload = this.reload;
}
this.layer = ItemGroups[item.itemGroup].layer;
this.itemGroup = item.itemGroup;
}
formatScale(placeCollision = false) {
return this.scale * (placeCollision ? 1 : this.collisionDivider);
}
get collisionScale() {
return this.formatScale();
}
get placementScale() {
const item = Items[this.type];
if (item.id === 21) {
return item.blocker;
}
return this.scale;
}
get isSpike() {
return this.itemGroup === 2;
}
getDamage() {
if (this.isSpike) {
const type = this.type;
return DataHandler_default.getItem(type).damage;
}
return 0;
}
canMoveOnTop() {
return "ignoreCollision" in Items[this.type];
}
}
class Entity {
id=-1;
pos={
previous: new Vector_default,
current: new Vector_default,
future: new Vector_default
};
angle=0;
scale=0;
speed=0;
move_dir=0;
setFuturePosition() {
const {previous: previous, current: current, future: future} = this.pos;
const distance = previous.distance(current);
this.speed = distance;
const angle = previous.angle(current);
this.move_dir = angle;
future.setVec(current.addDirection(angle, distance));
}
get collisionScale() {
return this.scale;
}
get hitScale() {
return this.scale * 1.8;
}
client;
constructor(client) {
this.client = client;
}
getFuturePosition(speed) {
const pos = this.pos.current.copy();
return pos.add(Vector_default.fromAngle(this.move_dir, speed));
}
colliding(object, radius) {
const {previous: a0, current: a1, future: a2} = this.pos;
const b0 = object.pos.current;
return a0.distance(b0) <= radius || a1.distance(b0) <= radius || a2.distance(b0) <= radius;
}
collidingObject(object, addRadius = 0, checkType = 3) {
const {previous: a0, current: a1, future: a2} = this.pos;
const b0 = object.pos.current;
const radius = this.collisionScale + object.collisionScale + addRadius;
return !!(checkType & 4) && a0.distance(b0) <= radius || !!(checkType & 2) && a1.distance(b0) <= radius || !!(checkType & 1) && a2.distance(b0) <= radius;
}
collidingSimple(entity, range, tempPos = this.pos.current) {
const pos1 = tempPos;
const pos2 = entity.pos.current;
return pos1.distance(pos2) <= range;
}
collidingEntity(entity, range, checkBased = false, prev = true) {
const {previous: a0, current: a1, future: a2} = this.pos;
const {previous: b0, current: b1, future: b2} = entity.pos;
if (checkBased) {
return prev && a0.distance(b0) <= range || a1.distance(b1) <= range || a2.distance(b2) <= range;
}
return a0.distance(b0) <= range || a0.distance(b1) <= range || a0.distance(b2) <= range || a1.distance(b0) <= range || a1.distance(b1) <= range || a1.distance(b2) <= range || a2.distance(b0) <= range || a2.distance(b1) <= range || a2.distance(b2) <= range;
}
runningAwayFrom(entity, angle) {
if (angle === null) {
return false;
}
const pos1 = this.pos.current;
const pos2 = entity.pos.current;
const angleTo = pos1.angle(pos2);
if (getAngleDist(angle, angleTo) <= Math.PI / 2) {
return false;
}
return true;
}
}
const Entity_default = Entity;
class EnemyManager {
client;
dangerousEnemies=[];
_nearestEnemy=[ null, null ];
secondNearestEnemy=null;
nearestDangerAnimal=null;
nearestTrap=null;
nearestCollider=null;
secondNearestCollider=null;
nearestEnemySpikeCollider=null;
spikeCollider=null;
enemySpikeCollider=null;
nearestTurretEntity=null;
detectedEnemy=false;
dangerWithoutSoldier=false;
detectedDangerEnemy=false;
nearestTrappedEnemy=null;
previousTrappedEnemy=null;
nearestPlayerObject=null;
secondNearestPlayerObject=null;
nearestObject=null;
nearestEnemyObject=null;
secondNearestEnemyObject=null;
nearestSpike=null;
nearestKBTrapEnemy=null;
nearestKBTrap=null;
willCollideSpike=false;
pushingOnSpike=false;
collidingSpike=false;
nearestSpikePlacerAngle=null;
prevNearestSpikePlacerAngle=null;
nearestEnemyToNearestEnemy=null;
enemyCanPlaceSpike=false;
possibleToKnockback=false;
potentialSpikeKnockbackDamage=0;
potentialSpikeDamage=0;
potentialDamage=0;
primaryDamage=0;
detectedDanger=false;
reverseInsta=false;
rangedBowInsta=false;
toolHammerInsta=false;
spikeSyncThreat=false;
velocityTickThreat=false;
nearestLowEntity=null;
nearestEnemyPush=null;
nearestPushSpike=null;
nearestLowHPObjectPrev=null;
nearestLowHPObject=null;
nearestSyncEnemy=null;
constructor(client) {
this.client = client;
}
preReset() {
this._nearestEnemy[0] = null;
this._nearestEnemy[1] = null;
this.nearestDangerAnimal = null;
this.nearestLowEntity = null;
}
reset() {
this.nearestEnemyToNearestEnemy = null;
this.willCollideSpike = false;
this.pushingOnSpike = false;
this.collidingSpike = false;
this.prevNearestSpikePlacerAngle = this.nearestSpikePlacerAngle;
this.nearestSpikePlacerAngle = null;
this.dangerousEnemies.length = 0;
this.nearestTrap = null;
this.nearestCollider = null;
this.nearestEnemySpikeCollider = null;
this.spikeCollider = null;
this.enemySpikeCollider = null;
this.nearestTurretEntity = null;
this.detectedEnemy = false;
this.dangerWithoutSoldier = false;
this.detectedDangerEnemy = false;
this.previousTrappedEnemy = this.nearestTrappedEnemy;
this.nearestTrappedEnemy = null;
this.nearestPlayerObject = null;
this.nearestObject = null;
this.secondNearestPlayerObject = null;
this.nearestEnemyObject = null;
this.secondNearestEnemyObject = null;
this.nearestSpike = null;
this.nearestKBTrapEnemy = null;
this.nearestKBTrap = null;
this.enemyCanPlaceSpike = false;
this.possibleToKnockback = false;
this.velocityTickThreat = false;
this.potentialSpikeKnockbackDamage = 0;
this.potentialSpikeDamage = 0;
this.potentialDamage = 0;
this.detectedDanger = false;
this.reverseInsta = false;
this.rangedBowInsta = false;
this.toolHammerInsta = false;
this.spikeSyncThreat = false;
this.nearestEnemyPush = null;
this.nearestPushSpike = null;
this.nearestLowHPObjectPrev = this.nearestLowHPObject;
this.nearestLowHPObject = null;
this.nearestSyncEnemy = null;
this.primaryDamage = 0;
this.secondNearestEnemy = null;
}
get wasTrappedEnemy() {
const enemy = this.previousTrappedEnemy;
if (enemy !== null && this.nearestTrappedEnemy === null) {
return enemy;
}
return null;
}
get nearestPlaceSpikeAngle() {
const prevAngle = this.prevNearestSpikePlacerAngle;
const currAngle = this.nearestSpikePlacerAngle;
if (prevAngle === null && currAngle !== null) {
return currAngle;
}
return null;
}
get nearestEnemy() {
return this._nearestEnemy[0];
}
get nearestAnimal() {
return this._nearestEnemy[1];
}
get canSpikeSync() {
return this.nearestPlaceSpikeAngle !== null && this.client.ObjectManager.isDestroyedObject();
}
isNear(enemy, nearest, owner = this.client.myPlayer) {
if (nearest === null || enemy === nearest) {
return true;
}
const a0 = owner.pos.current;
const distance1 = a0.distanceDefault(enemy.pos.current);
const distance2 = a0.distanceDefault(nearest.pos.current);
return distance1 < distance2;
}
get nearestEntity() {
const target1 = this.nearestEnemy;
const target2 = this.nearestAnimal;
if (target1 === null) {
return target2;
}
return this.isNear(target1, target2) ? target1 : target2;
}
instaThreat() {
return this.velocityTickThreat || this.reverseInsta || this.rangedBowInsta || this.toolHammerInsta || this.primaryDamage + this.potentialSpikeKnockbackDamage >= 100;
}
shouldIgnoreModule() {
return this.instaThreat() || this.detectedDangerEnemy || this.spikeSyncThreat;
}
weaponDamageThreat() {
const {ProjectileManager: ProjectileManager, myPlayer: myPlayer} = this.client;
return this.shouldIgnoreModule() || ProjectileManager.totalDamage >= myPlayer.currentHealth;
}
nearestEnemyInRangeOf(range, target) {
const enemy = target || this.nearestEnemy;
return enemy !== null && this.client.myPlayer.collidingEntity(enemy, range);
}
handleDanger(enemy) {
const danger = enemy.canPossiblyInstakill();
enemy.prevDanger = enemy.danger;
enemy.danger = danger;
if (enemy.canPlaceSpikeObject) {
this.potentialSpikeDamage = Math.max(this.potentialSpikeDamage, enemy.spikeDamage);
}
this.potentialDamage += enemy.potentialDamage;
this.primaryDamage = Math.max(enemy.primaryDamage, this.primaryDamage);
if (enemy.prevDanger !== enemy.danger && enemy.danger >= 2) {
this.detectedDanger = true;
}
if (enemy.velocityTicking) {
this.velocityTickThreat = true;
}
if (enemy.reverseInsta) {
this.reverseInsta = true;
}
if (enemy.toolHammerInsta) {
this.toolHammerInsta = true;
}
if (enemy.rangedBowInsta) {
this.rangedBowInsta = true;
}
if (enemy.spikeSyncThreat) {
this.spikeSyncThreat = true;
}
}
checkCollision(target, isOwner = false) {
target.isTrapped = false;
target.trappedInPrev = target.trappedIn;
target.trappedIn = null;
const {ObjectManager: ObjectManager, PlayerManager: PlayerManager, myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
const pos1 = myPlayer.pos.current;
const pos2 = target.pos.current;
const distanceToTarget = pos1.distance(pos2);
const angleToTarget = pos1.angle(pos2);
ObjectManager.grid2D.query(target.pos.current.x, target.pos.current.y, 3, id => {
const object = ObjectManager.objects.get(id);
const pos3 = object.pos.current;
const isPlayerObject = object instanceof PlayerObject;
const isCactus = !isPlayerObject && object.isCactus;
const isSpike = isPlayerObject && object.itemGroup === 2;
const isEnemyObject = !isPlayerObject || PlayerManager.isEnemyByID(object.ownerID, target);
const isEnemyObjectToMyPlayer = !isPlayerObject || PlayerManager.isEnemyByID(object.ownerID, myPlayer);
const collidingObject = target.collidingObject(object, 1);
const collidingCurrent = target.collidingObject(object, 1, 1);
if (isPlayerObject && !isEnemyObject) {
object.wasTeammate = true;
}
if (isPlayerObject && isEnemyObject && object.type === 15) {
if (collidingObject) {
if (!isOwner) {
if (this.isNear(target, this.nearestTrappedEnemy)) {
this.nearestTrappedEnemy = target;
}
if (!isEnemyObjectToMyPlayer && this.isNear(target, this.nearestEnemyPush)) {
this.nearestEnemyPush = target;
}
}
target.isTrapped = true;
if (target.hatID === 40) {
target.usesTank = true;
}
if (this.isNear(object, target.trappedIn)) {
target.trappedIn = object;
}
if (isOwner && this.isNear(object, this.nearestTrap)) {
this.nearestTrap = object;
}
}
if (collidingCurrent || !object.seenPlacement && !object.wasTeammate) {
object.trapActivated = true;
}
}
if (isOwner && isPlayerObject && object.type === 22 && collidingCurrent) {
myPlayer.teleportPos.setVec(pos1);
myPlayer.teleported = true;
}
if (isPlayerObject && object.isDestroyable) {
if (object.destroyingTick !== ModuleHandler.tickCount) {
object.canBeDestroyed = false;
object.tempHealth = object.health;
}
const damage = target.getMaxBuildingDamage(object, true);
const canSee = !isEnemyObject || object.type !== 15 || isEnemyObject && object.type === 15 && object.trapActivated;
if (damage !== null && canSee) {
object.destroyingTick = ModuleHandler.tickCount;
object.tempHealth -= damage;
if (object.tempHealth <= 0) {
object.canBeDestroyed = true;
}
}
}
if (isOwner) {
if (isEnemyObject && isPlayerObject && object.isDestroyable) {
if (object.type === 15 || object.type === 16 || object.itemGroup === 2) {
if (this.isNear(object, this.nearestEnemyObject)) {
this.secondNearestEnemyObject = this.nearestEnemyObject;
this.nearestEnemyObject = object;
}
if (object !== this.nearestEnemyObject && this.isNear(object, this.secondNearestEnemyObject)) {
this.secondNearestEnemyObject = object;
}
}
if (object.itemGroup === 2 && this.isNear(object, this.nearestSpike)) {
this.nearestSpike = object;
}
}
if (this.isNear(object, this.nearestObject)) {
this.nearestObject = object;
}
if (isPlayerObject && object.isDestroyable) {
if (this.isNear(object, this.nearestPlayerObject)) {
this.secondNearestPlayerObject = this.nearestPlayerObject;
this.nearestPlayerObject = object;
}
if (object !== this.nearestPlayerObject && this.isNear(object, this.secondNearestPlayerObject)) {
this.secondNearestPlayerObject = object;
}
}
if (isEnemyObject && (isSpike || isCactus) && target.collidingObject(object, 70)) {
this.willCollideSpike = true;
if (target.collidingObject(object, 25)) {
this.pushingOnSpike = true;
}
}
if (isEnemyObject && (isSpike || isCactus) && target.colliding(object, target.collisionScale + object.collisionScale + 1)) {
this.collidingSpike = true;
this.potentialSpikeDamage = Math.max(this.potentialSpikeDamage, object.getDamage());
}
const isAdditional = isPlayerObject && object.type === 16;
if (isEnemyObject && (isSpike || isCactus || isAdditional) && target.collidingObject(object, 150)) {
if (this.isNear(object, this.nearestCollider)) {
this.secondNearestCollider = this.nearestCollider;
this.nearestCollider = object;
}
if (object !== this.nearestCollider && this.isNear(object, this.secondNearestCollider)) {
this.secondNearestCollider = object;
}
}
} else {
const {primary: primary, secondary: secondary} = myPlayer.weapon;
if (isPlayerObject && object.isDestroyable && secondary === 10 && primary !== null && primary !== 8) {
const damage = myPlayer.getBuildingDamage(secondary, true);
const primaryRange = DataHandler_default.getWeapon(primary).range + target.hitScale;
const secondaryRange = DataHandler_default.getWeapon(secondary).range + object.hitScale;
if (myPlayer.collidingSimple(target, primaryRange) && myPlayer.collidingSimple(object, secondaryRange) && object.health <= damage) {
const itemType = 4;
const spikeID = myPlayer.getItemByType(itemType);
const placeLength = myPlayer.getItemPlaceScale(spikeID);
const spikeScale = Items[spikeID].scale;
const spikePos = pos1.addDirection(angleToTarget, placeLength);
const distance = pos2.distance(spikePos);
const range = target.collisionScale + spikeScale;
if (distance <= range && this.isNear(object, this.nearestLowHPObject)) {
this.nearestLowHPObject = object;
this.nearestSyncEnemy = target;
}
}
}
if (isEnemyObjectToMyPlayer && (isSpike || isCactus) && !myPlayer.isTrapped) {
const KBDistance = target.getActualMaxKnockback(myPlayer);
const spikeScale = object.collisionScale + myPlayer.collisionScale;
const angleToEnemy = pos2.angle(pos1);
const angleToSpike = pos2.angle(pos3);
const distanceToSpike1 = pos2.distance(pos3);
const offset = Math.asin(2 * spikeScale / (2 * distanceToSpike1));
const angleDistance = getAngleDist(angleToEnemy, angleToSpike);
const intersecting = angleDistance <= offset;
const overlapping = distanceToTarget <= distanceToSpike1;
const inRange2 = KBDistance !== 0 && myPlayer.collidingObject(object, KBDistance);
if (intersecting && overlapping && inRange2) {
this.possibleToKnockback = true;
this.potentialSpikeKnockbackDamage = Math.max(this.potentialSpikeKnockbackDamage, object.getDamage());
}
}
if (isEnemyObject && (isSpike || isCactus) && target.collidingObject(object) && this.isNear(target, this.enemySpikeCollider)) {
this.enemySpikeCollider = target;
}
if (isEnemyObject && (isSpike || isCactus) && this.isNear(target, this.nearestEnemySpikeCollider)) {
const KBDistance = myPlayer.getActualMaxKnockback(target);
const spikeScale = object.collisionScale + target.collisionScale;
const angleToEnemy = pos1.angle(pos2);
const angleToSpike = pos1.angle(pos3);
const distanceToSpike1 = pos1.distance(pos3);
const offset = Math.asin(2 * spikeScale / (2 * distanceToSpike1));
const angleDistance = getAngleDist(angleToEnemy, angleToSpike);
const intersecting = angleDistance <= offset;
const overlapping = distanceToTarget <= distanceToSpike1;
const inRange2 = KBDistance !== 0 && target.collidingObject(object, KBDistance);
if (intersecting && overlapping && inRange2) {
if (this.spikeCollider === null) {
this.nearestEnemySpikeCollider = target;
this.spikeCollider = object;
} else {
const pos4 = this.spikeCollider.pos.current;
const angle1 = pos2.angle(pos3);
const angle2 = pos1.angle(pos3);
const angle3 = pos2.angle(pos4);
const angle4 = pos1.angle(pos4);
const angleDist1 = getAngleDist(angle1, angle2);
const angleDist2 = getAngleDist(angle3, angle4);
if (angleDist1 < angleDist2) {
this.nearestEnemySpikeCollider = target;
this.spikeCollider = object;
}
}
}
}
if (!target.isTrapped && isEnemyObject && object.type === 15 && this.isNear(target, this.nearestKBTrapEnemy)) {
const KBDistance = myPlayer.getActualMaxKnockback(target);
const trapScale = object.collisionScale + target.collisionScale;
const angleToEnemy = pos1.angle(pos2);
const angleToSpike = pos1.angle(pos3);
const distanceToTrap1 = pos1.distance(pos3);
const offset = Math.asin(2 * trapScale / (2 * distanceToTrap1));
const angleDistance = getAngleDist(angleToEnemy, angleToSpike);
const intersecting = angleDistance <= offset;
const overlapping = distanceToTarget <= distanceToTrap1;
const inRange2 = KBDistance !== 0 && target.collidingObject(object, KBDistance);
if (intersecting && overlapping && inRange2) {
if (this.nearestKBTrap === null) {
this.nearestKBTrapEnemy = target;
this.nearestKBTrap = object;
} else {
const pos4 = this.nearestKBTrap.pos.current;
const angle1 = pos2.angle(pos3);
const angle2 = pos1.angle(pos3);
const angle3 = pos2.angle(pos4);
const angle4 = pos1.angle(pos4);
const angleDist1 = getAngleDist(angle1, angle2);
const angleDist2 = getAngleDist(angle3, angle4);
if (angleDist1 < angleDist2) {
this.nearestKBTrapEnemy = target;
this.nearestKBTrap = object;
}
}
}
}
}
});
}
handleNearest(type, enemy) {
const {myPlayer: myPlayer} = this.client;
const primaryDamage = myPlayer.getMaxWeaponDamage(myPlayer.weapon.primary, false);
if (primaryDamage >= enemy.currentHealth && this.isNear(enemy, this.nearestLowEntity)) {
this.nearestLowEntity = enemy;
}
if (this.isNear(enemy, this._nearestEnemy[type])) {
if (type === 0) {
const nearest = this._nearestEnemy[type];
this.secondNearestEnemy = nearest;
}
this._nearestEnemy[type] = enemy;
if (enemy.canUseTurret && this.client.myPlayer.collidingSimple(enemy, 700)) {
this.nearestTurretEntity = enemy;
}
}
}
handleNearestDangerAnimal(animal) {
const {myPlayer: myPlayer} = this.client;
if (!animal.isDanger) {
return;
}
if (!myPlayer.collidingEntity(animal, animal.collisionRange)) {
return;
}
if (!this.isNear(animal, this.nearestDangerAnimal)) {
return;
}
this.nearestDangerAnimal = animal;
}
handleAnimal(animal) {
this.handleNearest(1, animal);
this.handleNearestDangerAnimal(animal);
}
attemptSpikePlacement() {
const {_ModuleHandler: ModuleHandler} = this.client;
const placementAngles = this.nearestSpikePlacerAngle;
if (placementAngles === null) {
return;
}
const itemType = 4;
for (const angle of placementAngles) {
ModuleHandler.place(itemType, angle);
}
ModuleHandler.placedOnce = true;
ModuleHandler.placeAngles[0] = itemType;
ModuleHandler.placeAngles[1] = placementAngles;
}
handleEnemies(enemies) {
this.reset();
const {myPlayer: myPlayer, ObjectManager: ObjectManager, PlayerManager: PlayerManager} = this.client;
this.checkCollision(myPlayer, true);
for (let i = 0, len = enemies.length; i < len; i++) {
const enemy = enemies[i];
this.checkCollision(enemy);
this.handleDanger(enemy);
this.handleNearest(0, enemy);
}
if (myPlayer.isBullTickTime()) {
this.potentialDamage += 5;
}
this.potentialDamage += this.client.ProjectileManager.totalDamage;
const actualSpikeDamage = Math.max(this.potentialSpikeDamage, this.potentialSpikeKnockbackDamage);
this.potentialSpikeDamage = actualSpikeDamage;
const potentialDamage = this.potentialDamage + actualSpikeDamage;
const soldierDefense = Hats[6].dmgMult;
const soldierMult = myPlayer.hatID === 6 ? soldierDefense : 1;
if (potentialDamage * soldierDefense >= myPlayer.currentHealth) {
this.detectedDangerEnemy = true;
} else if (potentialDamage * soldierMult >= myPlayer.currentHealth) {
this.detectedEnemy = true;
}
if (potentialDamage >= myPlayer.currentHealth) {
this.dangerWithoutSoldier = true;
}
const nearest = this.nearestEnemy;
if (nearest !== null) {
const pos1 = myPlayer.pos.current;
const pos2 = nearest.pos.current;
const angleToEnemy = pos1.angle(pos2);
const itemType = 4;
const spikeID = myPlayer.getItemByType(itemType);
const placeLength = myPlayer.getItemPlaceScale(spikeID);
const angles = ObjectManager.getBestPlacementAngles({
position: pos1,
id: spikeID,
targetAngle: angleToEnemy,
ignoreID: null,
preplace: false,
reduce: false,
fill: false
});
const spikeScale = Items[spikeID].scale;
const possibleAngles = angles.filter(angle => {
const spikePos = pos1.addDirection(angle, placeLength);
const distance = pos2.distance(spikePos);
const range = nearest.collisionScale + spikeScale;
return distance <= range;
});
if (possibleAngles.length !== 0) {
this.nearestSpikePlacerAngle = possibleAngles;
}
if (Settings_default._autoSync) {
for (let i = 0; i < PlayerManager.players.length; i++) {
const player = PlayerManager.players[i];
if (myPlayer.isMyPlayerByID(player.id)) {
continue;
}
if (PlayerManager.isEnemyByID(nearest.id, player) && this.isNear(player, this.nearestEnemyToNearestEnemy, nearest)) {
this.nearestEnemyToNearestEnemy = player;
}
}
}
}
const nearestEnemyPush = this.nearestEnemyPush;
if (nearestEnemyPush !== null && myPlayer.trappedIn === null) {
const trappedIn = nearestEnemyPush.trappedIn;
const pos0 = trappedIn.pos.current;
ObjectManager.grid2D.query(pos0.x, pos0.y, 2, id => {
const object = ObjectManager.objects.get(id);
if (object === trappedIn) {
return;
}
const isPlayerObject = object instanceof PlayerObject;
const isCactus = !isPlayerObject && object.isCactus;
const isSpike = isPlayerObject && object.itemGroup === 2;
isPlayerObject && object.type;
const isEnemyObject = !isPlayerObject || PlayerManager.isEnemyByID(object.ownerID, nearestEnemyPush);
if (isEnemyObject && (isCactus || isSpike) && this.isNear(object, this.nearestPushSpike, nearestEnemyPush)) {
const pos1 = object.pos.current;
const distance = pos0.distance(pos1);
const range = object.collisionScale + trappedIn.collisionScale + nearestEnemyPush.collisionScale * 2;
if (distance <= range) {
this.nearestPushSpike = object;
}
}
});
}
if (this.client.isOwner) {
GameUI_default.updateSpikeDamage(actualSpikeDamage);
GameUI_default.updatePotentialDamage(`${this.potentialDamage}, ${this.primaryDamage}`);
GameUI_default.updateDangerState(`${this.detectedDangerEnemy}, ${this.detectedEnemy}, ${this.dangerWithoutSoldier}, ${this.rangedBowInsta}`);
GameUI_default.updateCollideSpike(this.collidingSpike);
}
}
}
const EnemyManager_default = EnemyManager;
class LeaderboardManager {
client;
list=new Set;
constructor(client) {
this.client = client;
}
updatePlayer(id, nickname, gold) {
const owner = this.client.PlayerManager.playerData.get(id) || this.client.PlayerManager.createPlayer({
id: id,
nickname: nickname
});
this.list.add(owner);
}
update(data) {
this.list.clear();
for (let i = 0; i < data.length; i += 3) {
const id = data[i + 0];
const nickname = data[i + 1];
const gold = data[i + 2];
this.updatePlayer(id, nickname, gold);
}
}
}
const LeaderboardManager_default = LeaderboardManager;
const HatPredictor = new class {
transitions=new Map;
train(history) {
this.transitions.clear();
for (let i = 0; i < history.length - 1; i++) {
const currentHat = history[i];
const nextHat = history[i + 1];
if (!this.transitions.has(currentHat)) {
this.transitions.set(currentHat, new Map);
}
const nextMap = this.transitions.get(currentHat);
nextMap.set(nextHat, (nextMap.get(nextHat) || 0) + 1);
}
}
predict(currentHat) {
if (!this.transitions.has(currentHat)) {
return null;
}
const nextMap = this.transitions.get(currentHat);
let maxCount = 0;
let predictedHat = null;
for (const [hat, count] of nextMap) {
if (count > maxCount) {
maxCount = count;
predictedHat = hat;
}
}
return predictedHat;
}
};
const HatPredictor_default = HatPredictor;
const scale_value = window.grbtp;
delete window.grbtp;
class Player extends Entity_default {
currentItem=-1;
clanName=null;
isLeader=false;
prevNickname=null;
nickname=null;
skinID=0;
scale=scale_value;
storeData=[ 0, 0 ];
hatID=0;
prevHat=0;
accessoryID=0;
usesTurret=false;
previousHealth=100;
currentHealth=100;
tempHealth=100;
maxHealth=Math.LN1;
primaryReloadTickCount=0;
nextDamageTick=0;
globalInventory={};
weapon={};
oldWeapon=[ 0, null ];
variant={};
reload=[ {}, {}, {} ];
objects=new Set;
newlyCreated=true;
usingBoost=false;
isTrapped=false;
usesTank=false;
trappedIn=null;
trappedInPrev=null;
isFullyUpgraded=false;
potentialDamage=0;
primaryDamage=0;
spikeDamage=0;
dangerList=[];
danger=0;
prevDanger=0;
hatHistory=[];
futureHat=0;
shameActive=false;
shameTimer=0;
shameCount=0;
receivedDamage=null;
bullTick=0;
poisonCount=0;
isDmgOverTime=false;
tickCount=0;
damageTick=0;
canPlaceSpikePrev=false;
canPlaceSpike=false;
velocityTicking=false;
reverseInsta=false;
toolHammerInsta=false;
rangedBowInsta=false;
spikeSyncThreat=false;
onPlatform=false;
tickDamage=100;
stackedDamage=0;
damages=[];
prevSeenBefore=false;
seenBefore=false;
isPlayer=true;
lastAttacked=0;
constructor(client) {
super(client);
}
justAppeared() {
return !this.prevSeenBefore && this.seenBefore;
}
wasTrapped() {
return this.trappedIn === null && this.trappedInPrev !== null;
}
addFound(projectile) {
projectile.ownerClient = this;
this.client.ProjectileManager.foundProjectile(projectile);
}
resetReload() {
const {primary: primary, secondary: secondary} = this.weapon;
const primarySpeed = this.getWeaponSpeed(primary);
const secondarySpeed = this.getWeaponSpeed(secondary);
const reload = this.reload;
reload[0].previous = primarySpeed;
reload[0].current = primarySpeed;
reload[0].max = primarySpeed;
reload[1].previous = secondarySpeed;
reload[1].current = secondarySpeed;
reload[1].max = secondarySpeed;
reload[2].previous = 23;
reload[2].current = 23;
reload[2].max = 23;
this.shameCount = 0;
}
resetGlobalInventory() {
this.globalInventory[0] = null;
this.globalInventory[1] = null;
this.globalInventory[2] = null;
this.globalInventory[3] = null;
this.globalInventory[4] = null;
this.globalInventory[5] = null;
this.globalInventory[6] = null;
this.globalInventory[7] = null;
this.globalInventory[8] = null;
this.globalInventory[9] = null;
}
init() {
this.weapon.current = 0;
this.weapon.oldCurrent = 0;
this.weapon.primary = null;
this.weapon.secondary = null;
this.oldWeapon[0] = null;
this.oldWeapon[1] = null;
this.variant.current = 0;
this.variant.primary = 0;
this.variant.secondary = 0;
this.resetReload();
this.resetGlobalInventory();
this.newlyCreated = true;
this.usingBoost = false;
this.isFullyUpgraded = false;
}
get canUseTurret() {
return this.hatID !== 22;
}
get canPlaceSpikeObject() {
return !this.canPlaceSpikePrev && this.canPlaceSpike || this.speed >= 10 && this.canPlaceSpike;
}
isBullTickTime(adjust = 0) {
return (this.tickCount - this.bullTick - adjust) % 9 === 0;
}
update(id, x, y, angle, currentItem, currentWeapon, weaponVariant, clanName, isLeader, hatID, accessoryID, hasSkull, onPlatform) {
this.prevSeenBefore = this.seenBefore;
this.seenBefore = true;
if (this.justAppeared()) {
this.resetReload();
}
this.tickCount += 1;
this.id = id;
this.pos.previous.setVec(this.pos.current);
this.pos.current._setXY(x, y);
this.setFuturePosition();
this.angle = angle;
this.currentItem = currentItem;
this.weapon.oldCurrent = this.weapon.current;
const weaponType = DataHandler_default.getWeapon(this.weapon.current).itemType;
this.oldWeapon[weaponType] = this.weapon.current;
this.weapon.current = currentWeapon;
this.variant.current = weaponVariant;
this.clanName = clanName;
this.isLeader = !!isLeader;
this.onPlatform = !!onPlatform;
this.prevHat = this.hatID;
this.hatID = hatID;
if (this.prevHat === 7 && hatID === 53) {
this.usesTurret = true;
}
this.hatHistory.push(hatID);
if (this.hatHistory.length > 4) {
this.hatHistory.shift();
}
this.futureHat = null;
if (this.usesTurret && hatID === 7) {
this.futureHat = 53;
}
this.accessoryID = accessoryID;
this.storeData[0] = hatID;
this.storeData[1] = accessoryID;
this.newlyCreated = false;
this.potentialDamage = 0;
this.primaryDamage = 0;
this.spikeDamage = 0;
this.canPlaceSpikePrev = this.canPlaceSpike;
this.canPlaceSpike = false;
this.velocityTicking = false;
this.reverseInsta = false;
this.toolHammerInsta = false;
this.rangedBowInsta = false;
this.spikeSyncThreat = false;
this.predictItems();
this.predictWeapons();
this.updateReloads();
this.isDmgOverTime = false;
if (this.hatID === 45 && !this.shameActive) {
this.shameActive = true;
this.shameTimer = 0;
this.shameCount = 8;
}
const {PlayerManager: PlayerManager, myPlayer: myPlayer} = this.client;
this.shameTimer += PlayerManager.step;
if (this.shameTimer >= 3e4 && this.shameActive) {
this.shameActive = false;
this.shameTimer = 0;
this.shameCount = 0;
}
if (this.isBullTickTime()) {
if (this.shameCount > 0) {
this.futureHat = 7;
}
this.poisonCount = Math.max(this.poisonCount - 1, 0);
}
if (this.futureHat === null) {
HatPredictor_default.train(this.hatHistory);
this.futureHat = HatPredictor_default.predict(hatID);
}
const reload = this.reload;
reload[0].previous = reload[0].current;
reload[1].previous = reload[1].current;
reload[2].previous = reload[2].current;
}
updateHealth(health) {
this.previousHealth = this.currentHealth;
this.currentHealth = health;
this.tempHealth = health;
if (this.shameActive) {
return;
}
const {myPlayer: myPlayer, PlayerManager: PlayerManager} = this.client;
const isEnemy = myPlayer.isEnemyByID(this.id);
const {currentHealth: currentHealth, previousHealth: previousHealth} = this;
const difference = Math.abs(currentHealth - previousHealth);
if (this.currentHealth < this.previousHealth) {
this.receivedDamage = Date.now();
if (this.damageTick !== this.tickCount + 1) {
this.tickDamage = 0;
this.stackedDamage = 0;
this.damages.length = 0;
}
this.tickDamage += difference;
this.damageTick = this.tickCount + 1;
if (isEnemy) {
PlayerManager.lastEnemyReceivedDamage[0] = this.id;
PlayerManager.lastEnemyReceivedDamage[1] = Math.round(difference);
}
} else if (this.receivedDamage !== null) {
const step = Date.now() - this.receivedDamage;
this.receivedDamage = null;
if (step <= 120) {
this.shameCount += 1;
} else {
this.shameCount -= 2;
}
this.shameCount = clamp(this.shameCount, 0, 7);
}
const diffDmg = difference === 5 || difference === 2 || difference === 4;
const isDmgOverTime = diffDmg && currentHealth < previousHealth;
this.isDmgOverTime = isDmgOverTime;
if (isDmgOverTime) {
this.bullTick = this.tickCount;
}
}
predictItems() {
if (this.currentItem === -1) {
return;
}
const item = Items[this.currentItem];
this.globalInventory[item.itemType] = this.currentItem;
}
increaseReload(reload) {
reload.previous = reload.current;
reload.current += 1;
if (reload.current > reload.max) {
reload.current = reload.max;
}
}
updateMaxReload(reload, weaponID) {
const speed = this.getWeaponSpeed(weaponID);
reload.current = speed;
reload.max = speed;
}
resetCurrentReload(reload) {
reload.current = 0;
}
updateTurretReload() {
const reload = this.reload[2];
this.increaseReload(reload);
if (this.hatID !== 53) {
return;
}
const {ProjectileManager: ProjectileManager} = this.client;
const speed = Projectiles[1].speed;
const list = ProjectileManager.projectiles.get(speed);
if (list === void 0) {
return;
}
const current = this.pos.current;
for (let i = 0; i < list.length; i++) {
const projectile = list[i];
const distance = current.distance(projectile.pos.current);
if (distance < 5) {
this.addFound(projectile);
this.resetCurrentReload(reload);
removeFast(list, i);
break;
}
}
}
updateReloads() {
this.updateTurretReload();
if (this.currentItem !== -1) {
return;
}
const weapon = DataHandler_default.getWeapon(this.weapon.current);
const reload = this.reload[weapon.itemType];
this.increaseReload(reload);
if ("projectile" in weapon) {
const {ProjectileManager: ProjectileManager} = this.client;
const speedMult = this.getWeaponSpeedMult();
const type = weapon.projectile;
const speed = Projectiles[type].speed * speedMult;
const list = ProjectileManager.projectiles.get(speed);
if (list === void 0) {
return;
}
const current = this.pos.current;
for (let i = 0; i < list.length; i++) {
const projectile = list[i];
const distance = current.distance(projectile.pos.current);
if (distance < 5 && this.angle === projectile.angle) {
this.addFound(projectile);
this.updateMaxReload(reload, weapon.id);
this.resetCurrentReload(reload);
removeFast(list, i);
break;
}
}
}
}
handleObjectPlacement(object) {
this.objects.add(object);
const {myPlayer: myPlayer, ObjectManager: ObjectManager} = this.client;
const item = Items[object.type];
if (object.seenPlacement) {
if (object.type === 17) {
ObjectManager.resetTurret(object.id);
} else if (object.type === 16 && !this.newlyCreated) {
this.usingBoost = true;
}
this.updateInventory(object.type);
}
if (myPlayer.isMyPlayerByID(this.id) && item.itemType === 5) {
myPlayer.totalGoldAmount += item.pps;
}
}
handleObjectDeletion(object) {
this.objects.delete(object);
const {myPlayer: myPlayer} = this.client;
const item = Items[object.type];
if (myPlayer.isMyPlayerByID(this.id) && item.itemType === 5) {
myPlayer.totalGoldAmount -= item.pps;
}
}
updateInventory(type) {
const item = Items[type];
const inventoryID = this.globalInventory[item.itemType];
const shouldUpdate = inventoryID === null || item.age > Items[inventoryID].age;
if (shouldUpdate) {
this.globalInventory[item.itemType] = item.id;
}
}
detectFullUpgrade() {
const inventory = this.globalInventory;
const primary = inventory[0];
const secondary = inventory[1];
const spike = inventory[4];
if (primary && secondary) {
if ("isUpgrade" in DataHandler_default.getWeapon(primary) && "isUpgrade" in DataHandler_default.getWeapon(secondary)) {
return true;
}
}
return primary && DataHandler_default.getWeapon(primary).age === 8 || secondary && DataHandler_default.getWeapon(secondary).age === 9 || spike && Items[spike].age === 9 || inventory[5] === 12 || inventory[9] === 20;
}
predictPrimary(id) {
if (id === 11) {
return 4;
}
return 5;
}
predictSecondary(id) {
if (id === 0) {
return null;
}
if (id === 2 || id === 4) {
return 10;
}
return 15;
}
predictWeapons() {
const {current: current, oldCurrent: oldCurrent} = this.weapon;
const weapon = DataHandler_default.getWeapon(current);
const type = WeaponTypeString[weapon.itemType];
const reload = this.reload[weapon.itemType];
const oldWeapon = this.oldWeapon[weapon.itemType];
const upgradedWeapon = oldWeapon === null || current !== oldWeapon && weapon.itemType === DataHandler_default.getWeapon(oldWeapon).itemType;
if (reload.max === -1 || upgradedWeapon) {
this.updateMaxReload(reload, weapon.id);
}
this.globalInventory[weapon.itemType] = current;
this.variant[type] = this.variant.current;
const currentType = this.weapon[type];
if (currentType === null || weapon.age > DataHandler_default.getWeapon(currentType).age) {
this.weapon[type] = current;
}
const primary = this.globalInventory[0];
const secondary = this.globalInventory[1];
const notPrimaryUpgrade = primary === null || !("isUpgrade" in DataHandler_default.getWeapon(primary));
const notSecondaryUpgrade = secondary === null || !("isUpgrade" in DataHandler_default.getWeapon(secondary));
if (DataHandler_default.isSecondary(current) && notPrimaryUpgrade) {
const predicted = this.predictPrimary(current);
if (primary === null || DataHandler_default.getWeapon(predicted).upgradeType === DataHandler_default.getWeapon(primary).upgradeType) {
this.weapon.primary = predicted;
}
} else if (DataHandler_default.isPrimary(current) && notSecondaryUpgrade) {
const predicted = this.predictSecondary(current);
if (predicted === null || secondary === null || DataHandler_default.getWeapon(predicted).upgradeType === DataHandler_default.getWeapon(secondary).upgradeType) {
this.weapon.secondary = predicted;
}
}
this.isFullyUpgraded = this.detectFullUpgrade();
if (this.isFullyUpgraded) {
if (primary !== null) {
this.weapon.primary = primary;
}
if (secondary !== null) {
this.weapon.secondary = secondary;
}
}
if (this.weapon.primary === void 0) {
throw Error("Primary is 'undefined', value must be at least 'null' or 'number'");
}
if (this.weapon.secondary === void 0) {
throw Error("Secondary is 'undefined', value must be at least 'null' or 'number'");
}
}
getWeaponVariant(id) {
const type = DataHandler_default.getWeapon(id || 0).itemType;
const variant = this.variant[WeaponTypeString[type]];
return {
current: variant,
next: Math.min(variant + 1, 3)
};
}
getBuildingDamage(id, isTank = false) {
const weapon = DataHandler_default.getWeapon(id);
const variant = WeaponVariants[this.getWeaponVariant(id).current];
let damage = weapon.damage * variant.val;
if ("sDmg" in weapon) {
damage *= weapon.sDmg;
}
const hat = Hats[isTank ? 40 : this.hatID];
if ("bDmg" in hat) {
damage *= hat.bDmg;
}
return damage;
}
getMaxBuildingDamage(object, isTank = true) {
const {primary: primary, secondary: secondary} = this.weapon;
if (DataHandler_default.isMelee(secondary) && secondary === 10 && this.isReloaded(1, 1)) {
if (this.collidingSimple(object, DataHandler_default.getWeapon(secondary).range + object.hitScale)) {
return this.getBuildingDamage(secondary, isTank);
}
}
if (DataHandler_default.isMelee(primary) && this.isReloaded(0, 1)) {
if (this.collidingSimple(object, DataHandler_default.getWeapon(primary).range + object.hitScale)) {
return this.getBuildingDamage(primary, isTank);
}
}
return null;
}
canDealPoison(weaponID) {
const variant = this.getWeaponVariant(weaponID).current;
const isRuby = variant === 3;
const hasPlague = this.hatID === 21;
return {
isAble: isRuby || hasPlague,
count: isRuby ? 5 : hasPlague ? 6 : 0
};
}
getWeaponSpeed(id, hat = this.hatID) {
if (id === null) {
return -1;
}
const reloadSpeed = hat === 20 ? Hats[hat].atkSpd : 1;
const speed = DataHandler_default.getWeapon(id).speed * reloadSpeed;
return Math.ceil(speed / this.client.SocketManager.TICK);
}
getWeaponSpeedMult() {
if (this.hatID === 1) {
return Hats[this.hatID].aMlt;
}
return 1;
}
getMaxWeaponRange() {
const {primary: primary, secondary: secondary} = this.weapon;
const primaryRange = DataHandler_default.getWeapon(primary).range;
if (DataHandler_default.isMelee(secondary)) {
const range = DataHandler_default.getWeapon(secondary).range;
if (range > primaryRange) {
return range;
}
}
return primaryRange;
}
getWeaponRange(weaponID) {
if (weaponID === null) {
return 0;
}
const range = DataHandler_default.getWeapon(weaponID).range;
if (DataHandler_default.isMelee(weaponID)) {
return range + this.hitScale;
}
return range + this.collisionScale;
}
getMaxWeaponDamage(id, lookingShield, addBull = true) {
if (DataHandler_default.isMelee(id)) {
const bull = Hats[7];
const variant = this.getWeaponVariant(id).current;
let damage = DataHandler_default.getWeapon(id).damage;
if (addBull) {
damage *= bull.dmgMultO;
}
damage *= WeaponVariants[variant].val;
if (lookingShield) {
damage *= DataHandler_default.getWeapon(11).shield;
}
return damage;
} else if (DataHandler_default.isShootable(id) && !lookingShield) {
const projectile = DataHandler_default.getProjectile(id);
return projectile.damage;
}
return 0;
}
getMaxKnockback() {
let knockback = 60;
const {primary: primary, secondary: secondary} = this.weapon;
if (primary != null) {
knockback += DataHandler_default.getWeapon(primary).knockback;
}
if (secondary != null) {
knockback += DataHandler_default.getWeapon(secondary).knockback;
}
return knockback;
}
getPrimaryKnockback(target) {
const {primary: primary} = this.weapon;
if (primary !== null && this.isReloaded(0, 1)) {
const {range: range, knockback: knockback} = DataHandler_default.getWeapon(primary);
if (this.collidingEntity(target, range)) {
return knockback;
}
}
return 0;
}
getActualMaxKnockback(target) {
let output = 0;
const {primary: primary, secondary: secondary} = this.weapon;
const hitScale = target.hitScale;
if (primary !== null && this.isReloaded(0, 1)) {
const {range: range, knockback: knockback} = DataHandler_default.getWeapon(primary);
if (this.collidingEntity(target, range + hitScale)) {
output += knockback;
}
}
if (secondary !== null && this.isReloaded(1, 1)) {
const {range: range, knockback: knockback} = DataHandler_default.getWeapon(secondary);
if (this.collidingEntity(target, range + hitScale)) {
output += knockback;
}
}
if (this.isReloaded(2, 1)) {
if (this.collidingEntity(target, 700 + hitScale)) {
output += 60;
}
}
return output;
}
getItemPlaceScale(itemID) {
const item = Items[itemID];
return this.scale + item.scale + item.placeOffset;
}
isReloaded(type, tick) {
const reload = this.reload[type].current;
const max = this.reload[type].max - tick;
return reload >= max;
}
atExact(type, tick) {
const {current: current, max: max} = this.reload[type];
return current === max - tick;
}
isEmptyReload(type) {
const reload = this.reload[type].current;
return reload === 0;
}
detectSpikeInsta() {
const {myPlayer: myPlayer, ObjectManager: ObjectManager} = this.client;
const spikeID = this.globalInventory[4] || 9;
const placeLength = this.getItemPlaceScale(spikeID);
const pos1 = this.pos.current;
const pos2 = myPlayer.pos.current;
const angleToMyPlayer = pos1.angle(pos2);
const spike = Items[spikeID];
const range = this.collisionScale + spike.scale;
const straightSpikePos = pos1.addDirection(angleToMyPlayer, placeLength);
const distance = pos2.distance(straightSpikePos);
if (distance > range) {
return 0;
}
const angles = ObjectManager.getBestPlacementAngles({
position: pos1,
id: spikeID,
targetAngle: angleToMyPlayer,
ignoreID: null,
preplace: false,
reduce: false,
fill: false
});
for (const angle of angles) {
const spikePos = pos1.addDirection(angle, placeLength);
const distance2 = pos2.distance(spikePos);
if (distance2 <= range) {
return spike.damage;
}
}
return 0;
}
canPossiblyInstakill() {
const {PlayerManager: PlayerManager, myPlayer: myPlayer} = this.client;
const lookingShield = PlayerManager.lookingShield(myPlayer, this);
const {primary: primary, secondary: secondary} = this.weapon;
const primaryDamage = this.getMaxWeaponDamage(primary, lookingShield);
const secondaryDamage = this.getMaxWeaponDamage(secondary, lookingShield);
const addRange = this.isTrapped ? 30 : 130;
const boostRange = this.usingBoost && !this.isTrapped ? 430 : addRange;
const primaryRange = this.getWeaponRange(primary) + boostRange;
const secondaryRange = this.getWeaponRange(secondary) + addRange;
const turretRange = 700 + addRange;
const primaryReloaded = this.isReloaded(0, 1);
const primaryVariant = this.getWeaponVariant(primary).current;
const isDiamondPolearm = primary === 5 && primaryVariant >= 2;
const collidingPrimary = myPlayer.collidingEntity(this, primaryRange);
const collidingSecondary = myPlayer.collidingEntity(this, DataHandler_default.isShootable(secondary) ? primaryRange : secondaryRange);
const collidingTurret = myPlayer.collidingEntity(this, turretRange);
let spikeSyncDamage = 0;
let includeTurret = false;
if (collidingPrimary) {
if (primaryReloaded) {
this.potentialDamage += primaryDamage;
this.primaryDamage = primaryDamage;
spikeSyncDamage += primaryDamage;
}
includeTurret = true;
}
if (collidingSecondary) {
if (this.isReloaded(1, 1)) {
this.potentialDamage += secondaryDamage;
}
if (DataHandler_default.isMelee(secondary)) {
includeTurret = true;
}
}
if (this.isReloaded(2, 1) && includeTurret && !lookingShield) {
this.potentialDamage += 25;
}
if (collidingPrimary && collidingTurret && this.isEmptyReload(2) && primaryReloaded && isDiamondPolearm) {
this.velocityTicking = true;
}
if (collidingPrimary && collidingSecondary && collidingTurret && this.isEmptyReload(1) && this.isEmptyReload(2) && primaryReloaded) {
this.reverseInsta = true;
}
if (collidingPrimary && (this.weapon.oldCurrent === 0 && this.weapon.current === 5 || this.weapon.current === 0 && this.isEmptyReload(0) && this.hatID === 7)) {
this.toolHammerInsta = true;
}
const pos1 = this.pos.current;
const pos2 = myPlayer.pos.current;
const distance = pos1.distance(pos2);
const angle = pos1.angle(pos2);
const offset = Math.asin(2 * myPlayer.scale / (2 * distance));
const lookingAt = getAngleDist(angle, this.angle) <= offset;
const {current: current, oldCurrent: oldCurrent} = this.weapon;
const bowDetect = current === 9 && oldCurrent !== 9 || current === 12 && oldCurrent === 9 || current === 15 && oldCurrent === 12;
if (distance > 300 && lookingAt && bowDetect) {
this.rangedBowInsta = true;
}
const spikeDamage = this.detectSpikeInsta();
if (spikeDamage !== 0) {
this.canPlaceSpike = true;
this.spikeDamage = spikeDamage;
spikeSyncDamage += spikeDamage;
if (spikeSyncDamage >= 100) {
this.spikeSyncThreat = true;
}
}
const soldierDefense = Hats[6].dmgMult;
if (this.potentialDamage * soldierDefense >= myPlayer.currentHealth) {
return 3;
}
const soldierMult = myPlayer.hatID === 6 ? soldierDefense : 1;
if (this.potentialDamage * soldierMult >= myPlayer.currentHealth) {
return 2;
}
return 0;
}
}
const Player_default = Player;
const resizeEvent = new Event("resize");
const ZoomHandler = new class {
_scale={
Default: {
_w: 1920,
_h: 1080
},
current: {
_w: 1920,
_h: 1080
},
_smooth: {
_w: Hooker_default.linker(1920),
_h: Hooker_default.linker(1080)
}
};
getScale() {
const dpr = 1;
return Math.max(window.innerWidth / this._scale.Default._w, window.innerHeight / this._scale.Default._h) * dpr;
}
tempScale=1;
handler(event) {
if (!(event.target instanceof HTMLCanvasElement) || event.ctrlKey || event.shiftKey || event.altKey || isActiveInput()) {
return;
}
const {Default: Default, current: current} = this._scale;
if (event.deltaY < 0) {
this.tempScale *= 1.1;
} else {
this.tempScale /= 1.1;
}
this.tempScale = clamp(this.tempScale, .1, 22);
const zoom = this.tempScale;
current._w = Default._w * zoom;
current._h = Default._h * zoom;
}
renderStart=Date.now();
smoothUpdate() {
const {current: current, _smooth: smooth} = this._scale;
const now = Math.sign(window.Number.DELTA) * Date.now();
const delta = now - this.renderStart;
this.renderStart = now;
const dt = delta / 1e3;
const blend = .4 * (1 - Math.exp(-10 * dt));
smooth._w[0] = lerp(smooth._w[0], current._w, blend);
smooth._h[0] = lerp(smooth._h[0], current._h, blend);
window.dispatchEvent(resizeEvent);
}
};
const ZoomHandler_default = ZoomHandler;
const renderText = (ctx, text, size = 25, posx = 10, posy = 9) => {
ctx.save();
ctx.font = `700 ${size}px sans-serif`;
ctx.textAlign = "left";
ctx.textBaseline = "top";
ctx.setTransform(1, 0, 0, 1, 0, 0);
const scale = ZoomHandler_default.getScale();
ctx.scale(scale, scale);
ctx.fillStyle = "#eaeaea";
ctx.strokeStyle = "#1f2029";
ctx.lineWidth = 8;
ctx.globalAlpha = .6;
ctx.letterSpacing = "6px";
ctx.lineJoin = "round";
ctx.strokeText(text, posx, posy);
ctx.fillText(text, posx, posy);
ctx.restore();
};
const Renderer = new class {
_renderObjects=[];
totalTimes=[];
lastLogTime=performance.now();
_preRender() {
ZoomHandler_default.smoothUpdate();
}
_postRender() {
const now = performance.now();
while (this.totalTimes.length > 0 && this.totalTimes[0] <= now - 1e3) {
this.totalTimes.shift();
}
this.totalTimes.push(now);
const fps = this.totalTimes.length;
if (now - this.lastLogTime >= 1e3) {
GameUI_default.updateFPS(fps);
this.lastLogTime = now;
}
const canvas = document.querySelector("#gameCanvas");
const ctx = canvas.getContext("2d");
renderText(ctx, atob("R2xvdHVz") + " v" + Glotus.version);
renderText(ctx, "by Murka", 15, 15, 36);
}
_mapPreRender(ctx) {
ctx.save();
ctx.globalAlpha = .6;
const width = ctx.canvas.width;
const height = ctx.canvas.height;
ctx.fillStyle = "#fff";
ctx.fillRect(0, 0, width, Config_default.snowBiomeTop / Config_default.mapScale * height);
ctx.fillStyle = "#dbc666";
ctx.fillRect(0, 12e3 / Config_default.mapScale * height, width, height);
ctx.fillStyle = "#91b2db";
const startY = (Config_default.mapScale / 2 - Config_default.riverWidth / 2) / Config_default.mapScale * height;
ctx.fillRect(0, startY, width, Config_default.riverWidth / Config_default.mapScale * height);
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = client;
ctx.globalAlpha = 1;
const markSize = 8;
if (ModuleHandler.followPath) {
const pos = ModuleHandler.endTarget.copy().div(Config_default.mapScale).mult(width);
ctx.fillStyle = "#c2383d";
ctx.beginPath();
ctx.arc(pos.x, pos.y, markSize, 0, 2 * Math.PI);
ctx.fill();
}
if (myPlayer.teleported) {
const pos = myPlayer.teleportPos.copy().div(Config_default.mapScale).mult(width);
ctx.fillStyle = "#d76edb";
ctx.beginPath();
ctx.arc(pos.x, pos.y, markSize, 0, 2 * Math.PI);
ctx.fill();
}
if (Settings_default._notificationTracers) {
ctx.fillStyle = Settings_default._notificationTracersColor;
const notifications = NotificationRenderer_default.notifications;
for (const notify of notifications) {
const x = notify.x / Config_default.mapScale * width;
const y = notify.y / Config_default.mapScale * width;
ctx.beginPath();
ctx.arc(x, y, markSize * 1.5, 0, 2 * Math.PI);
ctx.fill();
}
}
ctx.restore();
}
drawNorthArrow(ctx, x, y, angle) {
const size = 35;
ctx.save();
ctx.globalAlpha = .7;
ctx.fillStyle = "#883131";
ctx.translate(x, y);
ctx.rotate(angle + Math.PI / 2);
ctx.beginPath();
ctx.moveTo(0, -size / 2);
ctx.lineTo(size / 3, size / 2);
ctx.lineTo(0, size / 3);
ctx.lineTo(-size / 3, size / 2);
ctx.closePath();
ctx.fill();
ctx.restore();
}
rotation=0;
arrowPart=2 * Math.PI / 3;
drawTarget(ctx, entity) {
const len = entity.scale + 30;
this.rotation = (this.rotation + .01) % 6.28;
const offset = Glotus._offset;
ctx.save();
ctx.translate(-offset.x, -offset.y);
ctx.translate(entity.x, entity.y);
ctx.rotate(this.rotation);
this.drawNorthArrow(ctx, len * Math.cos(this.arrowPart * 1), len * Math.sin(this.arrowPart * 1), -1.04);
this.drawNorthArrow(ctx, len * Math.cos(this.arrowPart * 2), len * Math.sin(this.arrowPart * 2), 1.04);
this.drawNorthArrow(ctx, len * Math.cos(this.arrowPart * 3), len * Math.sin(this.arrowPart * 3), 3.14);
ctx.restore();
}
rect(ctx, pos, scale, color, lineWidth = 4, alpha = 1) {
const offset = Glotus._offset;
ctx.save();
ctx.globalAlpha = alpha;
ctx.strokeStyle = color;
ctx.lineWidth = lineWidth;
ctx.beginPath();
ctx.translate(-offset.x, -offset.y);
ctx.translate(pos.x, pos.y);
ctx.rect(-scale, -scale, scale * 2, scale * 2);
ctx.stroke();
ctx.closePath();
ctx.restore();
}
roundRect(ctx, x, y, w, h, r) {
if (w < 2 * r) {
r = w / 2;
}
if (h < 2 * r) {
r = h / 2;
}
if (r < 0) {
r = 0;
}
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.arcTo(x + w, y, x + w, y + h, r);
ctx.arcTo(x + w, y + h, x, y + h, r);
ctx.arcTo(x, y + h, x, y, r);
ctx.arcTo(x, y, x + w, y, r);
ctx.closePath();
}
circle(ctx, x, y, radius, color, opacity = 1, lineWidth = 4) {
const offset = Glotus._offset;
ctx.save();
ctx.globalAlpha = opacity;
ctx.strokeStyle = color;
ctx.lineWidth = lineWidth;
ctx.beginPath();
ctx.translate(-offset.x, -offset.y);
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.stroke();
ctx.closePath();
ctx.restore();
}
fillCircle(ctx, x, y, radius, color, opacity = 1) {
const offset = Glotus._offset;
ctx.save();
ctx.globalAlpha = opacity;
ctx.fillStyle = color;
ctx.beginPath();
ctx.translate(-offset.x, -offset.y);
ctx.arc(x, y, radius, 0, 2 * Math.PI);
ctx.fill();
ctx.closePath();
ctx.restore();
}
renderText(ctx, text, x, y, fontSize = 14, opacity = .5) {
ctx.save();
ctx.fillStyle = "#fff";
ctx.strokeStyle = "#3d3f42";
ctx.lineWidth = 8;
ctx.lineJoin = "round";
ctx.textBaseline = "top";
ctx.globalAlpha = opacity;
ctx.font = fontSize + "px Hammersmith One";
const offset = Glotus._offset;
ctx.translate(-offset.x, -offset.y);
ctx.strokeText(text, x, y);
ctx.fillText(text, x, y);
ctx.restore();
}
line(ctx, start, end, color, opacity = 1, lineWidth = 4) {
const offset = Glotus._offset;
ctx.save();
ctx.translate(-offset.x, -offset.y);
ctx.globalAlpha = opacity;
ctx.strokeStyle = color;
ctx.lineCap = "round";
ctx.lineWidth = lineWidth;
ctx.beginPath();
ctx.moveTo(start.x, start.y);
ctx.lineTo(end.x, end.y);
ctx.stroke();
ctx.restore();
}
arrow(ctx, length, x, y, angle, color) {
const offset = Glotus._offset;
ctx.save();
ctx.translate(-offset.x, -offset.y);
ctx.translate(x, y);
ctx.rotate(Math.PI / 4);
ctx.rotate(angle);
ctx.globalAlpha = .75;
ctx.strokeStyle = color;
ctx.lineCap = "round";
ctx.lineWidth = 8;
ctx.beginPath();
ctx.moveTo(-length, -length);
ctx.lineTo(length, -length);
ctx.lineTo(length, length);
ctx.stroke();
ctx.restore();
}
cross(ctx, x, y, size, lineWidth, color) {
ctx.save();
ctx.globalAlpha = 1;
ctx.lineWidth = lineWidth;
ctx.strokeStyle = color;
const offset = Glotus._offset;
ctx.translate(x - offset.x, y - offset.y);
const halfSize = size / 2;
ctx.beginPath();
ctx.moveTo(-halfSize, -halfSize);
ctx.lineTo(halfSize, halfSize);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(halfSize, -halfSize);
ctx.lineTo(-halfSize, halfSize);
ctx.stroke();
ctx.restore();
}
getTracerColor(entity) {
if (entity instanceof Notify) {
return Settings_default._notificationTracersColor;
}
if (Settings_default._animalTracers && entity.isAI) {
return Settings_default._animalTracersColor;
}
if (Settings_default._teammateTracers && entity.isPlayer && client.myPlayer.isTeammateByID(entity.sid)) {
return Settings_default._teammateTracersColor;
}
if (Settings_default._enemyTracers && entity.isPlayer && client.myPlayer.isEnemyByID(entity.sid)) {
return Settings_default._enemyTracersColor;
}
return null;
}
renderTracer(ctx, entity, player) {
const color = this.getTracerColor(entity);
if (color === null) {
return;
}
const pos1 = new Vector_default(player.x, player.y);
const pos2 = new Vector_default(entity.x, entity.y);
const w = 8;
const distance = Math.min(125 + w * 2, pos1.distance(pos2) - w * 2);
const angle = pos1.angle(pos2);
const pos = pos1.addDirection(angle, distance);
this.arrow(ctx, w, pos.x, pos.y, angle, color);
}
renderDistance(ctx, entity, player) {
const pos1 = new Vector_default(player.x, player.y);
const pos2 = new Vector_default(entity.x, entity.y);
const entityTarget = client.PlayerManager.getEntity(entity.sid, !!entity.isPlayer);
if (entityTarget === null) {
return;
}
const pos3 = client.myPlayer.pos.current;
const pos4 = entityTarget.pos.current;
const distance = fixTo(pos3.distance(pos4), 2);
const center = pos1.addDirection(pos1.angle(pos2), pos1.distance(pos2) / 2);
this.renderText(ctx, `[${entity.sid}]: ${distance}`, center.x, center.y);
}
getMarkerColor(object) {
const id = object.owner?.sid;
if (typeof id !== "number") {
return null;
}
if (Settings_default._itemMarkers && client.myPlayer.isMyPlayerByID(id)) {
return Settings_default._itemMarkersColor;
}
if (Settings_default._teammateMarkers && client.myPlayer.isTeammateByID(id)) {
return Settings_default._teammateMarkersColor;
}
if (Settings_default._enemyMarkers && client.myPlayer.isEnemyByID(id)) {
return Settings_default._enemyMarkersColor;
}
return null;
}
renderMarker(ctx, object) {
const color = this.getMarkerColor(object);
if (color === null) {
return;
}
const offset = Glotus._offset;
const x = object.x + object.xWiggle - offset.x;
const y = object.y + object.yWiggle - offset.y;
ctx.save();
ctx.strokeStyle = "#3b3b3b";
ctx.lineWidth = 3;
ctx.fillStyle = color;
ctx.beginPath();
ctx.arc(x, y, 9, 0, 2 * Math.PI);
ctx.fill();
ctx.stroke();
ctx.closePath();
ctx.restore();
}
barContainer(ctx, x, y, w, h, r = 8) {
ctx.fillStyle = "#3d3f42";
this.roundRect(ctx, x, y, w, h, r);
ctx.fill();
}
barContent(ctx, x, y, w, h, fill, color) {
const barPad = Config_default.barPad;
ctx.fillStyle = color;
this.roundRect(ctx, x + barPad, y + barPad, (w - barPad * 2) * fill, h - barPad * 2, 7);
ctx.fill();
}
getNameY(target) {
let nameY = 34;
const height = 5;
if (target === client.myPlayer && Settings_default._weaponXPBar) {
nameY += height;
}
if (Settings_default._playerTurretReloadBar) {
nameY += height;
}
if (Settings_default._weaponReloadBar) {
nameY += height;
}
return nameY;
}
getContainerHeight(entity) {
const {barHeight: barHeight, barPad: barPad} = Config_default;
let height = barHeight;
if (entity.isPlayer) {
const smallBarHeight = barHeight - 4;
const player = client.PlayerManager.playerData.get(entity.sid);
if (player === void 0) {
return height;
}
if (player === client.myPlayer && Settings_default._weaponXPBar) {
height += smallBarHeight - barPad;
}
if (Settings_default._playerTurretReloadBar) {
height += smallBarHeight - barPad;
}
if (Settings_default._weaponReloadBar) {
height += barHeight - barPad;
}
}
return height;
}
renderBar(ctx, entity) {
const {barWidth: barWidth, barHeight: barHeight, barPad: barPad} = Config_default;
const smallBarHeight = barHeight - 4;
const totalWidth = barWidth + barPad;
const scale = entity.scale + 34;
const {myPlayer: myPlayer, PlayerManager: PlayerManager} = client;
const offset = Glotus._offset;
let x = entity.x - offset.x - totalWidth;
let y = entity.y - offset.y + scale;
ctx.save();
const player = entity.isPlayer && PlayerManager.playerData.get(entity.sid);
const animal = entity.isAI && PlayerManager.animalData.get(entity.sid);
let height = 0;
if (player instanceof Player_default) {
const [primary, secondary, turret] = player.reload;
if (player === myPlayer && Settings_default._weaponXPBar) {
const weapon = DataHandler_default.getWeapon(myPlayer.weapon.current);
const current = WeaponVariants[myPlayer.getWeaponVariant(weapon.id).current].color;
const next = WeaponVariants[myPlayer.getWeaponVariant(weapon.id).next].color;
const XP = myPlayer.weaponXP[weapon.itemType];
this.barContainer(ctx, x, y, totalWidth * 2, smallBarHeight);
this.barContent(ctx, x, y, totalWidth * 2, smallBarHeight, 1, current);
this.barContent(ctx, x, y, totalWidth * 2, smallBarHeight, clamp(XP.current / XP.max, 0, 1), next);
height += smallBarHeight - barPad;
}
if (Settings_default._playerTurretReloadBar) {
this.barContainer(ctx, x, y + height, totalWidth * 2, smallBarHeight);
this.barContent(ctx, x, y + height, totalWidth * 2, smallBarHeight, turret.current / turret.max, Settings_default._playerTurretReloadBarColor);
height += smallBarHeight - barPad;
}
if (Settings_default._weaponReloadBar) {
const extraPad = 2.25;
this.barContainer(ctx, x, y + height, totalWidth * 2, barHeight);
this.barContent(ctx, x, y + height, totalWidth + extraPad, barHeight, primary.current / primary.max, Settings_default._weaponReloadBarColor);
this.barContent(ctx, x + totalWidth - extraPad, y + height, totalWidth + extraPad, barHeight, secondary.current / secondary.max, Settings_default._weaponReloadBarColor);
height += barHeight - barPad;
}
}
const target = player || animal;
if (target) {
const container = getTargetValue(Glotus, "_config");
setTargetValue(container, "nameY", this.getNameY(target));
const {currentHealth: currentHealth, maxHealth: maxHealth} = target;
const health = animal ? maxHealth : 100;
const color = PlayerManager.isEnemyTarget(myPlayer, target) ? "#cc5151" : "#8ecc51";
this.barContainer(ctx, x, y + height, totalWidth * 2, barHeight);
this.barContent(ctx, x, y + height, totalWidth * 2, barHeight, currentHealth / health, color);
height += barHeight;
}
ctx.restore();
}
renderHP(ctx, entity) {
if (!Settings_default._renderHP) {
return;
}
const {barPad: barPad, nameY: nameY} = Config_default;
const containerHeight = this.getContainerHeight(entity);
let text = `HP ${Math.floor(entity.health)}/${entity.maxHealth}`;
const offset = entity.scale + nameY + barPad + containerHeight;
const {myPlayer: myPlayer, PlayerManager: PlayerManager} = client;
const _offset = Glotus._offset;
const x = entity.x - _offset.x;
const y = entity.y - _offset.y + offset;
if (entity.isPlayer) {
const player = PlayerManager.playerData.get(entity.sid);
if (player !== void 0) {
text += ` ${player.shameCount}/8`;
}
}
ctx.save();
ctx.fillStyle = "#fff";
ctx.strokeStyle = "#3d3f42";
ctx.lineWidth = 8;
ctx.lineJoin = "round";
ctx.textBaseline = "top";
ctx.font = "19px Hammersmith One";
ctx.strokeText(text, x, y);
ctx.fillText(text, x, y);
ctx.restore();
}
circularBar(ctx, object, perc, angle, color, offset = 0) {
const _offset = Glotus._offset;
const x = object.x + object.xWiggle - _offset.x;
const y = object.y + object.yWiggle - _offset.y;
const height = Config_default.barHeight * .5;
const defaultScale = 10 + height / 2;
const scale = defaultScale + 1 + offset;
ctx.save();
ctx.translate(x, y);
ctx.rotate(angle);
ctx.lineCap = "round";
ctx.strokeStyle = "#3b3b3b";
ctx.lineWidth = height;
ctx.beginPath();
ctx.arc(0, 0, scale, 0, perc * 2 * Math.PI);
ctx.stroke();
ctx.closePath();
ctx.strokeStyle = color;
ctx.lineWidth = height / 3;
ctx.beginPath();
ctx.arc(0, 0, scale, 0, perc * 2 * Math.PI);
ctx.stroke();
ctx.closePath();
ctx.restore();
return defaultScale - 3;
}
};
const Renderer_default = Renderer;
const Animals = [ {
id: 0,
src: "cow_1",
hostile: false,
killScore: 150,
health: 500,
weightM: .8,
speed: 95e-5,
turnSpeed: .001,
scale: 72,
drop: [ "food", 50 ]
}, {
id: 1,
src: "pig_1",
hostile: false,
killScore: 200,
health: 800,
weightM: .6,
speed: 85e-5,
turnSpeed: .001,
scale: 72,
drop: [ "food", 80 ]
}, {
id: 2,
name: "Bull",
src: "bull_2",
hostile: true,
dmg: 20,
killScore: 1e3,
health: 1800,
weightM: .5,
speed: 94e-5,
turnSpeed: 74e-5,
scale: 78,
viewRange: 800,
chargePlayer: true,
drop: [ "food", 100 ]
}, {
id: 3,
name: "Bully",
src: "bull_1",
hostile: true,
dmg: 20,
killScore: 2e3,
health: 2800,
weightM: .45,
speed: .001,
turnSpeed: 8e-4,
scale: 90,
viewRange: 900,
chargePlayer: true,
drop: [ "food", 400 ]
}, {
id: 4,
name: "Wolf",
src: "wolf_1",
hostile: true,
dmg: 8,
killScore: 500,
health: 300,
weightM: .45,
speed: .001,
turnSpeed: .002,
scale: 84,
viewRange: 800,
chargePlayer: true,
drop: [ "food", 200 ]
}, {
id: 5,
name: "Quack",
src: "chicken_1",
hostile: false,
dmg: 8,
killScore: 2e3,
noTrap: true,
health: 300,
weightM: .2,
speed: .0018,
turnSpeed: .006,
scale: 70,
drop: [ "food", 100 ]
}, {
id: 6,
name: "MOOSTAFA",
nameScale: 50,
src: "enemy",
hostile: true,
dontRun: true,
fixedSpawn: true,
spawnDelay: 6e4,
noTrap: true,
colDmg: 100,
dmg: 40,
killScore: 8e3,
health: 18e3,
weightM: .4,
speed: 7e-4,
turnSpeed: .01,
scale: 80,
spriteMlt: 1.8,
leapForce: .9,
viewRange: 1e3,
hitRange: 210,
hitDelay: 1e3,
chargePlayer: true,
drop: [ "food", 100 ]
}, {
id: 7,
name: "Treasure",
hostile: true,
nameScale: 35,
src: "crate_1",
fixedSpawn: true,
spawnDelay: 12e4,
colDmg: 200,
killScore: 5e3,
health: 2e4,
weightM: .1,
speed: 0,
turnSpeed: 0,
scale: 70,
spriteMlt: 1
}, {
id: 8,
name: "MOOFIE",
src: "wolf_2",
hostile: true,
fixedSpawn: true,
dontRun: true,
hitScare: 4,
spawnDelay: 3e4,
noTrap: true,
nameScale: 35,
dmg: 10,
colDmg: 100,
killScore: 3e3,
health: 7e3,
weightM: .45,
speed: .0015,
turnSpeed: .002,
scale: 90,
viewRange: 800,
chargePlayer: true,
drop: [ "food", 1e3 ]
}, {
id: 9,
name: "💀MOOFIE",
src: "wolf_2",
hostile: true,
fixedSpawn: true,
dontRun: true,
hitScare: 50,
spawnDelay: 6e4,
noTrap: true,
nameScale: 35,
dmg: 12,
colDmg: 100,
killScore: 3e3,
health: 9e3,
weightM: .45,
speed: .0015,
turnSpeed: .0025,
scale: 94,
viewRange: 1440,
chargePlayer: true,
drop: [ "food", 3e3 ],
minSpawnRange: .85,
maxSpawnRange: .9
}, {
id: 10,
name: "💀Wolf",
src: "wolf_1",
hostile: true,
fixedSpawn: true,
dontRun: true,
hitScare: 50,
spawnDelay: 3e4,
dmg: 10,
killScore: 700,
health: 500,
weightM: .45,
speed: .00115,
turnSpeed: .0025,
scale: 88,
viewRange: 1440,
chargePlayer: true,
drop: [ "food", 400 ],
minSpawnRange: .85,
maxSpawnRange: .9
}, {
id: 11,
name: "💀Bully",
src: "bull_1",
hostile: true,
fixedSpawn: true,
dontRun: true,
hitScare: 50,
dmg: 20,
killScore: 5e3,
health: 5e3,
spawnDelay: 1e5,
weightM: .45,
speed: .00115,
turnSpeed: .0025,
scale: 94,
viewRange: 1440,
chargePlayer: true,
drop: [ "food", 800 ],
minSpawnRange: .85,
maxSpawnRange: .9
} ];
const Animals_default = Animals;
const colors = [ [ "orange", "red" ], [ "aqua", "blue" ] ];
const EntityRenderer = new class {
start=Date.now();
step=0;
drawWeaponHitbox(ctx, player) {
if (!Settings_default._weaponHitbox) {
return;
}
const {myPlayer: myPlayer} = client;
const current = myPlayer.weapon.current;
if (DataHandler_default.isMelee(current)) {
const weapon = DataHandler_default.getWeapon(current);
Renderer_default.circle(ctx, player.x, player.y, weapon.range, "#f5cb42", .5, 1);
}
}
drawPlacement(ctx) {
if (!Settings_default._possiblePlacement) {
return;
}
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = client;
const [type, angles] = ModuleHandler.placeAngles;
if (type === null || angles === null) {
return;
}
const id = myPlayer.getItemByType(type);
if (id === null) {
return;
}
const dist = myPlayer.getItemPlaceScale(id);
const item = Items[id];
for (let i = 0; i < angles.length; i++) {
const angle = angles[i];
const pos = myPlayer.pos.current.addDirection(angle, dist);
Renderer_default.circle(ctx, pos.x, pos.y, item.scale, "#80edf2", .4, 1);
}
}
drawEntityHP(ctx, entity) {
Renderer_default.renderBar(ctx, entity);
Renderer_default.renderHP(ctx, entity);
}
drawHitScale(ctx, entity) {
if (!Settings_default._weaponHitbox) {
return;
}
const {PlayerManager: PlayerManager} = client;
const type = entity.isPlayer ? PlayerManager.playerData : PlayerManager.animalData;
const target = type.get(entity.sid);
if (target !== void 0) {
Renderer_default.circle(ctx, entity.x, entity.y, target.hitScale, "#3f4ec4", .5, 1);
}
if (entity.isAI && entity.index === 6) {
const moostafa = Animals_default[6];
Renderer_default.circle(ctx, entity.x, entity.y, moostafa.hitRange, "#f5cb42", .5, 1);
}
}
drawDanger(ctx, entity) {
const {PlayerManager: PlayerManager} = client;
if (entity.isPlayer) {
const player = PlayerManager.playerData.get(entity.sid);
if (player !== void 0 && player.danger !== 0) {
const isBoost = Number(player.usingBoost);
const isDanger = Number(player.danger >= 3);
Renderer_default.fillCircle(ctx, entity.x, entity.y, player.scale, colors[isBoost][isDanger], .3);
}
}
if (entity.isAI) {
const animal = PlayerManager.animalData.get(entity.sid);
if (animal) {
const color = animal.isDanger ? "red" : "green";
Renderer_default.fillCircle(ctx, entity.x, entity.y, animal.attackRange, color, .3);
}
}
}
_render(ctx, entity, player) {
const {myPlayer: myPlayer, EnemyManager: EnemyManager2, _ModuleHandler: ModuleHandler, ObjectManager: ObjectManager, InputHandler: InputHandler} = client;
const isMyPlayer = entity === player;
const pos = new Vector_default(entity.x, entity.y);
if (isMyPlayer) {
const now = Date.now();
this.step = now - this.start;
this.start = now;
if (Settings_default._displayPlayerAngle) {
Renderer_default.line(ctx, pos, pos.addDirection(client.myPlayer.angle, 70), "#e9adf0");
}
this.drawWeaponHitbox(ctx, player);
this.drawPlacement(ctx);
if (myPlayer.isTrapped) {
Renderer_default.fillCircle(ctx, pos.x, pos.y, 35, "yellow", .5);
}
const {pushPos: pushPos} = ModuleHandler.staticModules.autoPush;
const nearestPushSpike = client.EnemyManager.nearestPushSpike;
if (pushPos !== null && nearestPushSpike !== null) {
Renderer_default.line(ctx, pos, pushPos, "white", .6, 1);
Renderer_default.line(ctx, pushPos, nearestPushSpike.pos.current, "white", .6, 1);
}
}
this.drawEntityHP(ctx, entity);
if (Settings_default._collisionHitbox) {
Renderer_default.circle(ctx, entity.x, entity.y, entity.scale, "#c7fff2", .5, 1);
}
if (!isMyPlayer) {
this.drawHitScale(ctx, entity);
Renderer_default.renderTracer(ctx, entity, player);
Renderer_default.renderDistance(ctx, entity, player);
const x = entity.x;
const y = entity.y;
const nearestEnemyToNearestEnemy = EnemyManager2.nearestEnemyToNearestEnemy;
if (nearestEnemyToNearestEnemy !== null && !entity.isAI && entity.sid === nearestEnemyToNearestEnemy.id) {
Renderer_default.fillCircle(ctx, x, y, 35, "#48f072", .5);
} else {
this.drawDanger(ctx, entity);
}
}
if (isMyPlayer) {
NotificationRenderer_default.render(ctx, player);
}
const instakillTarget = InputHandler.instakillTarget;
if (entity.isPlayer && instakillTarget !== null && entity.sid === instakillTarget.id) {
Renderer_default.drawTarget(ctx, entity);
const {bowInsta: bowInsta} = ModuleHandler.staticModules;
if (bowInsta.active) {
Renderer_default.circle(ctx, entity.x, entity.y, bowInsta.distMin, "#eda0ee", .4, 1);
Renderer_default.circle(ctx, entity.x, entity.y, bowInsta.distMax, "#eda0ee", .4, 1);
}
}
const {target: velTickTarget, minKB: minKB, maxKB: maxKB} = ModuleHandler.staticModules.velocityTick;
if (entity.isPlayer && velTickTarget !== null && entity.sid === velTickTarget.id) {
const diff = Math.abs(maxKB - minKB);
const length = minKB + (maxKB - minKB) / 2;
const angle = getAngle(entity.x, entity.y, player.x, player.y);
const posX = entity.x + Math.cos(angle) * length;
const posY = entity.y + Math.sin(angle) * length;
Renderer_default.circle(ctx, posX, posY, diff, "#e25176", .5, 1);
}
}
};
const EntityRenderer_default = EntityRenderer;
class Notify {
x;
y;
timeout={
value: 0,
max: 1500
};
constructor(x, y) {
this.x = x;
this.y = y;
}
render(ctx, player) {
this.timeout.value += EntityRenderer_default.step;
if (this.timeout.value >= this.timeout.max) {
NotificationRenderer.remove(this);
return;
}
Renderer_default.renderTracer(ctx, this, player);
}
}
const NotificationRenderer = new class {
notifications=new Set;
remove(notify) {
this.notifications.delete(notify);
}
add(object) {
const {x: x, y: y} = object.pos.current;
const notify = new Notify(x, y);
this.notifications.add(notify);
}
render(ctx, player) {
for (const notification of this.notifications) {
notification.render(ctx, player);
}
}
};
const NotificationRenderer_default = NotificationRenderer;
class SpatialHashGrid2D {
cellSize=0;
grid=new Map;
constructor(cellSize) {
this.cellSize = cellSize;
}
_getKey(x, y) {
return x << 16 | y;
}
clear() {
this.grid.clear();
}
insert(x, y, radius, objectId) {
const startX = (x - radius) / this.cellSize | 0;
const startY = (y - radius) / this.cellSize | 0;
const endX = (x + radius) / this.cellSize | 0;
const endY = (y + radius) / this.cellSize | 0;
for (let i = startX; i <= endX; i++) {
for (let j = startY; j <= endY; j++) {
const key = this._getKey(i, j);
if (!this.grid.has(key)) {
this.grid.set(key, new Set);
}
this.grid.get(key).add(objectId);
}
}
}
query(x, y, search = 1, callback) {
const cellX = x / this.cellSize | 0;
const cellY = y / this.cellSize | 0;
const candidates = new Set;
let callbackSuccess = false;
outerLoop: for (let i = -search; i <= search; i++) {
for (let j = -search; j <= search; j++) {
const key = this._getKey(cellX + i, cellY + j);
if (this.grid.has(key)) {
for (const objectId of this.grid.get(key)) {
if (!candidates.has(objectId)) {
candidates.add(objectId);
if (callback(objectId)) {
callbackSuccess = true;
break outerLoop;
}
}
}
}
}
}
return callbackSuccess;
}
queryFull(x, y, search = 1) {
const cellX = x / this.cellSize | 0;
const cellY = y / this.cellSize | 0;
const candidates = new Set;
for (let i = -search; i <= search; i++) {
for (let j = -search; j <= search; j++) {
const key = this._getKey(cellX + i, cellY + j);
if (this.grid.has(key)) {
for (const objectId of this.grid.get(key)) {
candidates.add(objectId);
}
}
}
}
return Array.from(candidates);
}
remove(x, y, radius, objectId) {
const startX = (x - radius) / this.cellSize | 0;
const startY = (y - radius) / this.cellSize | 0;
const endX = (x + radius) / this.cellSize | 0;
const endY = (y + radius) / this.cellSize | 0;
for (let i = startX; i <= endX; i++) {
for (let j = startY; j <= endY; j++) {
const key = this._getKey(i, j);
if (this.grid.has(key)) {
const cell = this.grid.get(key);
cell.delete(objectId);
if (cell.size === 0) {
this.grid.delete(key);
}
}
}
}
}
}
class Sorting {
static byDistance(target, typeA, typeB) {
return (a, b) => {
const dist1 = target.position[typeA].distanceDefault(a.position[typeB]);
const dist2 = target.position[typeA].distanceDefault(b.position[typeB]);
return dist1 - dist2;
};
}
static byAngleDistance(angle) {
return (a, b) => getAngleDist(a, angle) - getAngleDist(b, angle);
}
static byDanger(a, b) {
return b.danger - a.danger;
}
}
const Sorting_default = Sorting;
class ObjectManager {
objects=new Map;
grid2D=new SpatialHashGrid2D(100);
reloadingTurrets=new Map;
attackedObjects=new Map;
client;
constructor(client2) {
this.client = client2;
}
insertObject(object) {
this.grid2D.insert(object.pos.current.x, object.pos.current.y, object.collisionScale, object.id);
this.objects.set(object.id, object);
if (object instanceof PlayerObject) {
const {PlayerManager: PlayerManager, myPlayer: myPlayer} = this.client;
const owner = PlayerManager.playerData.get(object.ownerID) || PlayerManager.createPlayer({
id: object.ownerID
});
object.seenPlacement = this.inPlacementRange(object);
owner.handleObjectPlacement(object);
if (object.type === 22) {
if (myPlayer.collidingObject(object, 1) || myPlayer.collidingObject(object, 4)) {
myPlayer.teleportPos.setVec(object.pos.current);
myPlayer.teleported = true;
}
}
}
}
createObjects(buffer) {
for (let i = 0; i < buffer.length; i += 8) {
const isResource = buffer[i + 6] === null;
const data = [ buffer[i + 0], buffer[i + 1], buffer[i + 2], buffer[i + 3], buffer[i + 4] ];
this.insertObject(isResource ? new Resource(...data, buffer[i + 5]) : new PlayerObject(...data, buffer[i + 6], buffer[i + 7]));
}
}
deletedObjects=new Set;
isDestroyedObject() {
return this.deletedObjects.size !== 0;
}
removeObject(object) {
this.grid2D.remove(object.pos.current.x, object.pos.current.y, object.collisionScale, object.id);
this.objects.delete(object.id);
if (object instanceof PlayerObject) {
const player = this.client.PlayerManager.playerData.get(object.ownerID);
if (player !== void 0) {
player.handleObjectDeletion(object);
const {myPlayer: myPlayer} = this.client;
const pos1 = object.pos.current.copy();
const pos2 = this.client.myPlayer.pos.current.copy();
const distance = pos1.distance(pos2);
const spikeID = myPlayer.getItemByType(4);
const range = myPlayer.getItemPlaceScale(spikeID) + object.placementScale + myPlayer.speed + 25;
if (distance <= range) {
this.deletedObjects.add(object);
}
}
}
}
removeObjectByID(id) {
const object = this.objects.get(id);
if (object !== void 0) {
this.removeObject(object);
if (this.client.isOwner) {
const pos1 = object.pos.current.copy();
const pos2 = this.client.myPlayer.pos.current.copy();
if (Settings_default._notificationTracers && !targetInsideRect(pos1, pos2, object.scale)) {
NotificationRenderer_default.add(object);
}
}
}
}
removePlayerObjects(player) {
for (const object of player.objects) {
this.removeObject(object);
}
}
resetTurret(id) {
const object = this.objects.get(id);
if (object instanceof PlayerObject) {
object.reload = 0;
this.reloadingTurrets.set(id, object);
}
}
isEnemyObject(object) {
if (object instanceof PlayerObject && !this.client.myPlayer.isEnemyByID(object.ownerID)) {
return false;
}
return true;
}
isTurretReloaded(object, tick = 1) {
const turret = this.reloadingTurrets.get(object.id);
if (turret === void 0) {
return true;
}
return turret.reload > turret.maxReload - tick;
}
postTick() {
for (const [id, turret] of this.reloadingTurrets) {
turret.reload += 1;
if (turret.reload >= turret.maxReload) {
turret.reload = turret.maxReload;
this.reloadingTurrets.delete(id);
}
}
}
canPlaceItem(id, position, addRadius = 0) {
if (id !== 18 && pointInRiver(position)) {
return false;
}
const item = Items[id];
return !this.grid2D.query(position.x, position.y, 1, id2 => {
const object = this.objects.get(id2);
const scale = item.scale + object.placementScale + addRadius;
if (position.distance(object.pos.current) < scale) {
return true;
}
});
}
inPlacementRange(object) {
const owner = this.client.PlayerManager.playerData.get(object.ownerID);
if (owner === void 0 || !this.client.PlayerManager.players.includes(owner)) {
return false;
}
const {previous: a0, current: a1, future: a2} = owner.pos;
const b0 = object.pos.current;
const item = Items[object.type];
const range = owner.scale * 2 + item.scale + item.placeOffset;
return a0.distance(b0) <= range || a1.distance(b0) <= range || a2.distance(b0) <= range;
}
getBestPlacementAngles(options) {
const {position: position, id: id, targetAngle: targetAngle, ignoreID: ignoreID, reduce: reduce, preplace: preplace, fill: fill} = options;
const item = DataHandler_default.getItem(id);
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
const length = myPlayer.getItemPlaceScale(id);
const angles = [];
this.grid2D.query(position.x, position.y, 1, id2 => {
const object = this.objects.get(id2);
if (ignoreID !== null && ignoreID === object.id) {
return;
}
const pos1 = object.pos.current;
const angle = position.angle(pos1);
const a = object.placementScale + item.scale + 1;
const b = position.distance(pos1);
const c = length;
const cosArg = (b * b + c * c - a * a) / (2 * b * c);
if (cosArg < -1) {
angles.push([ angle, Math.PI ]);
} else if (cosArg <= 1) {
const offset = Math.acos(cosArg);
angles.push([ angle, offset ]);
}
});
const finalAngles = findPlacementAngles(angles);
const targetAngleOverlaps = angles.some(([angle, offset]) => getAngleDist(targetAngle, angle) <= offset);
if (!targetAngleOverlaps) {
finalAngles.push(targetAngle);
if (finalAngles.length === 1 && fill) {
if (item.itemType === 4) {
return [];
}
const offset = Math.asin((2 * item.scale + 1) / (2 * length)) * 2;
finalAngles.push(targetAngle - offset);
finalAngles.push(targetAngle + offset);
finalAngles.push(reverseAngle(targetAngle));
return finalAngles.slice(0, Settings_default._placeAttempts);
}
}
let anglesSorted = finalAngles.sort(Sorting_default.byAngleDistance(targetAngle));
if (reduce) {
if (!DataHandler_default.canMoveOnTop(id) && ModuleHandler.move_dir !== null && myPlayer.speed !== 0) {
const scale = item.scale;
const offset = Math.asin(2 * scale / (2 * length));
anglesSorted = anglesSorted.filter(angle => getAngleDist(angle, ModuleHandler.move_dir) > offset);
}
return anglesSorted.slice(0, Settings_default._placeAttempts);
}
return anglesSorted;
}
}
const ObjectManager_default = ObjectManager;
class PacketManager {
client;
Encoder=null;
Decoder=null;
packetCount=0;
constructor(client2) {
this.client = client2;
if (this.client.isOwner) {
setInterval(() => {
GameUI_default.updatePackets(this.packetCount);
this.packetCount = 0;
}, 1e3);
}
}
send(data) {
const {socket: socket, socketSend: socketSend} = this.client.SocketManager;
if (socket === null || socket.readyState !== socket.OPEN || this.Encoder === null || socketSend === null) {
return;
}
const [type, ...args] = data;
const encoded = this.Encoder.encode([ type, args ]);
socketSend(encoded);
if (this.client.isOwner) {
this.packetCount += 1;
}
}
clanRequest(id, accept) {
this.send([ "P", id, Number(accept) ]);
}
kick(id) {
this.send([ "Q", id ]);
}
joinClan(name) {
this.send([ "b", name ]);
}
createClan(name) {
this.send([ "L", name ]);
}
leaveClan() {
this.client.myPlayer.joinRequests.length = 0;
this.send([ "N" ]);
}
equip(type, id) {
this.send([ "c", 0, id, type ]);
}
buy(type, id) {
this.send([ "c", 1, id, type ]);
}
chat(message) {
this.send([ "6", message ]);
}
attack(angle) {
this.send([ "F", 1, angle ]);
}
stopAttack() {
this.send([ "F", 0, null ]);
}
resetMoveDir() {
this.send([ "e" ]);
}
move(angle) {
this.send([ "9", angle ]);
}
autoAttack() {
this.send([ "K", 1 ]);
}
lockRotation() {
this.send([ "K", 0 ]);
}
pingMap() {
this.send([ "S" ]);
}
selectItemByID(id, type) {
this.send([ "z", id, type ]);
}
spawn(name, moofoll, skin) {
this.send([ "M", {
name: name,
moofoll: moofoll,
skin: skin
} ]);
}
upgradeItem(id) {
this.send([ "H", id ]);
}
updateAngle(radians) {
this.send([ "D", radians ]);
}
pingRequest() {
this.client.SocketManager.startPing = performance.now();
this.send([ "0" ]);
}
}
class Animal extends Entity_default {
type;
prevHealth=0;
currentHealth=0;
receivedDamage=0;
maxHealth=0;
isDanger=false;
isHostile=false;
isPlayer=false;
constructor(client2) {
super(client2);
}
canBeTrapped() {
return !("noTrap" in Animals_default[this.type]);
}
update(id, type, x, y, angle, health, nameIndex) {
this.id = id;
this.type = type;
this.pos.previous.setVec(this.pos.current);
this.pos.current._setXY(x, y);
this.setFuturePosition();
const animal = Animals_default[type];
this.angle = angle;
this.prevHealth = this.currentHealth;
this.currentHealth = health;
this.maxHealth = animal.health;
this.scale = animal.scale;
const isHostile = animal.hostile && type !== 7;
this.isHostile = animal.hostile;
this.isDanger = isHostile;
this.receivedDamage = 0;
const difference = Math.abs(this.currentHealth - this.prevHealth);
if (this.currentHealth < this.prevHealth) {
this.receivedDamage = difference;
}
}
get attackRange() {
if (this.type === 6) {
return Animals_default[this.type].hitRange + Config_default.playerScale;
}
return this.scale;
}
get collisionRange() {
if (this.type === 6) {
return Animals_default[this.type].hitRange + Config_default.playerScale;
}
return this.scale + 60;
}
get canUseTurret() {
return this.isHostile;
}
}
const Animal_default = Animal;
class MovementSimulation {
speed=Config_default.playerSpeed;
scale=35;
slowMult=1;
xVel=0;
yVel=0;
x=0;
y=0;
lockMove=false;
TICK=1e3 / 9;
spikeCollision=false;
reset(client2, dir = null) {
this.slowMult = 1;
this.xVel = 0;
this.yVel = 0;
const speed = client2.myPlayer.speed / this.TICK;
const moveDir = dir ?? client2._ModuleHandler.move_dir;
if (moveDir !== null) {
this.xVel = Math.cos(moveDir) * speed;
this.yVel = Math.sin(moveDir) * speed;
}
const pos = client2.myPlayer.pos.current;
this.x = pos.x;
this.y = pos.y;
this.lockMove = false;
this.spikeCollision = false;
}
getPos() {
return new Vector_default(this.x, this.y);
}
getSpeed() {
return new Vector_default(this.xVel, this.yVel).length * this.TICK;
}
checkCollision(player, target, delta, isEnemyObject) {
delta = delta || 1;
const pos1 = this.getPos();
const pos2 = target.pos.current.copy();
const distance = pos1.distance(pos2);
const collisionRange = player.collisionScale + target.collisionScale + 5;
if (distance > collisionRange) {
return false;
}
const scale = player.collisionScale + target.collisionScale;
const isPlayer = target instanceof Player_default;
if (isPlayer || !target.canMoveOnTop()) {
const tmpDir = getAngle(pos2.x, pos2.y, pos1.x, pos1.y);
if (isPlayer) {
const tmpInt = (distance - scale) * -1 / 2;
this.x += tmpInt * Math.cos(tmpDir);
this.y += tmpInt * Math.sin(tmpDir);
} else {
this.x = pos2.x + collisionRange * Math.cos(tmpDir);
this.y = pos2.y + collisionRange * Math.sin(tmpDir);
this.xVel *= .75;
this.yVel *= .75;
}
if (target instanceof Resource && target.isCactus || target instanceof PlayerObject && target.isSpike && isEnemyObject) {
const tmpSpd = 1.5;
this.xVel += tmpSpd * Math.cos(tmpDir);
this.yVel += tmpSpd * Math.sin(tmpDir);
this.spikeCollision = true;
}
} else if (target.type === 15 && isEnemyObject) {
this.lockMove = true;
} else if (target.type === 16) {
const data = Items[target.type];
const weight = 1;
this.xVel += delta * data.boostSpeed * weight * Math.cos(target.angle);
this.yVel += delta * data.boostSpeed * weight * Math.sin(target.angle);
}
return true;
}
collisionSimulation(client2) {
this.reset(client2);
if (!Settings_default._safeWalk) {
return false;
}
this.update(client2, false);
if (this.spikeCollision) {
return true;
}
this.update(client2, true);
return this.spikeCollision;
}
update(client2, notMoving) {
const delta = 1e3 / 9;
if (this.slowMult < 1) {
this.slowMult = Math.min(1, this.slowMult + 8e-4 * delta);
}
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = client2;
const {autoHat: autoHat} = ModuleHandler.staticModules;
const pos = this.getPos();
const skin = Hats[autoHat.getNextHat()];
const tail = Accessories[autoHat.getNextAcc()];
const weapon = DataHandler_default.getWeapon(autoHat.getNextWeaponID());
const weaponSpd = weapon.spdMult || 1;
const skinSpd = "spdMult" in skin ? skin.spdMult : 1;
const tailSpd = "spdMult" in tail ? tail.spdMult : 1;
const inSnow = pos.y <= Config_default.snowBiomeTop && !("coldM" in skin);
const snowMult = inSnow ? Config_default.snowSpeed : 1;
const buildMult = autoHat.getNextItemID() >= 0 ? .5 : 1;
if (this.lockMove) {
this.xVel = 0;
this.yVel = 0;
} else {
let spdMult = buildMult * weaponSpd * skinSpd * tailSpd * snowMult * this.slowMult;
const riverMin = Config_default.mapScale / 2 - Config_default.riverWidth / 2;
const riverMax = Config_default.mapScale / 2 + Config_default.riverWidth / 2;
const inRiver = !myPlayer.onPlatform && pos.y >= riverMin && pos.y <= riverMax;
if (inRiver) {
if ("watrImm" in skin) {
spdMult *= .75;
this.xVel += Config_default.waterCurrent * .4 * delta;
} else {
spdMult *= .33;
this.xVel += Config_default.waterCurrent * delta;
}
}
const moveDir = client2._ModuleHandler.move_dir;
let xDir = !notMoving && moveDir !== null ? Math.cos(moveDir) : 0;
let yDir = !notMoving && moveDir !== null ? Math.sin(moveDir) : 0;
const len = Math.sqrt(xDir * xDir + yDir * yDir);
if (len !== 0) {
xDir /= len;
yDir /= len;
}
const accel = this.speed * spdMult * delta;
if (xDir) {
this.xVel += xDir * accel;
}
if (yDir) {
this.yVel += yDir * accel;
}
}
this.lockMove = false;
const moveDist = getDistance(0, 0, this.xVel * delta, this.yVel * delta);
const depth = Math.min(4, Math.max(1, Math.round(moveDist / 40)));
const stepMult = 1 / depth;
for (let i = 0; i < depth; i++) {
if (this.xVel) {
this.x += this.xVel * delta * stepMult;
}
if (this.yVel) {
this.y += this.yVel * delta * stepMult;
}
client2.ObjectManager.grid2D.query(this.x, this.y, 1, id => {
const object = client2.ObjectManager.objects.get(id);
const isPlayerObject = object instanceof PlayerObject;
const isEnemyObject = !isPlayerObject || client2.PlayerManager.isEnemyByID(object.ownerID, client2.myPlayer);
this.checkCollision(myPlayer, object, stepMult, isEnemyObject);
});
}
const nearestEnemy = client2.EnemyManager.nearestEnemy;
if (nearestEnemy !== null) {
this.checkCollision(myPlayer, nearestEnemy, 1, false);
}
if (this.xVel) {
this.xVel *= Math.pow(Config_default.playerDecel, delta);
if (this.xVel >= -.01 && this.xVel <= .01) {
this.xVel = 0;
}
}
if (this.yVel) {
this.yVel *= Math.pow(Config_default.playerDecel, delta);
if (this.yVel >= -.01 && this.yVel <= .01) {
this.yVel = 0;
}
}
this.x = clamp(this.x, this.scale, Config_default.mapScale - this.scale);
this.y = clamp(this.y, this.scale, Config_default.mapScale - this.scale);
}
}
class ClientPlayer extends Player_default {
inventory={};
weaponXP=[ {}, {} ];
itemCount=new Map;
resources={};
tempGold=0;
deathPosition=new Vector_default;
teleportPos=new Vector_default;
teleported=false;
inGame=false;
wasDead=true;
diedOnce=false;
teammates=new Set;
totalGoldAmount=0;
age=1;
upgradeAge=1;
prevKills=0;
underTurretAttack=false;
upgradeOrder=[];
upgradeIndex=0;
joinRequests=[];
killedSomeone=false;
actuallyKilledSomeone=false;
totalKills=0;
deaths=0;
simulation=new MovementSimulation;
constructor(client2) {
super(client2);
this.reset(true);
}
isMyPlayerByID(id) {
return id === this.id;
}
isTeammateByID(id) {
return this.teammates.has(id);
}
isEnemyByID(id) {
return !this.isMyPlayerByID(id) && !this.isTeammateByID(id);
}
get isSandbox() {
return /sandbox/.test(location.hostname) || this.client.SocketManager.isSandbox;
}
getItemByType(type) {
return this.inventory[type];
}
hasResourcesForType(type) {
if (this.isSandbox) {
return true;
}
const res = this.resources;
const {food: food, wood: wood, stone: stone, gold: gold} = Items[this.getItemByType(type)].cost;
return res.food >= food && res.wood >= wood && res.stone >= stone && res.gold >= gold;
}
getItemCount(group) {
const item = ItemGroups[group];
return {
count: this.itemCount.get(group) || 0,
limit: this.isSandbox ? "sandboxLimit" in item ? item.sandboxLimit : 99 : item.limit
};
}
hasItemCountForType(type) {
if (type === 2) {
return true;
}
const item = Items[this.getItemByType(type)];
const {count: count, limit: limit} = this.getItemCount(item.itemGroup);
return count < limit;
}
canPlace(type) {
return type !== null && this.getItemByType(type) !== null && this.hasResourcesForType(type) && this.hasItemCountForType(type);
}
canPlaceObject(type, angle) {
const {myPlayer: myPlayer, ObjectManager: ObjectManager2} = this.client;
const id = myPlayer.getItemByType(type);
const current = myPlayer.getPlacePosition(myPlayer.pos.current, id, angle);
return ObjectManager2.canPlaceItem(id, current);
}
getBestDestroyingWeapon(target = null) {
const primaryID = this.getItemByType(0);
const primary = DataHandler_default.getWeapon(primaryID);
const secondaryID = this.getItemByType(1);
const isHammer = secondaryID === 10;
const notStick = primary.damage !== 1;
const notPolearm = primaryID !== 5;
const {reloading: reloading} = this.client._ModuleHandler.staticModules;
const primaryDamage = this.getBuildingDamage(primaryID, false);
if (isHammer && notStick && notPolearm && (!reloading.isReloaded(1) || reloading.isFasterThan(0, 1)) && reloading.isReloaded(0) && target != null && primaryDamage >= target.health) {
return 0;
}
if (target != null && isHammer && notStick && notPolearm && this.isTrapped) {
const hammerRange = DataHandler_default.getWeapon(secondaryID).range + target.hitScale + 1;
const primaryRange = primary.range + target.hitScale;
const pos1 = this.pos.current;
const pos2 = target.pos.current;
const distance = pos1.distance(pos2);
if (inRange(distance, hammerRange, primaryRange)) {
return 0;
}
}
if (isHammer) {
return 1;
}
if (notStick) {
return 0;
}
return null;
}
getWeaponRangeByType(type) {
const item = this.getItemByType(type);
if (DataHandler_default.isMelee(item)) {
return DataHandler_default.getWeapon(item).range;
}
return 0;
}
getFastestWeapon() {
const primary = DataHandler_default.getWeapon(this.getItemByType(0));
const secondaryID = this.getItemByType(1);
if (secondaryID === null) {
return 0;
}
const secondary = DataHandler_default.getWeapon(secondaryID);
if (primary.spdMult > secondary.spdMult) {
return 0;
}
return 1;
}
getDmgOverTime() {
const hat = Hats[this.hatID];
const accessory = Accessories[this.accessoryID];
let damage = 0;
if ("healthRegen" in hat) {
damage += hat.healthRegen;
}
if ("healthRegen" in accessory) {
damage += accessory.healthRegen;
}
if (this.poisonCount !== 0) {
damage += -5;
}
return Math.abs(damage);
}
getMaxWeaponRangeClient() {
const primary = this.inventory[0];
const secondary = this.inventory[1];
const primaryRange = DataHandler_default.getWeapon(primary).range;
if (DataHandler_default.isMelee(secondary)) {
const range = DataHandler_default.getWeapon(secondary).range;
if (range > primaryRange) {
return range;
}
}
return primaryRange;
}
getMaxRangeTypeDestroy() {
const primaryID = this.inventory[0];
const secondaryID = this.inventory[1];
const primary = DataHandler_default.getWeapon(primaryID);
if (DataHandler_default.isMelee(secondaryID)) {
const secondary = DataHandler_default.getWeapon(secondaryID);
if (secondaryID === 10 && secondary.range > primary.range) {
return {
type: 1,
range: secondary.range
};
}
}
if (primaryID !== 8) {
return {
type: 0,
range: primary.range
};
}
return null;
}
getPlacePosition(start, itemID, angle) {
return start.addDirection(angle, this.getItemPlaceScale(itemID));
}
tickUpdate() {
if (this.inGame && this.wasDead) {
this.wasDead = false;
this.prevKills = 0;
this.onFirstTickAfterSpawn();
}
const {_ModuleHandler: ModuleHandler, PlayerManager: PlayerManager} = this.client;
this.killedSomeone = false;
this.actuallyKilledSomeone = false;
if (this.totalKills > this.prevKills) {
this.prevKills = this.totalKills;
this.killedSomeone = true;
if (PlayerManager.prevPlayers.size !== 0) {
this.actuallyKilledSomeone = true;
}
}
ModuleHandler.postTick();
}
updateHealth(health) {
if (!this.inGame) {
return;
}
super.updateHealth(health);
if (this.shameActive) {
return;
}
if (health < 100) {
const {_ModuleHandler: ModuleHandler} = this.client;
ModuleHandler.staticModules.shameReset.healthUpdate();
}
}
playerInit(id) {
this.id = id;
const {PlayerManager: PlayerManager} = this.client;
if (!PlayerManager.playerData.has(id)) {
PlayerManager.playerData.set(id, this);
}
}
onFirstTickAfterSpawn() {
const {_ModuleHandler: ModuleHandler, isOwner: isOwner} = this.client;
const {mouse: mouse, staticModules: staticModules} = ModuleHandler;
ModuleHandler._equip(0, 0);
ModuleHandler.updateAngle(mouse.sentAngle, true);
if (!isOwner) {
const owner = this.client.ownerClient;
UI_default.updateBotOption(this.client, "title");
owner.clientIDList.add(this.id);
staticModules.tempData.setAttacking(owner._ModuleHandler.attacking);
staticModules.tempData.setStore(0, owner._ModuleHandler.store[0].actual);
staticModules.tempData.setStore(1, owner._ModuleHandler.store[1].actual);
}
}
playerSpawn() {
this.inGame = true;
}
isUpgradeWeapon(id) {
const weapon = DataHandler_default.getWeapon(id);
if ("upgradeOf" in weapon) {
return this.inventory[weapon.itemType] === weapon.upgradeOf;
}
return true;
}
newUpgrade(points, age) {
this.upgradeAge = age;
if (points === 0 || age === 10) {
return;
}
const ids = [];
for (const weapon of Weapons) {
if (weapon.age === age && this.isUpgradeWeapon(weapon.id)) {
ids.push(weapon.id);
}
}
for (const item of Items) {
if (item.age === age) {
ids.push(item.id + 16);
}
}
if (!this.client.isOwner) {
const id = this.client.ownerClient.myPlayer.upgradeOrder[this.upgradeIndex];
if (id !== void 0 && ids.includes(id)) {
this.upgradeIndex += 1;
this.client._ModuleHandler._upgradeItem(id);
}
}
}
updateAge(age) {
this.age = age;
}
upgradeItem(id) {
this.upgradeOrder.push(id);
const {isOwner: isOwner, clients: clients} = this.client;
if (isOwner) {
for (const client2 of clients) {
const {age: age, upgradeAge: upgradeAge} = client2.myPlayer;
if (age > this.upgradeAge) {
client2.myPlayer.newUpgrade(1, upgradeAge);
}
}
}
if (id < 16) {
const weapon = DataHandler_default.getWeapon(id);
this.inventory[weapon.itemType] = id;
const XP = this.weaponXP[weapon.itemType];
XP.current = 0;
XP.max = -1;
} else {
id -= 16;
const item = Items[id];
this.inventory[item.itemType] = id;
}
this.upgradeAge += 1;
}
updateClanMembers(teammates) {
this.teammates.clear();
for (let i = 0; i < teammates.length; i += 2) {
const id = teammates[i + 0];
if (!this.isMyPlayerByID(id)) {
this.teammates.add(id);
}
}
}
updateItemCount(group, count) {
this.itemCount.set(group, count);
if (this.client.isOwner) {
GameUI_default.updateItemCount(group);
}
}
updateResources(type, amount) {
const previousAmount = this.resources[type];
this.resources[type] = amount;
if (type === "gold") {
this.tempGold = amount;
return;
}
if (amount < previousAmount) {
return;
}
const difference = amount - previousAmount;
if (type === "kills") {
this.totalKills += difference;
this.client.StatsManager.kills = difference;
this.client.StatsManager.totalKills = difference;
this.client.ownerClient.StatsManager.globalKills = difference;
if (this.client.isOwner) {
GameUI_default.updateTotalKills(this.totalKills);
}
return;
}
this.updateWeaponXP(difference);
}
updateWeaponXP(amount) {
const {next: next} = this.getWeaponVariant(this.weapon.current);
const XP = this.weaponXP[DataHandler_default.getWeapon(this.weapon.current).itemType];
const maxXP = WeaponVariants[next].needXP;
XP.current += amount;
if (XP.max !== -1 && XP.current >= XP.max) {
XP.current -= XP.max;
XP.max = maxXP;
return;
}
if (XP.max === -1) {
XP.max = maxXP;
}
if (XP.current >= XP.max) {
XP.current -= XP.max;
XP.max = -1;
}
}
resetResources() {
this.resources.food = 100;
this.resources.wood = 100;
this.resources.stone = 100;
this.resources.gold = 100;
this.resources.kills = 0;
}
resetInventory() {
this.inventory[0] = 0;
this.inventory[1] = null;
this.inventory[2] = 0;
this.inventory[3] = 3;
this.inventory[4] = 6;
this.inventory[5] = 10;
this.inventory[6] = null;
this.inventory[7] = null;
this.inventory[8] = null;
this.inventory[9] = null;
}
resetWeaponXP() {
for (const XP of this.weaponXP) {
XP.current = 0;
XP.max = -1;
}
}
spawn(customName) {
const name = customName || window.localStorage.getItem("moo_name") || "";
const skin = Number(window.localStorage.getItem("skin_color")) || 0;
this.client.PacketManager.spawn(name, 1, skin === 10 ? "constructor" : skin);
}
handleJoinRequest(id, name) {
this.joinRequests.push([ id, name ]);
}
reset(first = false) {
this.resetResources();
this.resetInventory();
this.resetWeaponXP();
const {_ModuleHandler: ModuleHandler, PlayerManager: PlayerManager} = this.client;
ModuleHandler.reset();
this.inGame = false;
this.wasDead = true;
this.upgradeOrder.length = 0;
this.upgradeIndex = 0;
if (first) {
return;
}
this.previousHealth = 100;
this.currentHealth = 100;
this.tempHealth = 100;
this.shameActive = false;
this.shameCount = 0;
this.shameTimer = 0;
this.deathPosition.setVec(this.pos.current);
this.diedOnce = true;
this.client.StatsManager.deaths = 1;
this.deaths += 1;
if (this.client.isOwner) {
GameUI_default.reset();
GameUI_default.updateTotalDeaths(this.deaths);
}
}
}
const ClientPlayer_default = ClientPlayer;
class PlayerManager {
playerData=new Map;
players=[];
enemies=[];
prevPlayers=new Set;
animalData=new Map;
clanData=new Map;
start=Date.now();
step=0;
damagesByHits=[];
lastEnemyReceivedDamage=[ 0, 0 ];
nearestTeammate=null;
client;
constructor(client2) {
this.client = client2;
}
get timeSinceTick() {
return Date.now() - this.start;
}
getEntity(id, isPlayer) {
if (isPlayer && this.playerData.has(id)) {
return this.playerData.get(id);
} else if (!isPlayer && this.animalData.has(id)) {
return this.animalData.get(id);
}
return null;
}
createPlayer({socketID: socketID, id: id, nickname: nickname, health: health, skinID: skinID}) {
const {myPlayer: myPlayer} = this.client;
if (socketID === this.client.clientID && myPlayer.id === -1) {
myPlayer.playerInit(id);
}
const player = this.playerData.get(id) || new Player_default(this.client);
if (!this.playerData.has(id)) {
this.playerData.set(id, player);
}
player.id = id;
player.prevNickname = player.nickname;
player.nickname = nickname || "";
player.currentHealth = health || 100;
player.skinID = typeof skinID === "undefined" ? -1 : skinID;
player.init();
if (myPlayer.isMyPlayerByID(id)) {
myPlayer.playerSpawn();
}
return player;
}
createClan(name, ownerID) {
this.clanData.set(name, ownerID);
}
deleteClan(name) {
this.clanData.delete(name);
}
clanExist(name) {
return name !== null && this.clanData.has(name);
}
canHitTarget(player, weaponID, target) {
const pos = target.pos.current;
const distance = player.pos.current.distance(pos);
const angle = player.pos.current.angle(pos);
const range = DataHandler_default.getWeapon(weaponID).range + target.hitScale;
return distance <= range && getAngleDist(angle, player.angle) <= Config_default.gatherAngle;
}
attackPlayer(id, gathering, weaponID) {
const player = this.playerData.get(id);
if (player === void 0) {
return;
}
const {hatID: hatID, reload: reload} = player;
const {myPlayer: myPlayer, ObjectManager: ObjectManager2} = this.client;
player.lastAttacked = myPlayer.tickCount;
const isMyPlayer = myPlayer.isMyPlayerByID(id);
if (isMyPlayer && !myPlayer.inGame) {
return;
}
const weapon = DataHandler_default.getWeapon(weaponID);
const type = weapon.itemType;
player.updateMaxReload(reload[type], weaponID);
player.resetCurrentReload(reload[type]);
if (myPlayer.isEnemyByID(id)) {
if (this.canHitTarget(player, weaponID, myPlayer)) {
const {isAble: isAble, count: count} = player.canDealPoison(weaponID);
if (isAble) {
myPlayer.poisonCount = count;
}
}
}
if (gathering === 1) {
const objects = ObjectManager2.attackedObjects;
for (const [id2, data] of objects) {
const [hitAngle, object] = data;
if (this.canHitTarget(player, weaponID, object) && getAngleDist(hitAngle, player.angle) <= 1.25) {
objects.delete(id2);
if (object instanceof PlayerObject) {
const damage = player.getBuildingDamage(weaponID);
object.health = Math.max(0, object.health - damage);
} else if (player === myPlayer) {
let amount = hatID === 9 ? 1 : 0;
if (object.type === 3) {
amount += weapon.gather + 4;
}
myPlayer.updateWeaponXP(amount);
}
}
}
}
}
updatePlayer(buffer) {
this.players.length = 0;
this.enemies.length = 0;
this.damagesByHits.length = 0;
this.nearestTeammate = null;
const now = Date.now();
this.step = now - this.start;
this.start = now;
const {myPlayer: myPlayer, isOwner: isOwner, EnemyManager: EnemyManager2} = this.client;
for (let i = 0; i < buffer.length; i += 13) {
const id = buffer[i];
const player = this.playerData.get(id);
this.players.push(player);
player.update(id, buffer[i + 1], buffer[i + 2], buffer[i + 3], buffer[i + 4], buffer[i + 5], buffer[i + 6], buffer[i + 7], buffer[i + 8], buffer[i + 9], buffer[i + 10], buffer[i + 11], buffer[i + 12]);
if (!this.client.isBotByID(id) && !myPlayer.isMyPlayerByID(id) && myPlayer.isTeammateByID(id) && EnemyManager2.isNear(player, this.nearestTeammate, myPlayer)) {
this.nearestTeammate = player;
} else if (myPlayer.isEnemyByID(id)) {
this.enemies.push(player);
}
}
}
updateAnimal(buffer) {
const {EnemyManager: EnemyManager2} = this.client;
for (let i = 0; i < buffer.length; i += 7) {
const id = buffer[i];
if (!this.animalData.has(id)) {
this.animalData.set(id, new Animal_default(this.client));
}
const animal = this.animalData.get(id);
animal.update(id, buffer[i + 1], buffer[i + 2], buffer[i + 3], buffer[i + 4], buffer[i + 5], buffer[i + 6]);
EnemyManager2.handleAnimal(animal);
}
}
postTick() {
const {EnemyManager: EnemyManager2, ProjectileManager: ProjectileManager, ObjectManager: ObjectManager2, myPlayer: myPlayer, isOwner: isOwner, _ModuleHandler: ModuleHandler} = this.client;
ModuleHandler.moduleStart = performance.now();
ProjectileManager.postTick();
EnemyManager2.handleEnemies(this.enemies);
ObjectManager2.postTick();
if (myPlayer.inGame) {
myPlayer.tickUpdate();
}
ObjectManager2.deletedObjects.clear();
if ((Settings_default._autospawn || !isOwner) && !myPlayer.inGame) {
myPlayer.spawn();
}
}
isEnemy(target1, target2) {
return target1 == null || target2 == null || target1 !== target2 && (target1.clanName === null || target2.clanName === null || target1.clanName !== target2.clanName);
}
isEnemyByID(ownerID, target) {
const player = this.playerData.get(ownerID);
if (player == null) {
throw Error("isEnemyByID Error: Failed to find an owner!");
}
if (player instanceof ClientPlayer_default) {
return player.isEnemyByID(target.id);
}
if (target instanceof ClientPlayer_default) {
return target.isEnemyByID(player.id);
}
return this.isEnemy(player, target);
}
isEnemyTarget(owner, target) {
if (target instanceof Animal_default) {
return true;
}
return this.isEnemyByID(owner.id, target);
}
canShoot(ownerID, target) {
return target instanceof Animal_default || this.isEnemyByID(ownerID, target);
}
canMoveOnTop(object) {
if (object instanceof Resource) {
return false;
}
const item = DataHandler_default.getItem(object.type);
const isEnemyObject = this.isEnemyByID(object.ownerID, this.client.myPlayer);
if ("ignoreCollision" in item && (object.type !== 15 || !isEnemyObject)) {
return true;
}
return false;
}
lookingShield(owner, target) {
if (owner instanceof Animal_default) {
return false;
}
const weapon = owner.weapon.current;
if (weapon !== 11) {
return false;
}
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
const pos1 = owner.pos.current;
const pos2 = target.pos.current;
const angle = pos1.angle(pos2);
const ownerAngle = myPlayer.isMyPlayerByID(owner.id) ? ModuleHandler.mouse.sentAngle : owner.angle;
return getAngleDist(angle, ownerAngle) <= Config_default.shieldAngle;
}
}
const PlayerManager_default = PlayerManager;
class ProjectileManager {
client;
projectiles=new Map;
ignoreCreation=new Map;
dangerProjectiles=new Set;
toRemove=new Set;
totalDamage=0;
constructor(client2) {
this.client = client2;
}
createProjectile(projectile) {
const key = projectile.speed;
if (!this.projectiles.has(key)) {
this.projectiles.set(key, []);
}
const list = this.projectiles.get(key);
list.push(projectile);
}
foundProjectile(projectile) {
const owner = projectile.ownerClient;
if (owner === null) {
return;
}
const {PlayerManager: PlayerManager2, myPlayer: myPlayer} = this.client;
if (PlayerManager2.isEnemyByID(owner.id, myPlayer)) {
const pos1 = projectile.pos.current;
const pos2 = myPlayer.pos.current;
const distance = pos1.distance(pos2);
const angle = pos1.angle(pos2);
const offset = Math.asin(2 * myPlayer.scale / (2 * distance));
const lookingAt = getAngleDist(angle, projectile.angle) <= offset;
if (lookingAt) {
this.dangerProjectiles.add(projectile);
}
}
}
foundProjectileThreat(projectile) {
const owner = projectile.ownerClient;
if (owner === null) {
return;
}
const {PlayerManager: PlayerManager2, myPlayer: myPlayer, SocketManager: SocketManager} = this.client;
for (const enemy of PlayerManager2.enemies) {
if (!PlayerManager2.isEnemyByID(owner.id, enemy)) {
continue;
}
const pos1 = projectile.pos.current;
const pos2 = enemy.pos.current;
const distance = pos1.distance(pos2);
const angle = pos1.angle(pos2);
const offset = Math.asin(2 * enemy.scale / (2 * distance));
const lookingAt = getAngleDist(angle, projectile.angle) <= offset;
if (lookingAt) {
const tickDistance = Math.ceil(distance / (projectile.speed * SocketManager.TICK));
enemy.nextDamageTick = myPlayer.tickCount + tickDistance;
}
}
}
postTick() {
this.projectiles.clear();
this.totalDamage = 0;
for (const proj of this.dangerProjectiles) {
proj.life -= 1;
if (proj.shouldRemove() || this.toRemove.delete(proj.id)) {
this.dangerProjectiles.delete(proj);
continue;
}
this.totalDamage += proj.damage;
}
this.toRemove.clear();
}
}
const ProjectileManager_default = ProjectileManager;
class Projectile {
pos={};
angle;
range;
speed;
type;
onPlatform;
id;
isTurret;
scale;
maxRange;
damage;
ownerClient=null;
life=9;
constructor(angle, range, speed, type, onPlatform, id, maxRange) {
this.isTurret = type === 1;
this.angle = angle;
this.range = range;
this.speed = speed;
this.type = type;
this.onPlatform = onPlatform;
this.id = id;
this.scale = Projectiles[type].scale;
this.maxRange = maxRange || 0;
this.damage = Projectiles[type].damage;
}
formatFromCurrent(pos, increase) {
if (this.isTurret) {
return pos;
}
return pos.addDirection(this.angle, increase ? 70 : -70);
}
shouldRemove() {
return this.life <= 0;
}
}
const Projectile_default = Projectile;
const StoreHandler = new class {
isOpened=false;
store=[ {
previous: -1,
current: -1,
list: new Map
}, {
previous: -1,
current: -1,
list: new Map
} ];
currentType=0;
isRightStore(type) {
return this.isOpened && this.currentType === type;
}
createStore(type) {
const storeContainer = document.createElement("div");
storeContainer.id = "storeContainer";
storeContainer.style.display = "none";
const button = document.createElement("div");
button.id = "toggleStoreType";
button.textContent = type === 0 ? "Hats" : "Accessories";
button.onmousedown = () => {
this.currentType = this.currentType === 0 ? 1 : 0;
button.textContent = this.currentType === 0 ? "Hats" : "Accessories";
if (this.isOpened) {
this.fillStore(this.currentType);
}
};
storeContainer.appendChild(button);
const itemHolder = document.createElement("div");
itemHolder.id = "itemHolder";
storeContainer.appendChild(itemHolder);
itemHolder.addEventListener("wheel", event => {
event.preventDefault();
const scale = Math.sign(event.deltaY) * 50;
itemHolder.scroll(0, itemHolder.scrollTop + scale);
});
const {gameUI: gameUI} = GameUI_default.getElements();
gameUI.appendChild(storeContainer);
}
getTextEquip(type, id, price) {
const {list: list, current: current} = this.store[type];
if (current === id) {
return "Unequip";
}
if (list.has(id) || price === 0) {
return "Equip";
}
return "Buy";
}
generateStoreElement(type, id, name, price, isTop) {
const srcType = [ "hats/hat", "accessories/access" ];
const src = [ srcType[type], id ];
if (isTop) {
src.push("p");
}
const html = `\n <div class="storeItemContainer">\n <img class="storeHat" src="./img/${src.join("_")}.png">\n <span class="storeItemName">${name}</span>\n <div class="equipButton" data-id="${id}">${this.getTextEquip(type, id, price)}</div>\n </div>\n `;
const div = document.createElement("div");
div.innerHTML = html;
const img = div.querySelector(".storeHat");
img.src = `./img/${src.join("_")}.png`;
const equipButton = div.querySelector(".equipButton");
equipButton.onmousedown = () => {
client._ModuleHandler._equip(type, id, true, true);
};
return div.firstElementChild;
}
fillStore(type) {
const {itemHolder: itemHolder} = GameUI_default.getElements();
itemHolder.innerHTML = "";
const items = Settings_default._storeItems[type];
for (const id of items) {
const item = DataHandler_default.getStoreItem(type, id);
const element = this.generateStoreElement(type, id, item.name, item.price, "topSprite" in item);
itemHolder.appendChild(element);
}
}
handleEquipUpdate(type, prev, curr, isBuy) {
if (!this.isRightStore(type)) {
return;
}
const current = document.querySelector(`.equipButton[data-id="${curr}"]`);
if (current !== null) {
current.textContent = isBuy ? "Equip" : "Unequip";
}
if (!isBuy && prev !== -1) {
const previous = document.querySelector(`.equipButton[data-id="${prev}"]`);
if (previous !== null) {
previous.textContent = "Equip";
}
}
}
updateStoreState(type, action, id) {
const store2 = this.store[type];
if (action === 0) {
store2.previous = store2.current;
store2.current = id;
const {previous: previous, current: current, list: list} = store2;
list.set(previous, 0);
list.set(current, 1);
this.handleEquipUpdate(type, store2.previous, id, false);
} else {
store2.list.set(id, 0);
this.handleEquipUpdate(type, store2.previous, id, true);
}
}
closeStore() {
const {storeContainer: storeContainer, itemHolder: itemHolder} = GameUI_default.getElements();
itemHolder.innerHTML = "";
storeContainer.style.display = "none";
this.isOpened = false;
}
openStore() {
GameUI_default.closePopups();
const {storeContainer: storeContainer} = GameUI_default.getElements();
this.fillStore(this.currentType);
storeContainer.style.display = "";
storeContainer.classList.remove("closedItem");
this.isOpened = true;
}
toggleStore() {
const {storeContainer: storeContainer, itemHolder: itemHolder} = GameUI_default.getElements();
if (this.isOpened) {
itemHolder.innerHTML = "";
} else {
GameUI_default.closePopups();
this.fillStore(this.currentType);
}
storeContainer.style.display = storeContainer.style.display === "none" ? "" : "none";
this.isOpened = !this.isOpened;
}
init() {
this.createStore(0);
}
};
const StoreHandler_default = StoreHandler;
class SocketManager {
client;
socket=null;
socketSend=null;
PacketQueue=[];
startPing=Date.now();
pong=0;
TICK=1e3 / 9;
packetCount=0;
action=null;
constructor(client2) {
this.client = client2;
}
get isSandbox() {
return this.socket !== null && /localhost/.test(this.socket.url);
}
init(socket) {
this.socket = socket;
this.socketSend = socket.send.bind(socket);
socket.addEventListener("message", event => this.handleMessage(event));
socket.addEventListener("close", event => {
const {code: code, reason: reason, wasClean: wasClean} = event;
Logger.warn(`WebSocket Closed: ${code}, '${reason}', ${wasClean}`);
});
socket.addEventListener("error", () => {
Logger.error("WebSocket Error");
});
}
pingTimeout;
handlePing() {
this.pong = Math.round(performance.now() - this.startPing);
if (this.client.isOwner) {
GameUI_default.updatePing(this.pong);
}
clearTimeout(this.pingTimeout);
this.pingTimeout = setTimeout(() => {
this.client.PacketManager.pingRequest();
}, 3e3);
}
handlePlayerInit(player) {}
handleMessage(event) {
const decoder = this.client.PacketManager.Decoder;
if (decoder === null) {
return;
}
const data = event.data;
const decoded = decoder.decode(new Uint8Array(data));
const temp = [ decoded[0], ...decoded[1] ];
const {myPlayer: myPlayer, EnemyManager: EnemyManager2, _ModuleHandler: ModuleHandler, PlayerManager: PlayerManager2, ObjectManager: ObjectManager2, ProjectileManager: ProjectileManager2, LeaderboardManager: LeaderboardManager2, PacketManager: PacketManager2} = this.client;
switch (temp[0]) {
case "0":
this.handlePing();
break;
case "io-init":
this.client.connectSuccess = true;
this.client.clientID = temp[1];
PacketManager2.pingRequest();
if (this.client.isOwner) {
GameUI_default.loadGame();
Logger.test("Successfully connected to a server..");
} else {
this.client.myPlayer.spawn();
this.socket.dispatchEvent(new Event("connected"));
Logger.test("Bot spawned..");
}
break;
case "C":
myPlayer.playerInit(temp[1]);
break;
case "P":
myPlayer.reset();
this.client.InputHandler.reset();
break;
case "N":
this.PacketQueue.push(() => {
const type = temp[1] === "points" ? "gold" : temp[1];
myPlayer.updateResources(type, temp[2]);
});
break;
case "D":
{
const data2 = temp[1];
const player = PlayerManager2.createPlayer({
socketID: data2[0],
id: data2[1],
nickname: data2[2],
health: data2[6],
skinID: data2[9]
});
this.handlePlayerInit(player);
break;
}
case "O":
{
const player = PlayerManager2.playerData.get(temp[1]);
if (player !== void 0) {
player.updateHealth(temp[2]);
}
break;
}
case "a":
PlayerManager2.updatePlayer(temp[1]);
for (let i = 0; i < this.PacketQueue.length; i++) {
this.PacketQueue[i]();
}
this.PacketQueue.length = 0;
ObjectManager2.attackedObjects.clear();
EnemyManager2.preReset();
this.action = createAction(() => {
PlayerManager2.postTick();
}, 1);
break;
case "I":
PlayerManager2.updateAnimal(temp[1] || []);
break;
case "H":
ObjectManager2.createObjects(temp[1]);
if (this.action !== null) {
this.action();
}
break;
case "Q":
ObjectManager2.removeObjectByID(temp[1]);
break;
case "R":
{
const player = PlayerManager2.playerData.get(temp[1]);
if (player !== void 0) {
ObjectManager2.removePlayerObjects(player);
}
break;
}
case "L":
{
const object = ObjectManager2.objects.get(temp[2]);
if (object instanceof Resource || object && object.isDestroyable) {
ObjectManager2.attackedObjects.set(getUniqueID(), [ temp[1], object ]);
}
break;
}
case "K":
this.PacketQueue.push(() => PlayerManager2.attackPlayer(temp[1], temp[2], temp[3]));
break;
case "M":
{
const id = temp[1];
const angle = temp[2];
const turret = ObjectManager2.objects.get(id);
if (turret instanceof PlayerObject) {
const creations = ProjectileManager2.ignoreCreation;
const pos = turret.pos.current.makeString();
creations.set(pos + ":" + angle, turret);
const owner = PlayerManager2.playerData.get(turret.ownerID);
if (owner !== void 0) {
const projTurret = Projectiles[1];
const projectile = new Projectile_default(angle, projTurret.range, projTurret.speed, projTurret.index, projTurret.layer, -1);
projectile.pos.current = turret.pos.current.copy();
projectile.ownerClient = owner;
turret.projectile = projectile;
if (PlayerManager2.isEnemyByID(turret.ownerID, myPlayer)) {
ProjectileManager2.foundProjectile(projectile);
}
ProjectileManager2.foundProjectileThreat(projectile);
}
}
this.PacketQueue.push(() => ObjectManager2.resetTurret(id));
break;
}
case "X":
{
const x = temp[1];
const y = temp[2];
const angle = temp[3];
const key = `${x}:${y}:${angle}`;
if (ProjectileManager2.ignoreCreation.has(key)) {
const turret = ProjectileManager2.ignoreCreation.get(key);
const proj = turret.projectile;
if (proj !== null) {
proj.id = temp[8];
}
ProjectileManager2.ignoreCreation.delete(key);
return;
}
const projectile = new Projectile_default(angle, temp[4], temp[5], temp[6], temp[7], temp[8]);
projectile.pos.current = projectile.formatFromCurrent(new Vector_default(x, y), false);
ProjectileManager2.createProjectile(projectile);
break;
}
case "Y":
{
const id = temp[1];
ProjectileManager2.toRemove.add(id);
break;
}
case "4":
myPlayer.updateClanMembers(temp[1]);
break;
case "3":
if (typeof temp[1] !== "string") {
myPlayer.teammates.clear();
}
break;
case "A":
{
const teams = temp[1].teams;
for (const team of teams) {
PlayerManager2.createClan(team.sid, team.owner);
}
break;
}
case "g":
PlayerManager2.createClan(temp[1].sid, temp[1].owner);
break;
case "1":
PlayerManager2.deleteClan(temp[1]);
break;
case "2":
myPlayer.handleJoinRequest(temp[1], temp[2]);
break;
case "T":
if (temp.length === 4) {
myPlayer.updateAge(temp[3]);
}
break;
case "U":
myPlayer.newUpgrade(temp[1], temp[2]);
break;
case "S":
myPlayer.updateItemCount(temp[1], temp[2]);
break;
case "G":
LeaderboardManager2.update(temp[1]);
break;
case "5":
{
const action = temp[1] === 0 ? 1 : 0;
StoreHandler_default.updateStoreState(temp[3], action, temp[2]);
if (temp[1] === 0) {
const boughtStorage = ModuleHandler.bought[temp[3]];
if (boughtStorage !== void 0) {
boughtStorage.add(temp[2]);
}
}
break;
}
case "6":
{
const id = temp[1];
const message = temp[2];
const player = PlayerManager2.playerData.get(id);
if (player != null && player.isLeader && player.clanName !== null && myPlayer.isEnemyByID(player.id) && /owner/i.test(player.clanName) && /close your eyes/.test(message) && this.client.isOwner) {
this.client.removeBots();
}
if (this.client.isOwner && player) {
GameUI_default.handleMessageLog(`${player.nickname}: ${message}`);
}
break;
}
case "7":
break;
default:
break;
}
}
}
const SocketManager_default = SocketManager;
class StatsManager {
client;
kills=0;
_totalKills=0;
_globalKills=0;
_deaths=0;
_autoSyncTimes=0;
_velocityTickTimes=0;
_spikeSyncHammerTimes=0;
_spikeSyncTimes=0;
_spikeTickTimes=0;
_knockbackTickTrapTimes=0;
_knockbackTickHammerTimes=0;
_knockbackTickTimes=0;
constructor(client2) {
this.client = client2;
}
init() {
this.totalKills = Settings_default._totalKills;
this.globalKills = Settings_default._globalKills;
this.deaths = Settings_default._deaths;
this.autoSyncTimes = Settings_default._autoSyncTimes;
this.velocityTickTimes = Settings_default._velocityTickTimes;
this.spikeSyncHammerTimes = Settings_default._spikeSyncHammerTimes;
this.spikeSyncTimes = Settings_default._spikeSyncTimes;
this.spikeTickTimes = Settings_default._spikeTickTimes;
this.knockbackTickTrapTimes = Settings_default._knockbackTickTrapTimes;
this.knockbackTickHammerTimes = Settings_default._knockbackTickHammerTimes;
this.knockbackTickTimes = Settings_default._knockbackTickTimes;
}
get totalKills() {
return this._totalKills;
}
get globalKills() {
return this._globalKills;
}
get deaths() {
return this._deaths;
}
get autoSyncTimes() {
return this._autoSyncTimes;
}
get velocityTickTimes() {
return this._velocityTickTimes;
}
get spikeSyncHammerTimes() {
return this._spikeSyncHammerTimes;
}
get spikeSyncTimes() {
return this._spikeSyncTimes;
}
get spikeTickTimes() {
return this._spikeTickTimes;
}
get knockbackTickTrapTimes() {
return this._knockbackTickTrapTimes;
}
get knockbackTickHammerTimes() {
return this._knockbackTickHammerTimes;
}
get knockbackTickTimes() {
return this._knockbackTickTimes;
}
set totalKills(value) {
this._totalKills += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_totalKills", this._totalKills);
}
set globalKills(value) {
this._globalKills += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_globalKills", this._globalKills);
}
set deaths(value) {
this._deaths += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_deaths", this._deaths);
}
set autoSyncTimes(value) {
this._autoSyncTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_autoSyncTimes", this._autoSyncTimes);
}
set velocityTickTimes(value) {
this._velocityTickTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_velocityTickTimes", this._velocityTickTimes);
}
set spikeSyncHammerTimes(value) {
this._spikeSyncHammerTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_spikeSyncHammerTimes", this._spikeSyncHammerTimes);
}
set spikeSyncTimes(value) {
this._spikeSyncTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_spikeSyncTimes", this._spikeSyncTimes);
}
set spikeTickTimes(value) {
this._spikeTickTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_spikeTickTimes", this._spikeTickTimes);
}
set knockbackTickTrapTimes(value) {
this._knockbackTickTrapTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_knockbackTickTrapTimes", this._knockbackTickTrapTimes);
}
set knockbackTickHammerTimes(value) {
this._knockbackTickHammerTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_knockbackTickHammerTimes", this._knockbackTickHammerTimes);
}
set knockbackTickTimes(value) {
this._knockbackTickTimes += value;
if (!this.client.isOwner) {
return;
}
UI_default.updateStats("_knockbackTickTimes", this._knockbackTickTimes);
}
}
class InputHandler {
client;
hotkeys=new Map;
move;
lastPosition=new Vector_default(0, 0);
lockPosition=false;
mouse={
x: 0,
y: 0,
angle: 0
};
rotation=true;
instaToggle=false;
instakillTarget=null;
constructor(client2) {
this.client = client2;
this.reset();
}
instaReset() {
this.instaToggle = false;
this.instakillTarget = null;
}
reset() {
this.hotkeys.clear();
this.move = 0;
this.instaReset();
}
init() {
window.addEventListener("keydown", event => this.handleKeydown(event), true);
window.addEventListener("keyup", event => this.handleKeyup(event), true);
window.addEventListener("mousedown", event => this.handleMousedown(event), true);
window.addEventListener("mouseup", event => this.handleMouseup(event), true);
window.addEventListener("mousemove", event => this.handleMouseMove(event), true);
window.addEventListener("mouseover", event => this.handleMouseMove(event), true);
window.addEventListener("wheel", event => ZoomHandler_default.handler(event), true);
}
placementHandler(type, code) {
const item = this.client.myPlayer.getItemByType(type);
if (item === null) {
return;
}
this.hotkeys.set(code, type);
this.client._ModuleHandler.startPlacement(type);
const {isOwner: isOwner, clients: clients} = this.client;
if (isOwner) {
for (const client2 of clients) {
client2._ModuleHandler.startPlacement(type);
}
}
}
cursorPosition(force = false) {
if (!force && this.lockPosition) {
return this.lastPosition;
}
const {myPlayer: myPlayer} = this.client;
const pos = myPlayer.pos.future;
const {_w: w, _h: h} = ZoomHandler_default._scale.current;
const scale = Math.max(window.innerWidth / w, window.innerHeight / h);
const cursorX = (this.mouse.x - window.innerWidth / 2) / scale;
const cursorY = (this.mouse.y - window.innerHeight / 2) / scale;
return new Vector_default(pos.x + cursorX, pos.y + cursorY);
}
getMovePosition(force = false) {
if (!force && this.lockPosition) {
return this.lastPosition;
}
if (Settings_default._followCursor) {
return this.cursorPosition(true);
}
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
if (ModuleHandler.move_dir !== null) {
return myPlayer.pos.current.addDirection(ModuleHandler.move_dir, Settings_default._movementRadius);
}
return myPlayer.pos.future;
}
postTick() {}
toggleBotPosition() {
const state = !this.lockPosition;
if (state) {
this.lastPosition.setVec(this.getMovePosition(true));
}
this.lockPosition = state;
}
handleMovement() {
const angle = getAngleFromBitmask(this.move, false);
this.client._ModuleHandler.startMovement(angle);
}
toggleRotation() {
this.rotation = !this.rotation;
if (this.rotation) {
this.client._ModuleHandler._currentAngle = this.mouse.angle;
}
}
handleKeydown(event) {
const {code: code, ctrlKey: ctrlKey, shiftKey: shiftKey} = event;
if (ctrlKey && shiftKey && (code === "KeyI" || code === "KeyJ" || code === "KeyM") || code === "F12" || ctrlKey && code === "KeyU") {
if (isProd) {
event.preventDefault();
}
}
const target = event.target;
if (event.code === "Space" && target.tagName === "BODY") {
event.preventDefault();
}
if (event.ctrlKey && [ "KeyD", "KeyS", "KeyW" ].includes(event.code)) {
event.preventDefault();
}
if (event.repeat) {
return;
}
if (UI_default.isActiveButton()) {
return;
}
const isInput = isActiveInput();
if (event.code === Settings_default._toggleMenu && !isInput) {
UI_default.toggleMenu();
}
if (event.code === Settings_default._toggleChat && !UI_default.isMenuOpened) {
GameUI_default.handleEnter(event);
}
if (!this.client.myPlayer.inGame) {
return;
}
if (isInput) {
return;
}
const {_ModuleHandler: ModuleHandler} = this.client;
if (event.code === Settings_default._food) {
this.placementHandler(2, event.code);
}
if (event.code === Settings_default._wall) {
this.placementHandler(3, event.code);
}
if (event.code === Settings_default._spike) {
this.placementHandler(4, event.code);
}
if (event.code === Settings_default._windmill) {
this.placementHandler(5, event.code);
}
if (event.code === Settings_default._farm) {
this.placementHandler(6, event.code);
}
if (event.code === Settings_default._trap) {
this.placementHandler(7, event.code);
}
if (event.code === Settings_default._turret) {
this.placementHandler(8, event.code);
}
if (event.code === Settings_default._spawn) {
this.placementHandler(9, event.code);
}
const copyMove = this.move;
if (event.code === Settings_default._up) {
this.move |= 1;
}
if (event.code === Settings_default._left) {
this.move |= 4;
}
if (event.code === Settings_default._down) {
this.move |= 2;
}
if (event.code === Settings_default._right) {
this.move |= 8;
}
if (copyMove !== this.move) {
this.handleMovement();
}
if (event.code === Settings_default._autoattack) {
ModuleHandler.toggleAutoattack();
}
if (event.code === Settings_default._lockrotation) {
this.toggleRotation();
}
if (event.code === Settings_default._lockBotPosition) {
this.toggleBotPosition();
}
if (event.code === Settings_default._instakill) {
this.instaToggle = !this.instaToggle;
}
if (UI_default.isMenuOpened) {
return;
}
if (event.code === Settings_default._toggleShop) {
StoreHandler_default.toggleStore();
}
if (event.code === Settings_default._toggleClan) {
GameUI_default.openClanMenu();
}
}
handleKeyup(event) {
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler, isOwner: isOwner, clients: clients} = this.client;
if (!myPlayer.inGame) {
return;
}
const copyMove = this.move;
if (event.code === Settings_default._up) {
this.move &= -2;
}
if (event.code === Settings_default._left) {
this.move &= -5;
}
if (event.code === Settings_default._down) {
this.move &= -3;
}
if (event.code === Settings_default._right) {
this.move &= -9;
}
if (copyMove !== this.move) {
this.handleMovement();
}
if (ModuleHandler.currentType !== null && this.hotkeys.delete(event.code)) {
const entry = [ ...this.hotkeys ].pop();
const type = entry !== void 0 ? entry[1] : null;
ModuleHandler.startPlacement(type);
if (isOwner) {
for (const client2 of clients) {
client2._ModuleHandler.startPlacement(type);
}
}
}
}
handleMousedown(event) {
if (!(event.target instanceof HTMLCanvasElement) || event.target.id === "mapDisplay") {
return;
}
const button = formatButton(event.button);
if (button === "MBTN") {
this.instaToggle = !this.instaToggle;
return;
}
const {isOwner: isOwner, clients: clients, _ModuleHandler: ModuleHandler} = this.client;
const state = button === "LBTN" ? 1 : button === "RBTN" ? 2 : null;
if (state !== null && ModuleHandler.attacking === 0) {
ModuleHandler.attacking = state;
ModuleHandler.attackingState = state;
if (isOwner) {
for (const client2 of clients) {
client2._ModuleHandler.staticModules.tempData.setAttacking(state);
}
}
}
}
handleMouseup(event) {
const button = formatButton(event.button);
const {isOwner: isOwner, clients: clients, _ModuleHandler: ModuleHandler} = this.client;
if ((button === "LBTN" || button === "RBTN") && ModuleHandler.attacking !== 0) {
if (!ModuleHandler.autoattack) {
ModuleHandler.attacking = 0;
}
if (isOwner) {
for (const client2 of clients) {
client2._ModuleHandler.staticModules.tempData.setAttacking(0);
}
}
}
}
handleMouseMove(event) {
const x = event.clientX;
const y = event.clientY;
const angle = getAngle(window.innerWidth / 2, window.innerHeight / 2, x, y);
this.mouse.angle = angle;
if (this.rotation) {
this.mouse.x = x;
this.mouse.y = y;
this.client._ModuleHandler._currentAngle = angle;
}
}
}
class TempData {
moduleName="tempData";
client;
store=[ 0, 0 ];
constructor(client2) {
this.client = client2;
}
setAttacking(attacking) {
const {_ModuleHandler: ModuleHandler} = this.client;
ModuleHandler.attacking = attacking;
if (attacking !== 0) {
ModuleHandler.attackingState = attacking;
}
}
setStore(type, id) {
this.store[type] = id;
this.handleBuy(type);
}
handleBuy(type) {
const {_ModuleHandler: ModuleHandler} = this.client;
const id = this.store[type];
const store2 = ModuleHandler.store[type];
if (store2.actual === id) {
return;
}
if (ModuleHandler.sentHatEquip) {
return;
}
const temp = ModuleHandler.canBuy(type, id) ? id : 0;
ModuleHandler._equip(type, temp, true);
}
postTick() {
this.handleBuy(0);
this.handleBuy(1);
}
}
const TempData_default = TempData;
class Movement {
moduleName="movement";
client;
isStopped=true;
constructor(client2) {
this.client = client2;
}
getMovePosition() {
return this.client.ownerClient.InputHandler.getMovePosition();
}
circlePosition(vec) {
const totalBots = this.client.ownerClient.clients.size;
if (totalBots === 0) {
return vec;
}
const {circleOffset: circleOffset} = this.client.ownerClient._ModuleHandler;
const botIndex = this.client.ownerClient.getClientIndex(this.client);
const angle = 2 * Math.PI * botIndex / totalBots + circleOffset;
return vec.addDirection(angle, Settings_default._circleRadius);
}
getActualPosition() {
const pos = this.getMovePosition();
if (Settings_default._circleFormation) {
return this.circlePosition(pos);
}
return pos;
}
someColliding(pos, radius) {
const {previous: previous, current: current} = this.client.myPlayer.pos;
return previous.distance(pos) <= radius || current.distance(pos) <= radius;
}
postTick() {
const {InputHandler: InputHandler2} = this.client.ownerClient;
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
const pos1 = myPlayer.pos.current;
const walkPos = this.getActualPosition();
const lookPos = InputHandler2.cursorPosition();
const lookAt = pos1.angle(lookPos);
ModuleHandler._currentAngle = lookAt;
if (!this.someColliding(walkPos, Settings_default._movementRadius)) {
const walkTo = pos1.angle(walkPos);
this.isStopped = !ModuleHandler.startMovement(walkTo);
} else if (!this.isStopped) {
this.isStopped = true;
ModuleHandler.stopMovement();
}
}
}
const Movement_default = Movement;
class ClanJoiner {
moduleName="clanJoiner";
client;
joinCount=0;
prevState=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {myPlayer: myPlayer, PacketManager: PacketManager2, ownerClient: owner, PlayerManager: PlayerManager2} = this.client;
const ownerClan = owner.myPlayer.clanName;
const myClan = myPlayer.clanName;
const state = ownerClan !== myClan;
if (this.prevState !== state) {
this.prevState = state;
this.joinCount = 0;
}
if (ownerClan === null || myClan === ownerClan || !PlayerManager2.clanExist(ownerClan)) {
return;
}
if (this.joinCount === 4) {
this.joinCount = 0;
if (myClan !== null) {
PacketManager2.leaveClan();
} else if (!owner.pendingJoins.has(myPlayer.id)) {
owner.pendingJoins.add(myPlayer.id);
PacketManager2.joinClan(ownerClan);
}
return;
}
this.joinCount += 1;
}
}
const ClanJoiner_default = ClanJoiner;
class Autobreak {
moduleName="autoBreak";
client;
constructor(client2) {
this.client = client2;
}
getWeaponRange(id, target) {
if (id === null) {
return 0;
}
if (DataHandler_default.isMelee(id)) {
return DataHandler_default.getWeapon(id).range + target.hitScale;
}
return 0;
}
getDestroyingObject() {
const {EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
const pos0 = myPlayer.pos.current;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const isPrimary = primary !== 8 && primary !== 5 && primary !== 6;
const isHammer = secondary === 10;
const nearestTrap = EnemyManager2.nearestTrap || EnemyManager2.nearestEnemyObject || EnemyManager2.secondNearestEnemyObject;
const nearestSpike = EnemyManager2.nearestSpike || EnemyManager2.nearestEnemyObject || EnemyManager2.secondNearestEnemyObject;
if (nearestSpike) {
const pos2 = nearestSpike.pos.current;
const distPlayerSpike = pos0.distance(pos2);
const canUseHammer = isHammer && distPlayerSpike <= this.getWeaponRange(secondary, nearestSpike);
if (nearestTrap) {
const canUsePrimary = isPrimary && distPlayerSpike <= this.getWeaponRange(primary, nearestSpike);
if (canUseHammer || canUsePrimary) {
return [ nearestSpike, nearestTrap ];
}
return [ nearestTrap, nearestSpike ];
}
if (canUseHammer) {
return [ nearestSpike, nearestTrap ];
}
}
return [ nearestTrap, nearestSpike ];
}
getDestroyingWeapon(target) {
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
const pos0 = myPlayer.pos.current;
const pos1 = target.pos.current;
const distance = pos0.distance(pos1);
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const inPrimaryRange = distance <= this.getWeaponRange(primary, target);
const inSecondaryRange = distance <= this.getWeaponRange(secondary, target);
const isHammer = secondary === 10;
const notStick = primary !== 8;
const notPolearm = primary !== 5;
const {reloading: reloading} = ModuleHandler.staticModules;
const primaryDamage = myPlayer.getBuildingDamage(primary, false);
if (inPrimaryRange && isHammer && notStick && notPolearm && (!reloading.isReloaded(1) || reloading.isFasterThan(0, 1)) && primaryDamage >= target.health) {
return 0;
}
if (isHammer && inSecondaryRange) {
return 1;
}
if (notStick && (notPolearm || !isHammer) && inPrimaryRange) {
return 0;
}
return null;
}
postTick() {
const {EnemyManager: EnemyManager2, myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
if (!Settings_default._autobreak || ModuleHandler.moduleActive) {
return;
}
const [target, secondTarget] = this.getDestroyingObject();
if (target === null) {
return;
}
const type = this.getDestroyingWeapon(target);
if (type === null) {
return;
}
const weapon = myPlayer.getItemByType(type);
const range = this.getWeaponRange(weapon, target);
const pos1 = myPlayer.pos.current;
const pos2 = target.pos.current;
const distance = pos1.distance(pos2);
if (distance > range) {
return;
}
const angle1 = pos1.angle(pos2);
let angle = angle1;
const buildingDamage = myPlayer.getBuildingDamage(weapon, false);
const isEnoughDamage = target.health <= buildingDamage;
const nearestEnemy = EnemyManager2.nearestEnemy;
const totalDamage = EnemyManager2.primaryDamage + EnemyManager2.potentialSpikeDamage;
const shouldIgnore = EnemyManager2.instaThreat() || nearestEnemy !== null && nearestEnemy.reload[0].previous !== nearestEnemy.reload[0].current && myPlayer.currentHealth <= totalDamage && myPlayer.currentHealth > totalDamage * .75;
const {reloading: reloading} = ModuleHandler.staticModules;
ModuleHandler.forceWeapon = type;
if (reloading.isReloaded(type) && !shouldIgnore) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
if (!isEnoughDamage) {
ModuleHandler.forceHat = 40;
}
ModuleHandler.shouldAttack = true;
}
}
}
class AutoPlacer {
moduleName="autoPlacer";
client;
placementCount=0;
angleList=new Map;
constructor(client2) {
this.client = client2;
}
canKnockbackSpike(newSpikePos, scale, enemy) {
const pos1 = newSpikePos;
const pos2 = enemy.pos.current;
const knockbackAngle = pos1.angle(pos2);
const hasEnoughDistance = pos1.distance(pos2) <= enemy.collisionScale + scale;
if (!hasEnoughDistance) {
return false;
}
const {ObjectManager: ObjectManager2, PlayerManager: PlayerManager2} = this.client;
return ObjectManager2.grid2D.query(pos1.x, pos1.y, 3, id => {
const object = ObjectManager2.objects.get(id);
if (!object) {
return;
}
const pos3 = object.pos.current;
const isPlayerObject = object instanceof PlayerObject;
const isCactus = !isPlayerObject && object.isCactus;
const isSpike = isPlayerObject && object.itemGroup === 2;
const isEnemyObject = !isPlayerObject || PlayerManager2.isEnemyByID(object.ownerID, enemy);
const isDangerObjectToEnemy = isEnemyObject && (isSpike || isCactus);
if (!isDangerObjectToEnemy) {
return;
}
const KBDistance = 200;
const spikeScale = object.collisionScale + enemy.collisionScale;
const angleToSpike = pos1.angle(pos3);
const distanceToTarget = pos2.distance(pos3);
const distanceToSpike = pos1.distance(pos3);
const offset = Math.asin(2 * spikeScale / (2 * distanceToSpike));
const angleDistance = getAngleDist(knockbackAngle, angleToSpike);
const intersecting = angleDistance <= offset;
const overlapping = distanceToTarget <= distanceToSpike;
const inRange2 = enemy.collidingObject(object, KBDistance);
return intersecting && overlapping && inRange2;
});
}
postTick() {
if (!Settings_default._autoplacer) {
return;
}
const {myPlayer: myPlayer, ObjectManager: ObjectManager2, _ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2} = this.client;
const {currentType: currentType} = ModuleHandler;
const pos0 = myPlayer.pos.current;
if (ModuleHandler.placedOnce) {
return;
}
const nearestEnemy = EnemyManager2.nearestTrappedEnemy || EnemyManager2.nearestEnemy;
if (nearestEnemy === null) {
return;
}
if (!myPlayer.collidingSimple(nearestEnemy, Settings_default._autoplacerRadius)) {
return;
}
const shouldResetAngles = myPlayer.speed > 5 || ObjectManager2.isDestroyedObject() || nearestEnemy.lastAttacked === myPlayer.tickCount;
if (shouldResetAngles) {
this.angleList.clear();
}
const nearestAngle = pos0.angle(nearestEnemy.pos.current);
let itemType = null;
const spike = myPlayer.getItemByType(4);
const spikeAngles = ObjectManager2.getBestPlacementAngles({
position: pos0,
id: spike,
targetAngle: nearestAngle,
ignoreID: null,
preplace: true,
reduce: true,
fill: true
});
const spikeScale = Items[spike].scale;
let angles = [];
const length = myPlayer.getItemPlaceScale(spike);
for (const angle of spikeAngles) {
const newPos = pos0.addDirection(angle, length);
let shouldPlaceSpike = nearestEnemy.wasTrapped();
const enemy = EnemyManager2.nearestTrappedEnemy;
if (enemy !== null && !shouldPlaceSpike) {
const distanceToEnemy = newPos.distance(enemy.pos.current);
const enemyRange = spikeScale + enemy.collisionScale + 8;
const trap = enemy.trappedIn;
const distanceToTrap = newPos.distance(trap.pos.current);
const trapRange = spikeScale + trap.placementScale + 8;
if (distanceToEnemy <= enemyRange || distanceToTrap <= trapRange) {
shouldPlaceSpike = true;
}
}
if (!shouldPlaceSpike && this.canKnockbackSpike(newPos, spikeScale, nearestEnemy)) {
shouldPlaceSpike = true;
}
if (shouldPlaceSpike) {
angles = spikeAngles;
itemType = 4;
break;
}
}
if (angles.length === 0) {
let type = currentType && currentType !== 2 ? currentType : 7;
if (!myPlayer.canPlace(type)) {
return;
}
let id = myPlayer.getItemByType(type);
if (id === 16 && !myPlayer.isTrapped) {
return;
}
if (this.placementCount >= 3) {
type = 4;
id = myPlayer.getItemByType(type);
}
angles = ObjectManager2.getBestPlacementAngles({
position: pos0,
id: id,
targetAngle: nearestAngle,
ignoreID: null,
preplace: true,
reduce: true,
fill: type !== 4
});
itemType = type;
if (type === 4 && angles.length !== 0) {
this.placementCount = 0;
}
}
if (itemType === null || angles.length === 0) {
return;
}
ModuleHandler.placeAngles[0] = itemType;
ModuleHandler.placedOnce = true;
for (const angle of angles) {
if (!this.angleList.has(angle)) {
this.angleList.set(angle, 0);
}
const angleCount = this.angleList.get(angle);
if (angleCount >= 4) {
continue;
}
this.angleList.set(angle, angleCount + 1);
ModuleHandler.place(itemType, angle);
ModuleHandler.placeAngles[1].push(angle);
}
if (itemType !== 4) {
this.placementCount += 1;
}
}
}
const AutoPlacer_default = AutoPlacer;
class AutoSync {
moduleName="autoSync";
client;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._autoSync) {
this.useTurret = false;
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
const nearestEnemyToNearestEnemy = EnemyManager2.nearestEnemyToNearestEnemy;
if (nearestEnemy === null || nearestEnemyToNearestEnemy === null) {
return;
}
const reloading = ModuleHandler.staticModules.reloading;
const turretReloaded = reloading.isReloaded(2);
if (this.useTurret) {
this.useTurret = false;
if (turretReloaded) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
return;
}
const primary1 = myPlayer.getItemByType(0);
const primaryDamage1 = myPlayer.getMaxWeaponDamage(primary1, false);
const range1 = DataHandler_default.getWeapon(primary1).range + nearestEnemy.hitScale;
const isPrimaryReloaded1 = reloading.isReloaded(0);
const primary2 = nearestEnemyToNearestEnemy.weapon.primary;
const primaryDamage2 = nearestEnemyToNearestEnemy.getMaxWeaponDamage(primary2, false);
const range2 = DataHandler_default.getWeapon(primary2).range + nearestEnemy.hitScale;
const isPrimaryReloaded2 = nearestEnemyToNearestEnemy.isReloaded(0, 0);
const soldierDefense = Hats[6].dmgMult;
const totalDamage = (primaryDamage1 + primaryDamage2) * soldierDefense;
if (totalDamage < 100) {
return;
}
const inWeaponRange1 = myPlayer.collidingSimple(nearestEnemy, range1, myPlayer.getFuturePosition(myPlayer.speed / 3));
const inWeaponRange2 = nearestEnemyToNearestEnemy.collidingSimple(nearestEnemy, range2, nearestEnemyToNearestEnemy.getFuturePosition(nearestEnemyToNearestEnemy.speed / 3));
if (!inWeaponRange1 || !inWeaponRange2) {
return;
}
const pos1 = myPlayer.pos.future;
const pos2 = nearestEnemy.pos.future;
const angleToEnemy = pos1.angle(pos2);
if (!isPrimaryReloaded1) {
ModuleHandler.forceWeapon = 0;
if (isPrimaryReloaded2) {
ModuleHandler.moduleActive = true;
}
}
if (isPrimaryReloaded1 && isPrimaryReloaded2) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleToEnemy;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.useTurret = true;
this.client.StatsManager.autoSyncTimes = 1;
}
}
}
class Instakill {
moduleName="instakill";
client;
targetEnemy=null;
constructor(client2) {
this.client = client2;
}
reset() {
this.targetEnemy = null;
}
postTick() {
const {myPlayer: myPlayer, EnemyManager: EnemyManager2, PlayerManager: PlayerManager2, _ModuleHandler: ModuleHandler, InputHandler: InputHandler2} = this.client;
if (!InputHandler2.instaToggle) {
this.reset();
InputHandler2.instaReset();
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null) {
return;
}
const lookingShield = PlayerManager2.lookingShield(nearestEnemy, myPlayer);
const primary = myPlayer.getItemByType(0);
const primaryDamage = myPlayer.getMaxWeaponDamage(primary, lookingShield);
const secondary = myPlayer.getItemByType(1);
if (secondary === null || !DataHandler_default.isShootable(secondary)) {
return;
}
const secondaryDamage = myPlayer.getMaxWeaponDamage(secondary, lookingShield);
const totalDamage = primaryDamage + secondaryDamage + 25;
if (totalDamage * .75 < 100) {
return;
}
const pos1 = myPlayer.pos.future;
const pos2 = nearestEnemy.pos.future;
const angle = pos1.angle(pos2);
if (this.targetEnemy !== null) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 53;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
this.targetEnemy = null;
InputHandler2.instaReset();
return;
}
InputHandler2.instakillTarget = nearestEnemy;
const {reloading: reloading} = ModuleHandler.staticModules;
const primaryReloaded = reloading.isReloaded(0);
const secondaryReloaded = reloading.isReloaded(1, 1);
const turretReloaded = reloading.isReloaded(2, 1);
const range = DataHandler_default.getWeapon(primary).range + nearestEnemy.hitScale;
if (!primaryReloaded || !secondaryReloaded || !turretReloaded || !myPlayer.collidingSimple(nearestEnemy, range)) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.targetEnemy = nearestEnemy;
}
}
class AntiRetrap {
moduleName="antiRetrap";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._antiRetrap) {
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
const nearestTrap = EnemyManager2.nearestTrap;
const primary = myPlayer.getItemByType(0);
const isReloadedPrimary = reloading.isReloaded(0);
const secondary = myPlayer.getItemByType(1);
const isHammer = secondary === 10;
const isReloadedSecondary = reloading.isReloaded(1);
const damage = myPlayer.getBuildingDamage(10, true);
const turretReloaded = ModuleHandler.hasStoreItem(0, 53) && reloading.isReloaded(2);
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null || nearestTrap === null || nearestTrap.health > damage || !isHammer || !isReloadedSecondary) {
return;
}
const range = DataHandler_default.getWeapon(primary).range + nearestEnemy.hitScale;
if (!myPlayer.collidingEntity(nearestEnemy, range)) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
if (isReloadedPrimary) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceWeapon = 0;
ModuleHandler.useAngle = angle;
ModuleHandler.shouldAttack = true;
if (turretReloaded) {
ModuleHandler.forceHat = 53;
}
}
}
}
class KnockbackTick {
moduleName="knockbackTick";
client;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._knockbackTick || EnemyManager2.shouldIgnoreModule()) {
this.useTurret = false;
return;
}
const nearestEnemySpikeCollider = EnemyManager2.nearestEnemySpikeCollider;
const spikeCollider = EnemyManager2.spikeCollider;
const reloading = ModuleHandler.staticModules.reloading;
const primary = myPlayer.getItemByType(0);
const primaryReloaded = reloading.isReloaded(0);
const turretReloaded = ModuleHandler.hasStoreItem(0, 53) && reloading.isReloaded(2);
if (this.useTurret) {
this.useTurret = false;
if (turretReloaded) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
return;
}
if (nearestEnemySpikeCollider !== null && !nearestEnemySpikeCollider.isTrapped && spikeCollider !== null && primaryReloaded) {
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemySpikeCollider.pos.current;
const pos3 = spikeCollider.pos.current;
const angleToEnemy = pos1.angle(pos2);
const distanceToSpike2 = pos2.distance(pos3);
const turretKnockback = 60;
const primaryKnockback = DataHandler_default.getWeapon(primary).knockback;
const knockback = primaryKnockback + turretKnockback;
const collisionScale = spikeCollider.collisionScale + nearestEnemySpikeCollider.collisionScale;
const collisionRangeTurret = collisionScale + knockback;
const isPrimaryEnough = distanceToSpike2 <= collisionScale + primaryKnockback;
if (distanceToSpike2 <= collisionRangeTurret) {
const spear = DataHandler_default.getWeapon(primary);
const hitRange = spear.range + nearestEnemySpikeCollider.hitScale;
if (myPlayer.collidingSimple(nearestEnemySpikeCollider, hitRange)) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleToEnemy;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
if (!isPrimaryEnough) {
this.useTurret = true;
}
this.client.StatsManager.knockbackTickTimes = 1;
EnemyManager2.attemptSpikePlacement();
}
}
}
}
}
class KnockbackTickHammer {
moduleName="knockbackTickHammer";
client;
targetEnemy=null;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._knockbackTickHammer || EnemyManager2.shouldIgnoreModule()) {
this.targetEnemy = null;
return;
}
const nearestEnemySpikeCollider = EnemyManager2.nearestEnemySpikeCollider;
const spikeCollider = EnemyManager2.spikeCollider;
const reloading = ModuleHandler.staticModules.reloading;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const isHammer = secondary !== null && secondary !== 11;
const primaryReloaded = reloading.isReloaded(0, 1);
const secondaryReloaded = reloading.isReloaded(1);
const turretReloaded = reloading.isReloaded(2);
const pos1 = myPlayer.pos.current;
if (this.targetEnemy !== null) {
const pos2 = this.targetEnemy.pos.current;
const angleToEnemy = pos1.angle(pos2);
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleToEnemy;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.targetEnemy = null;
EnemyManager2.attemptSpikePlacement();
return;
}
if (nearestEnemySpikeCollider !== null && !nearestEnemySpikeCollider.isTrapped && spikeCollider !== null && isHammer && primaryReloaded && secondaryReloaded && turretReloaded) {
const pos2 = nearestEnemySpikeCollider.pos.current;
const pos3 = spikeCollider.pos.current;
const angleToEnemy = pos1.angle(pos2);
const distanceToSpike2 = pos2.distance(pos3);
const turretKnockback = 60;
const {knockback: primaryKnockback, range: primaryRange} = DataHandler_default.getWeapon(primary);
const {knockback: secondaryKnockback, range: secondaryRange} = DataHandler_default.getWeapon(secondary);
const weaponRange = Math.min(primaryRange, secondaryRange) + nearestEnemySpikeCollider.hitScale;
const minKB = primaryKnockback + turretKnockback;
const maxKB = primaryKnockback + secondaryKnockback + turretKnockback;
const spikeRange = spikeCollider.collisionScale + nearestEnemySpikeCollider.collisionScale;
if (inRange(distanceToSpike2, spikeRange + minKB, spikeRange + maxKB) && myPlayer.collidingSimple(nearestEnemySpikeCollider, weaponRange)) {
const hammer = DataHandler_default.getWeapon(secondary);
const hitRange = hammer.range + nearestEnemySpikeCollider.hitScale;
if (myPlayer.collidingSimple(nearestEnemySpikeCollider, hitRange)) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleToEnemy;
ModuleHandler.forceHat = 53;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
this.targetEnemy = nearestEnemySpikeCollider;
this.client.StatsManager.knockbackTickHammerTimes = 1;
EnemyManager2.attemptSpikePlacement();
}
}
}
}
}
class KnockbackTickTrap {
moduleName="knockbackTickTrap";
client;
targetEnemy=null;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._knockbackTickTrap || EnemyManager2.shouldIgnoreModule()) {
this.targetEnemy = null;
this.useTurret = false;
return;
}
const nearestEnemySpikeCollider = EnemyManager2.nearestEnemySpikeCollider;
const nearestTrappedEnemy = EnemyManager2.nearestTrappedEnemy;
const spikeCollider = EnemyManager2.spikeCollider;
const reloading = ModuleHandler.staticModules.reloading;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const isHammer = secondary === 10;
const primaryReloaded = reloading.isReloaded(0, 1);
const secondaryReloaded = reloading.isReloaded(1);
const turretReloaded = reloading.isReloaded(2);
if (this.useTurret) {
if (turretReloaded) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
this.useTurret = false;
return;
}
const pos1 = myPlayer.pos.current;
if (this.targetEnemy !== null) {
const pos2 = this.targetEnemy.pos.current;
const angleToEnemy = pos1.angle(pos2);
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleToEnemy;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.targetEnemy = null;
this.useTurret = true;
EnemyManager2.attemptSpikePlacement();
return;
}
if (nearestEnemySpikeCollider !== null && nearestTrappedEnemy !== null && nearestTrappedEnemy === nearestEnemySpikeCollider && spikeCollider !== null && isHammer && primaryReloaded && secondaryReloaded) {
const nearestTrap = nearestTrappedEnemy.trappedIn;
const hammer = DataHandler_default.getWeapon(secondary);
const playerRange = hammer.range + nearestTrappedEnemy.hitScale;
const trapRange = hammer.range + nearestTrap.hitScale;
const canAttackEnemy = myPlayer.collidingSimple(nearestTrappedEnemy, playerRange);
const canAttackTrap = myPlayer.collidingSimple(nearestTrap, trapRange);
const buildingDamage = myPlayer.getBuildingDamage(secondary, true);
if (!canAttackEnemy || !canAttackTrap || nearestTrap.health > buildingDamage) {
return;
}
const pos12 = myPlayer.pos.current;
const pos2 = nearestTrappedEnemy.pos.current;
const pos3 = nearestTrap.pos.current;
const pos4 = spikeCollider.pos.current;
const angleToEnemy = pos12.angle(pos2);
const angleToTrap = pos12.angle(pos3);
const middleAngle = findMiddleAngle(angleToEnemy, angleToTrap);
const distanceToSpike2 = pos2.distance(pos4);
const turretKnockback = 60;
const primaryKnockback = DataHandler_default.getWeapon(primary).knockback;
const knockback = primaryKnockback + turretKnockback;
const collisionRange = spikeCollider.collisionScale + nearestEnemySpikeCollider.collisionScale + knockback;
if (distanceToSpike2 <= collisionRange) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = middleAngle;
ModuleHandler.forceHat = 40;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
this.targetEnemy = nearestTrappedEnemy;
this.client.StatsManager.knockbackTickTrapTimes = 1;
EnemyManager2.attemptSpikePlacement();
}
}
}
}
class SpikeSync {
moduleName="spikeSync";
client;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._spikeSync) {
this.useTurret = false;
return;
}
const nearest = EnemyManager2.nearestEnemy;
const placementAngles = EnemyManager2.nearestSpikePlacerAngle;
const reloading = ModuleHandler.staticModules.reloading;
const primary = myPlayer.getItemByType(0);
const isPolearm = primary !== 8;
const primaryReloaded = reloading.isReloaded(0);
const turretReloaded = reloading.isReloaded(2);
if (this.useTurret) {
this.useTurret = false;
if (turretReloaded && !EnemyManager2.shouldIgnoreModule()) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
return;
}
if (!EnemyManager2.shouldIgnoreModule() && nearest !== null && EnemyManager2.canSpikeSync && placementAngles !== null && isPolearm && primaryReloaded && !ModuleHandler.staticModules.shameSpam.wasActive) {
const spear = DataHandler_default.getWeapon(primary);
const range = spear.range + nearest.hitScale;
const canAttack = myPlayer.collidingSimple(nearest, range);
if (!canAttack) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearest.pos.current;
const angleTo = pos1.angle(pos2);
const itemType = 4;
for (const angle of placementAngles) {
ModuleHandler.place(itemType, angle);
}
ModuleHandler.placedOnce = true;
ModuleHandler.placeAngles[0] = itemType;
ModuleHandler.placeAngles[1] = placementAngles;
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleTo;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.client.StatsManager.spikeSyncTimes = 1;
this.useTurret = true;
}
}
}
class SpikeSyncHammer {
moduleName="spikeSyncHammer";
client;
targetEnemy=null;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer, ObjectManager: ObjectManager2} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._spikeSyncHammer || EnemyManager2.shouldIgnoreModule()) {
this.targetEnemy = null;
this.useTurret = false;
return;
}
const nearestSyncEnemy = EnemyManager2.nearestSyncEnemy;
const reloading = ModuleHandler.staticModules.reloading;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const isPolearm = primary !== 8;
const isHammer = secondary === 10;
const primaryReloaded = reloading.isReloaded(0, 1);
const secondaryReloaded = reloading.isReloaded(1);
const turretReloaded = reloading.isReloaded(2);
if (this.useTurret) {
if (turretReloaded) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
this.useTurret = false;
return;
}
if (this.targetEnemy !== null) {
const nearest = this.targetEnemy;
const pos1 = myPlayer.pos.current;
const pos2 = nearest.pos.current;
const itemType = 4;
const spikeID = myPlayer.getItemByType(itemType);
const placeLength = myPlayer.getItemPlaceScale(spikeID);
const angleToNearest = pos1.angle(pos2);
const spikePos = pos1.addDirection(angleToNearest, placeLength);
const angleFromSpike = spikePos.angle(pos2);
const futureEnemyPos = spikePos.addDirection(angleFromSpike, 140);
const futureAngle = pos1.angle(futureEnemyPos);
const placementAngles = EnemyManager2.nearestSpikePlacerAngle;
if (placementAngles !== null) {
for (const angle of placementAngles) {
ModuleHandler.place(itemType, angle);
}
ModuleHandler.placedOnce = true;
ModuleHandler.placeAngles[0] = itemType;
ModuleHandler.placeAngles[1] = placementAngles;
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = futureAngle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
}
this.targetEnemy = null;
this.useTurret = true;
return;
}
if (nearestSyncEnemy !== null && isPolearm && primaryReloaded && isHammer && secondaryReloaded) {
const nearestLowHPObject = EnemyManager2.nearestLowHPObject;
if (nearestLowHPObject === null) {
return;
}
const hammer = DataHandler_default.getWeapon(secondary);
const playerRange = hammer.range + nearestSyncEnemy.hitScale;
const trapRange = hammer.range + nearestLowHPObject.hitScale;
const canAttackEnemy = myPlayer.collidingSimple(nearestSyncEnemy, playerRange);
const canAttackTrap = myPlayer.collidingSimple(nearestLowHPObject, trapRange);
const buildingDamage = myPlayer.getBuildingDamage(secondary, true);
if (!canAttackEnemy || !canAttackTrap || nearestLowHPObject.health > buildingDamage) {
return;
}
const itemType = 4;
const spikeID = myPlayer.getItemByType(itemType);
const placeLength = myPlayer.getItemPlaceScale(spikeID);
const pos1 = myPlayer.pos.current;
const pos2 = nearestSyncEnemy.pos.current;
const pos3 = nearestLowHPObject.pos.current;
const angleToEnemy = pos1.angle(pos2);
const angleToTrap = pos1.angle(pos3);
const middleAngle = findMiddleAngle(angleToEnemy, angleToTrap);
const angles = ObjectManager2.getBestPlacementAngles({
position: pos1,
id: spikeID,
targetAngle: angleToEnemy,
ignoreID: nearestLowHPObject.id,
preplace: false,
reduce: false,
fill: false
});
const spikeScale = Items[spikeID].scale;
const possibleAngles = angles.filter(angle => {
const spikePos = pos1.addDirection(angle, placeLength);
const distance = pos2.distance(spikePos);
const range = nearestSyncEnemy.collisionScale + spikeScale;
return distance <= range;
});
if (possibleAngles.length !== 0) {
ModuleHandler.placeAngles[0] = itemType;
ModuleHandler.placeAngles[1] = possibleAngles;
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = middleAngle;
ModuleHandler.forceHat = 40;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
this.targetEnemy = nearestSyncEnemy;
this.client.StatsManager.spikeSyncHammerTimes = 1;
}
}
}
}
class SpikeTick {
moduleName="spikeTick";
client;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._spikeTick) {
return;
}
const reloading = ModuleHandler.staticModules.reloading;
const primary = myPlayer.getItemByType(0);
const isPrimary = primary !== 8;
const primaryReloaded = reloading.isReloaded(0);
const turretReloaded = ModuleHandler.hasStoreItem(0, 53) && reloading.isReloaded(2);
const spikeCollider = EnemyManager2.enemySpikeCollider;
if (this.useTurret) {
this.useTurret = false;
if (turretReloaded) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
return;
}
if (EnemyManager2.shouldIgnoreModule() || !isPrimary || !primaryReloaded || spikeCollider === null) {
return;
}
const weaponRange = DataHandler_default.getWeapon(primary).range;
const range = weaponRange + spikeCollider.hitScale;
if (!myPlayer.collidingEntity(spikeCollider, range, true)) {
return;
}
const pos1 = myPlayer.pos.future;
const pos2 = spikeCollider.pos.future;
const angle = pos1.angle(pos2);
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
EnemyManager2.attemptSpikePlacement();
this.useTurret = true;
this.client.StatsManager.spikeTickTimes = 1;
}
}
const SpikeTick_default = SpikeTick;
class ToolHammerSpearInsta {
moduleName="toolHammerSpearInsta";
client;
nearestTarget=null;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer, EnemyManager: EnemyManager2} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._toolSpearInsta) {
this.nearestTarget = null;
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null || !ModuleHandler.canBuy(0, 7)) {
return;
}
if (this.useTurret) {
if (ModuleHandler.canBuy(0, 53)) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
this.useTurret = false;
return;
}
if (myPlayer.upgradeAge !== 2) {
return;
}
const pos1 = myPlayer.pos.current;
if (this.nearestTarget !== null) {
const pos22 = this.nearestTarget.pos.current;
const angle2 = pos1.angle(pos22);
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle2;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
ModuleHandler._upgradeItem(5);
this.nearestTarget = null;
this.useTurret = true;
EnemyManager2.attemptSpikePlacement();
return;
}
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
const {reloading: reloading} = ModuleHandler.staticModules;
const primaryReloaded = reloading.isReloaded(0);
const turretReloaded = reloading.isReloaded(2);
const range = DataHandler_default.getWeapon(0).range + nearestEnemy.hitScale;
if (!primaryReloaded || !turretReloaded || !myPlayer.collidingSimple(nearestEnemy, range)) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.nearestTarget = nearestEnemy;
}
}
class VelocityTick {
moduleName="velocityTick";
client;
nearestTarget=null;
target=null;
minKB=220;
maxKB=245;
constructor(client2) {
this.client = client2;
}
isValidHat(hatID) {
return hatID !== null && hatID !== 6 && hatID !== 22;
}
postTick() {
const {EnemyManager: EnemyManager2, myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
this.target = null;
if (ModuleHandler.moduleActive || !Settings_default._velocityTick || ModuleHandler.moveTo !== "disable" || EnemyManager2.shouldIgnoreModule()) {
this.nearestTarget = null;
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
const nearestEnemy = EnemyManager2.nearestEnemy;
const primary = myPlayer.getItemByType(0);
const isPolearm = primary === 5;
const isDiamond = myPlayer.getWeaponVariant(primary).current >= 2;
const isReloadedPrimary = reloading.isReloaded(0, 1);
const isReloadedTurret = reloading.isReloaded(2);
if (this.nearestTarget !== null) {
const pos12 = myPlayer.pos.current;
const pos22 = this.nearestTarget.pos.current;
const angle2 = pos12.angle(pos22);
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle2;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
ModuleHandler.moveTo = angle2;
this.nearestTarget = null;
return;
}
if (nearestEnemy === null || !isPolearm || !isDiamond || !isReloadedPrimary || !isReloadedTurret) {
return;
}
this.target = nearestEnemy;
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.future;
const dist1 = pos1.distance(pos2);
const angle = pos1.angle(pos2);
const {current: current} = nearestEnemy.weapon;
const type = DataHandler_default.getWeapon(current).type;
const almostReloaded = DataHandler_default.isMelee(current) && nearestEnemy.atExact(type, 1);
const detectFutureHat = this.isValidHat(nearestEnemy.futureHat);
const canSend = almostReloaded || detectFutureHat;
const inAttackRange = inRange(dist1, this.minKB, this.maxKB);
if (inAttackRange) {
if (canSend) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
ModuleHandler.moveTo = angle;
this.nearestTarget = nearestEnemy;
this.client.StatsManager.velocityTickTimes = 1;
}
}
}
}
class Placer {
moduleName="placer";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
const {currentType: currentType, placedOnce: placedOnce, healedOnce: healedOnce, _currentAngle: currentAngle} = ModuleHandler;
if (!myPlayer.canPlace(currentType)) {
return;
}
if (currentType === 2) {
if (healedOnce) {
return;
}
if (myPlayer.shameCount < 7) {
ModuleHandler.heal();
ModuleHandler.healedOnce = true;
ModuleHandler.didAntiInsta = true;
}
return;
}
if (placedOnce) {
return;
}
ModuleHandler.place(currentType, currentAngle);
ModuleHandler.placedOnce = true;
}
}
const Placer_default = Placer;
class PreAttack {
moduleName="preAttack";
client;
constructor(client2) {
this.client = client2;
}
isReloadedByType(type) {
const {weapon: weapon, staticModules: staticModules} = this.client._ModuleHandler;
const weaponType = type !== null ? type : weapon;
return staticModules.reloading.isReloaded(weaponType);
}
postTick() {
const {_ModuleHandler: ModuleHandler} = this.client;
const {useWeapon: useWeapon, weapon: weapon, forceWeapon: forceWeapon} = ModuleHandler;
const nextWeapon = forceWeapon !== null ? forceWeapon : useWeapon;
const forceReloaded = this.isReloadedByType(nextWeapon);
const canAttack = ModuleHandler.shouldAttack && (forceReloaded && this.isReloadedByType(weapon) || forceWeapon !== null && forceReloaded);
ModuleHandler.shouldAttack = canAttack;
}
}
const PreAttack_default = PreAttack;
class Reloading {
moduleName="reloading";
client;
clientReload=[ {}, {}, {} ];
constructor(client2) {
this.client = client2;
this.reset();
}
reset() {
const [primary, secondary, turret] = this.clientReload;
primary.current = primary.max = 0;
secondary.current = secondary.max = 0;
turret.current = turret.max = 23;
}
get currentReload() {
return this.clientReload[this.client._ModuleHandler.weapon];
}
getReload(type) {
return this.clientReload[type];
}
updateMaxReload(type) {
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler, SocketManager: SocketManager2} = this.client;
const reload = this.getReload(type);
const id = myPlayer.getItemByType(type);
const store2 = ModuleHandler.getHatStore();
const pingAccount = Math.floor(SocketManager2.pong / SocketManager2.TICK);
const speed = myPlayer.getWeaponSpeed(id, store2.last) - pingAccount;
reload.current = speed;
reload.max = speed;
}
resetReload(reload) {
reload.current = -1;
}
resetByType(type) {
this.resetReload(this.getReload(type));
}
isReloaded(type, ticks = 0) {
if (this.client._ModuleHandler.norecoil) {
return true;
}
const reload = this.clientReload[type];
return reload.current >= Math.max(0, reload.max - ticks);
}
isFasterThan(type1, type2) {
const reload1 = this.clientReload[type1];
const reload2 = this.clientReload[type2];
const data1 = reload1.max - reload1.current;
const data2 = reload2.max - reload2.current;
return Math.abs(data1) <= Math.abs(data2);
}
isEmptyReload(type) {
const reload = this.clientReload[type];
return reload.current === 0;
}
postTick() {
const {myPlayer: myPlayer} = this.client;
const primaryReload = myPlayer.reload[0].current;
const secondaryReload = myPlayer.reload[1].current;
if (primaryReload !== -1) {
this.clientReload[0].current = primaryReload;
}
if (secondaryReload !== -1) {
this.clientReload[1].current = secondaryReload;
}
this.clientReload[2].current = myPlayer.reload[2].current;
}
}
const Reloading_default = Reloading;
class UpdateAngle {
moduleName="updateAngle";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {sentAngle: sentAngle, _currentAngle: currentAngle} = this.client._ModuleHandler;
if (sentAngle > 1) {
return;
}
this.client._ModuleHandler.updateAngle(currentAngle);
}
}
const UpdateAngle_default = UpdateAngle;
class UpdateAttack {
moduleName="updateAttack";
client;
didReset=false;
constructor(client2) {
this.client = client2;
}
getAttackAngle() {
const {useAngle: useAngle, _currentAngle: currentAngle} = this.client._ModuleHandler;
if (useAngle !== null) {
return useAngle;
}
return currentAngle;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
const {useWeapon: useWeapon, forceWeapon: forceWeapon, weapon: weapon, attacking: attacking, useItem: useItem, sentAngle: sentAngle, staticModules: staticModules} = ModuleHandler;
const {reloading: reloading} = staticModules;
const nextWeapon = forceWeapon !== null ? forceWeapon : useWeapon;
if (nextWeapon !== null && (nextWeapon !== weapon || ModuleHandler.currentHolding !== nextWeapon || myPlayer.currentItem !== -1)) {
const isReloaded = reloading.isReloaded(weapon);
if (isReloaded || forceWeapon !== null) {
ModuleHandler.whichWeapon(nextWeapon);
}
}
if (useItem !== null) {
ModuleHandler.selectItem(useItem);
}
if (ModuleHandler.shouldAttack) {
const angle = this.getAttackAngle();
ModuleHandler.attack(angle);
ModuleHandler.stopAttack();
const weaponType = ModuleHandler.weapon;
if (ModuleHandler.attacked) {
reloading.updateMaxReload(weaponType);
}
reloading.resetByType(weaponType);
} else if (!attacking && sentAngle !== 0) {
ModuleHandler.stopAttack();
this.didReset = true;
} else if (this.didReset) {
this.didReset = false;
ModuleHandler.stopAttack();
}
}
}
const UpdateAttack_default = UpdateAttack;
class UseAttacking {
moduleName="useAttacking";
client;
constructor(client2) {
this.client = client2;
}
getWeaponType() {
const {EnemyManager: EnemyManager2, myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
const pos1 = myPlayer.pos.future;
const nearestEnemy = EnemyManager2.nearestEnemy;
const nearestAnimal = EnemyManager2.nearestAnimal;
const nearestObject = EnemyManager2.nearestObject;
const primaryID = myPlayer.getItemByType(0);
const secondaryID = myPlayer.getItemByType(1);
const primary = DataHandler_default.getWeapon(primaryID);
const range = primary.range;
if (nearestEnemy !== null) {
const pos2 = nearestEnemy.pos.future;
const angle = pos1.angle(pos2);
if (myPlayer.collidingEntity(nearestEnemy, range + nearestEnemy.hitScale)) {
return [ 0, angle ];
}
if (DataHandler_default.isShootable(secondaryID) && !ModuleHandler.autoattack) {
return [ 1, angle ];
}
}
if (nearestAnimal !== null) {
const pos2 = nearestAnimal.pos.future;
const angle = pos1.angle(pos2);
if (myPlayer.collidingEntity(nearestAnimal, range + nearestAnimal.hitScale)) {
return [ 0, angle ];
}
if (DataHandler_default.isShootable(secondaryID) && !ModuleHandler.autoattack) {
return [ 1, angle ];
}
}
if (nearestObject === null) {
return null;
}
if (myPlayer.colliding(nearestObject, range + nearestObject.hitScale)) {
return [ 0, null ];
}
return null;
}
postTick() {
const {_ModuleHandler: ModuleHandler} = this.client;
if (ModuleHandler.moduleActive || ModuleHandler.attackingState !== 1 || ModuleHandler.forceWeapon !== null) {
return;
}
const weaponType = this.getWeaponType();
if (weaponType === null) {
return;
}
const [type, angle] = weaponType;
ModuleHandler.forceWeapon = type;
if (angle !== null) {
ModuleHandler.useAngle = angle;
}
ModuleHandler.shouldAttack = true;
}
}
class UseDestroying {
moduleName="useDestroying";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2} = this.client;
if (ModuleHandler.moduleActive || ModuleHandler.attackingState !== 2 || ModuleHandler.forceWeapon !== null) {
return;
}
const nearestObject = EnemyManager2.nearestPlayerObject;
const type = myPlayer.getBestDestroyingWeapon(nearestObject);
ModuleHandler.forceWeapon = type;
ModuleHandler.shouldAttack = true;
}
}
class UseFastest {
moduleName="useFastest";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
if (ModuleHandler.moduleActive) {
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
const type = myPlayer.getFastestWeapon();
const reverse_type = type === 0 ? 1 : 0;
if (!reloading.isReloaded(type)) {
ModuleHandler.useWeapon = type;
} else if (!reloading.isReloaded(reverse_type) && myPlayer.getItemByType(reverse_type) !== null) {
ModuleHandler.useWeapon = reverse_type;
} else {
ModuleHandler.useWeapon = type;
}
}
}
class UtilityHat {
moduleName="utilityHat";
client;
constructor(client2) {
this.client = client2;
}
getBestUtilityHat(weaponType) {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
const id = myPlayer.getItemByType(weaponType);
if (id === 11) {
return null;
}
if (DataHandler_default.isShootable(id)) {
ModuleHandler.canHitEntity = true;
return 20;
}
const weapon = DataHandler_default.getWeapon(id);
const range = weapon.range;
if (weapon.damage <= 1) {
return null;
}
if (ModuleHandler.attackingState === 1) {
const nearest = EnemyManager2.nearestEntity;
if (nearest !== null && myPlayer.collidingEntity(nearest, range + nearest.hitScale)) {
ModuleHandler.canHitEntity = true;
return 7;
}
}
if (ModuleHandler.attackingState !== 0) {
const nearestObject = EnemyManager2.nearestPlayerObject;
if (nearestObject === null) {
return null;
}
if (myPlayer.colliding(nearestObject, range + nearestObject.hitScale)) {
return 40;
}
}
return null;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive) {
return;
}
const {forceWeapon: forceWeapon, useWeapon: useWeapon, weapon: weapon} = ModuleHandler;
const weaponType = forceWeapon !== null ? forceWeapon : useWeapon !== null ? useWeapon : weapon;
let hat = this.getBestUtilityHat(weaponType);
const {reloading: reloading} = ModuleHandler.staticModules;
const isReloaded = reloading.isReloaded(weaponType);
const isEmptyReload = reloading.isEmptyReload(weaponType);
const turretReloaded = reloading.isReloaded(2);
if (!isReloaded) {
hat = null;
}
if (ModuleHandler.canHitEntity && isEmptyReload && turretReloaded) {
const nearest = EnemyManager2.nearestEntity;
if (nearest !== null && myPlayer.collidingEntity(nearest, 700)) {
hat = 53;
}
}
if (hat !== null) {
ModuleHandler.useHat = hat;
}
}
}
class AntiInsta {
moduleName="antiInsta";
client;
toggleAnti=false;
healingCount=0;
forceHeal=false;
constructor(client2) {
this.client = client2;
}
isSaveHealTime() {
const {myPlayer: myPlayer, SocketManager: SocketManager2} = this.client;
const startHit = myPlayer.receivedDamage || 0;
const timeSinceHit = Date.now() - startHit + SocketManager2.pong;
return timeSinceHit >= 125;
}
isSaveHealTick() {
const {tickCount: tickCount, damageTick: damageTick} = this.client.myPlayer;
return tickCount - damageTick > 0;
}
isSaveHeal() {
return this.isSaveHealTime();
}
postTick() {
this.forceHeal = false;
if (!Settings_default._autoheal) {
return;
}
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, ProjectileManager: ProjectileManager2} = this.client;
if (myPlayer.shameActive) {
return;
}
const foodID = myPlayer.getItemByType(2);
const restore = Items[foodID].restore;
const needTimes = Math.ceil((myPlayer.maxHealth - myPlayer.tempHealth) / restore);
let healingTimes = null;
if (EnemyManager2.velocityTickThreat || EnemyManager2.reverseInsta || EnemyManager2.toolHammerInsta || EnemyManager2.rangedBowInsta || EnemyManager2.detectedDangerEnemy || EnemyManager2.detectedEnemy || myPlayer.tempHealth <= 20 || ModuleHandler.shouldEquipSoldier && ModuleHandler.forceHat !== 6 || EnemyManager2.dangerWithoutSoldier) {
this.forceHeal = true;
}
if (myPlayer.shameCount < 7 && this.forceHeal && myPlayer.tempHealth < 95) {
ModuleHandler.didAntiInsta = true;
healingTimes = needTimes || 1;
} else if (this.isSaveHeal() && myPlayer.tempHealth < 100) {
healingTimes = needTimes || 1;
}
if (healingTimes !== null) {
ModuleHandler.healedOnce = true;
for (let i = 0; i <= healingTimes; i++) {
ModuleHandler.heal();
}
}
}
}
const AntiInsta_default = AntiInsta;
class Autohat {
moduleName="autoHat";
client;
constructor(client2) {
this.client = client2;
}
handleEquip(type, use) {
const {_ModuleHandler: ModuleHandler} = this.client;
if (type === 0 && ModuleHandler.forceHat !== null) {
use = ModuleHandler.forceHat;
}
if (use !== null && ModuleHandler._equip(type, use)) {
return true;
}
return false;
}
getNextHat() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
if (ModuleHandler.forceHat !== null) {
return ModuleHandler.forceHat;
}
if (ModuleHandler.useHat !== null) {
return ModuleHandler.useHat;
}
return myPlayer.hatID;
}
getNextAcc() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
if (ModuleHandler.useAcc !== null) {
return ModuleHandler.useAcc;
}
return myPlayer.accessoryID;
}
getNextWeaponID() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
if (ModuleHandler.forceWeapon !== null) {
return myPlayer.getItemByType(ModuleHandler.forceWeapon);
}
if (ModuleHandler.useWeapon !== null) {
return myPlayer.getItemByType(ModuleHandler.useWeapon);
}
return myPlayer.weapon.current;
}
getNextItemID() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
if (ModuleHandler.useItem !== null) {
return myPlayer.getItemByType(ModuleHandler.useItem);
}
return myPlayer.currentItem;
}
postTick() {
const {_ModuleHandler: ModuleHandler} = this.client;
if (!ModuleHandler.sentHatEquip) {
this.handleEquip(0, ModuleHandler.useHat);
}
if (!ModuleHandler.sentAccEquip && !ModuleHandler.sentHatEquip) {
this.handleEquip(1, ModuleHandler.useAcc);
}
}
}
const Autohat_default = Autohat;
class DefaultAcc {
moduleName="defaultAcc";
client;
constructor(client2) {
this.client = client2;
}
shouldUseTail() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
const {reloading: reloading} = ModuleHandler.staticModules;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const isMelee1 = DataHandler_default.isMelee(primary);
const isMelee2 = DataHandler_default.isMelee(secondary);
return isMelee1 && primary === 8 || isMelee1 && !reloading.isReloaded(0, 3) || isMelee2 && !reloading.isReloaded(1, 3);
}
getBestCurrentAcc() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2} = this.client;
const {actual: actual} = ModuleHandler.getAccStore();
const useCorrupt = ModuleHandler.canBuy(1, 21);
const useShadow = ModuleHandler.canBuy(1, 19);
const useTail = ModuleHandler.canBuy(1, 11);
const useActual = ModuleHandler.canBuy(1, actual);
if (Settings_default._tailPriority && useTail && this.shouldUseTail()) {
return 11;
}
if (EnemyManager2.detectedEnemy || EnemyManager2.nearestEnemyInRangeOf(300, EnemyManager2.nearestEntity)) {
const isEnemy = EnemyManager2.nearestEntity === EnemyManager2.nearestEnemy;
if (isEnemy && useCorrupt && Settings_default._antienemy) {
return 21;
}
if (useShadow) {
return 19;
}
if (useActual && actual !== 11) {
return actual;
}
return 0;
}
if (useTail) {
return 11;
}
return 0;
}
postTick() {
const {_ModuleHandler: ModuleHandler} = this.client;
const acc = this.getBestCurrentAcc();
ModuleHandler.useAcc = acc;
}
}
class DefaultHat {
moduleName="defaultHat";
client;
constructor(client2) {
this.client = client2;
}
getBestCurrentHat() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
const {current: current, future: future} = myPlayer.pos;
const {actual: actual} = ModuleHandler.getHatStore();
const useFlipper = ModuleHandler.canBuy(0, 31);
const useSoldier = ModuleHandler.canBuy(0, 6);
const useWinter = ModuleHandler.canBuy(0, 15);
const useActual = ModuleHandler.canBuy(0, actual);
const useBooster = ModuleHandler.canBuy(0, 12);
const useBull = ModuleHandler.canBuy(0, 7);
const useEmp = ModuleHandler.canBuy(0, 22);
if (useActual && !ModuleHandler.isMoving && myPlayer.speed <= 5 && actual !== 0) {
return actual;
}
if (useSoldier) {
if (Settings_default._antienemy) {
if (EnemyManager2.detectedDangerEnemy || EnemyManager2.detectedEnemy || EnemyManager2.velocityTickThreat || EnemyManager2.reverseInsta || EnemyManager2.toolHammerInsta || EnemyManager2.rangedBowInsta) {
ModuleHandler.shouldEquipSoldier = true;
ModuleHandler.forceHat = 6;
return 6;
}
if (useBull && myPlayer.shameCount > 0 || EnemyManager2.dangerWithoutSoldier) {
return 6;
}
}
if (Settings_default._antispike && EnemyManager2.willCollideSpike) {
return 6;
}
}
if (Settings_default._biomehats && useFlipper && !myPlayer.onPlatform) {
const inRiver = pointInRiver(current) || pointInRiver(future);
if (inRiver) {
return 31;
}
}
if (useSoldier) {
if (Settings_default._antianimal && EnemyManager2.nearestDangerAnimal !== null) {
return 6;
}
}
if (useEmp && Settings_default._empDefense && (!ModuleHandler.isMoving || myPlayer.speed <= 5)) {
return 22;
}
if (Settings_default._biomehats && useWinter) {
const inWinter = current.y <= 2400 || future.y <= 2400;
if (inWinter) {
return 15;
}
}
if (useBooster) {
return 12;
}
return 0;
}
postTick() {
const {_ModuleHandler: ModuleHandler} = this.client;
const hat = this.getBestCurrentHat();
ModuleHandler.useHat = hat;
}
}
class SafeWalk {
moduleName="safeWalk";
client;
movingState=false;
constructor(client2) {
this.client = client2;
}
reset() {
this.movingState = false;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer, ObjectManager: ObjectManager2, EnemyManager: EnemyManager2} = this.client;
const {prevMoveTo: prevMoveTo, moveTo: moveTo} = ModuleHandler;
if (prevMoveTo !== moveTo) {
const angle = moveTo === "disable" ? ModuleHandler.move_dir : moveTo;
ModuleHandler.startMovement(angle, true);
return;
}
if (myPlayer.simulation.collisionSimulation(this.client)) {
if (!this.movingState) {
this.movingState = true;
ModuleHandler.stopMovement();
}
return;
}
if (this.movingState) {
this.movingState = false;
ModuleHandler.startMovement();
}
}
}
class ShameReset {
moduleName="shameReset";
client;
tickToggle=false;
constructor(client2) {
this.client = client2;
}
isBullTickTime() {
const {myPlayer: myPlayer} = this.client;
return !myPlayer.shameActive && myPlayer.shameCount > 0 && myPlayer.poisonCount === 0 && myPlayer.isBullTickTime();
}
get shouldReset() {
const {_ModuleHandler: ModuleHandler} = this.client;
return this.isBullTickTime() && ModuleHandler.canBuy(0, 7);
}
notSave() {
const {EnemyManager: EnemyManager2, myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
return ModuleHandler.forceHat === 40 || EnemyManager2.instaThreat() || EnemyManager2.collidingSpike || myPlayer.wasTrapped() || ModuleHandler.currentType === 2;
}
postTick() {
const {_ModuleHandler: ModuleHandler} = this.client;
if (Settings_default._autoheal && !this.notSave() && (this.shouldReset || this.tickToggle)) {
this.tickToggle = true;
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 7;
}
}
healthUpdate() {
if (this.client.myPlayer.isDmgOverTime) {
this.tickToggle = false;
}
}
}
const ShameReset_default = ShameReset;
class AutoAccept {
moduleName="autoAccept";
client;
prevClan=null;
acceptCount=0;
constructor(client2) {
this.client = client2;
}
postTick() {
const {myPlayer: myPlayer, clientIDList: clientIDList, PacketManager: PacketManager2, isOwner: isOwner} = this.client;
const currentClan = myPlayer.clanName;
if (currentClan !== this.prevClan) {
this.prevClan = currentClan;
myPlayer.joinRequests.length = 0;
this.client.pendingJoins.clear();
}
this.acceptCount = (this.acceptCount + 1) % 3;
if (!myPlayer.isLeader || myPlayer.joinRequests.length === 0 || this.acceptCount !== 0) {
return;
}
const id = myPlayer.joinRequests[0][0];
if (Settings_default._autoaccept || this.client.pendingJoins.size !== 0) {
PacketManager2.clanRequest(id, Settings_default._autoaccept || clientIDList.has(id));
myPlayer.joinRequests.shift();
this.client.pendingJoins.delete(id);
if (isOwner) {
GameUI_default.clearNotication();
}
}
const nextID = myPlayer.joinRequests[0];
if (isOwner && nextID !== void 0) {
GameUI_default.createRequest(nextID);
}
}
}
const AutoAccept_default = AutoAccept;
class AutoBuy {
moduleName="autoBuy";
client;
buyIndex=0;
buyList=[ [ 1, 11 ], [ 0, 12 ], [ 0, 7 ], [ 0, 6 ], [ 0, 40 ], [ 0, 53 ], [ 1, 21 ], [ 0, 11 ], [ 1, 19 ], [ 0, 15 ], [ 0, 31 ], [ 0, 20 ], [ 0, 22 ] ];
constructor(client2) {
this.client = client2;
}
boughtEverything() {
return this.buyIndex >= this.buyList.length;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
if (this.boughtEverything() || !myPlayer.isSandbox) {
return;
}
const [type, id] = this.buyList[this.buyIndex];
if (ModuleHandler.canBuy(type, id)) {
ModuleHandler._buy(type, id);
}
if (ModuleHandler.bought[type].has(id)) {
this.buyIndex += 1;
}
}
}
class AutoGrind {
moduleName="autoGrind";
client;
constructor(client2) {
this.client = client2;
}
isFullyUpgraded() {
const {myPlayer: myPlayer} = this.client;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const upgradedSecondary = secondary === 10 && myPlayer.getWeaponVariant(secondary).current >= 1;
const upgradedPrimary = primary !== 8 && myPlayer.getWeaponVariant(primary).current >= 2;
return upgradedSecondary && upgradedPrimary;
}
getGrindWeapon() {
const {myPlayer: myPlayer, EnemyManager: EnemyManager2, _ModuleHandler: ModuleHandler} = this.client;
const nearestObject = EnemyManager2.nearestPlayerObject;
const secondNearestObject = EnemyManager2.secondNearestPlayerObject;
if (nearestObject === null) {
return null;
}
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
if (secondary === 10) {
if (myPlayer.getWeaponVariant(secondary).current < 1) {
return 1;
}
const useTank = ModuleHandler.canBuy(0, 40);
const damage = myPlayer.getBuildingDamage(10, useTank);
const range = DataHandler_default.getWeapon(secondary).range;
const canHit1 = myPlayer.colliding(nearestObject, range + nearestObject.hitScale) && nearestObject.health > damage;
const canHit2 = secondNearestObject !== null && myPlayer.colliding(secondNearestObject, range + secondNearestObject.hitScale) && secondNearestObject.health > damage;
if (canHit1 && canHit2) {
return 1;
}
}
if (primary !== 8 && myPlayer.getWeaponVariant(primary).current < 2) {
return 0;
}
return null;
}
placeTurret(angle) {
const {myPlayer: myPlayer, ObjectManager: ObjectManager2, _ModuleHandler: ModuleHandler} = this.client;
const id = myPlayer.getItemByType(8);
const position = myPlayer.getPlacePosition(myPlayer.pos.future, id, angle);
if (!ObjectManager2.canPlaceItem(id, position)) {
return false;
}
const type = 8;
ModuleHandler.place(type, angle);
ModuleHandler.placedOnce = true;
ModuleHandler.placeAngles[0] = 8;
ModuleHandler.placeAngles[1].push(angle);
return true;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (!Settings_default._autoGrind || ModuleHandler.moduleActive || ModuleHandler.placedOnce || ModuleHandler.healedOnce || ModuleHandler.isMoving || myPlayer.speed > 5 || this.isFullyUpgraded()) {
return;
}
const {autoMill: autoMill, reloading: reloading} = ModuleHandler.staticModules;
if (autoMill.isActive) {
return;
}
const farmItem = myPlayer.getItemByType(8);
if (farmItem !== 17 && farmItem !== 22) {
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy !== null && myPlayer.collidingSimple(nearestEnemy, 400)) {
return;
}
const itemType = 8;
if (!myPlayer.canPlace(itemType)) {
return;
}
const item = DataHandler_default.getItem(farmItem);
const distance = myPlayer.getItemPlaceScale(item.id);
const angle = ModuleHandler._currentAngle;
const angleBetween = Math.asin((2 * item.scale + 15) / (2 * distance));
this.placeTurret(angle - angleBetween);
this.placeTurret(angle + angleBetween);
const nearestObject = EnemyManager2.nearestPlayerObject;
const secondNearestObject = EnemyManager2.secondNearestPlayerObject;
if (nearestObject === null || nearestObject.type !== 17 && nearestObject.type !== 22) {
return;
}
const pos1 = myPlayer.pos.current;
let tempAngle = pos1.angle(nearestObject.pos.current);
const weaponType = this.getGrindWeapon();
if (weaponType === null) {
return;
}
const weapon = myPlayer.getItemByType(weaponType);
if (secondNearestObject !== null && nearestObject !== secondNearestObject) {
const pos3 = secondNearestObject.pos.current;
const distance2 = pos1.distance(pos3);
const range = DataHandler_default.getWeapon(weapon).range + secondNearestObject.hitScale;
const angle2 = pos1.angle(pos3);
const middleAngle = findMiddleAngle(tempAngle, angle2);
if (distance2 <= range && getAngleDist(tempAngle, middleAngle) <= Config_default.gatherAngle && getAngleDist(angle2, middleAngle) <= Config_default.gatherAngle) {
tempAngle = middleAngle;
}
}
if (reloading.isReloaded(weaponType)) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = tempAngle;
ModuleHandler.useHat = 40;
ModuleHandler.forceWeapon = weaponType;
ModuleHandler.shouldAttack = true;
}
}
}
class Automill {
moduleName="autoMill";
toggle=false;
active=true;
client;
tickCount=0;
constructor(client2) {
this.client = client2;
}
get isActive() {
return this.toggle && this.active;
}
reset() {
this.active = true;
}
get canAutomill() {
const isOwner = this.client.isOwner;
const {attacking: attacking, placedOnce: placedOnce, staticModules: staticModules} = this.client._ModuleHandler;
return Settings_default._automill && this.client.myPlayer.isSandbox && !placedOnce && (!isOwner || !attacking) && this.active && !staticModules.autoBuy.boughtEverything() && this.client.myPlayer.age < 20;
}
canPlaceWindmill(angle) {
return this.client.myPlayer.canPlaceObject(5, angle);
}
placeWindmill(angle) {
const {_ModuleHandler: ModuleHandler} = this.client;
const type = 5;
ModuleHandler.place(type, angle);
ModuleHandler.placedOnce = true;
ModuleHandler.placeAngles[0] = type;
ModuleHandler.placeAngles[1].push(angle);
}
postTick() {
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler} = this.client;
this.toggle = true;
if (!this.canAutomill) {
this.toggle = false;
return;
}
if (!myPlayer.canPlace(5)) {
this.toggle = false;
this.active = false;
return;
}
const angle = ModuleHandler.reverse_move_dir;
if (angle === null) {
return;
}
const item = Items[myPlayer.getItemByType(5)];
const distance = myPlayer.getItemPlaceScale(item.id);
const offset = Math.asin((2 * item.scale + 9e-13) / (2 * distance)) * 2;
const leftAngle = angle - offset;
const rightAngle = angle + offset;
if (this.canPlaceWindmill(angle) && this.canPlaceWindmill(leftAngle) && this.canPlaceWindmill(rightAngle)) {
this.placeWindmill(angle);
this.placeWindmill(leftAngle);
this.placeWindmill(rightAngle);
}
}
}
const Automill_default = Automill;
class AutoSteal {
moduleName="autoSteal";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._autoSteal) {
return;
}
const nearestLowEntity = EnemyManager2.nearestLowEntity;
if (nearestLowEntity === null) {
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
const primary = myPlayer.getItemByType(0);
const range = DataHandler_default.getWeapon(primary).range + nearestLowEntity.hitScale;
if (!myPlayer.collidingSimple(nearestLowEntity, range) || !reloading.isReloaded(0)) {
return;
}
const canUseBull = ModuleHandler.canBuy(0, 7);
const pos1 = myPlayer.pos.current;
const pos2 = nearestLowEntity.pos.current;
const angle = pos1.angle(pos2);
const maxDamageBull = myPlayer.getMaxWeaponDamage(primary, false, canUseBull);
const maxDamage = myPlayer.getMaxWeaponDamage(primary, false, false);
const canKill = maxDamageBull >= nearestLowEntity.currentHealth;
if (!canKill) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
if (maxDamage < nearestLowEntity.currentHealth) {
ModuleHandler.forceHat = 7;
}
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
}
}
class AutoPush {
moduleName="autoPush";
client;
pushPos=null;
constructor(client2) {
this.client = client2;
}
postTick() {
const {EnemyManager: EnemyManager2, myPlayer: myPlayer, _ModuleHandler: ModuleHandler, ObjectManager: ObjectManager2, PlayerManager: PlayerManager2} = this.client;
this.pushPos = null;
const nearestEnemyPush = EnemyManager2.nearestEnemyPush;
const nearestPushSpike = EnemyManager2.nearestPushSpike;
EnemyManager2.nearestEnemyPush = null;
EnemyManager2.nearestPushSpike = null;
if (ModuleHandler.moduleActive || !Settings_default._autoPush || ModuleHandler.moveTo !== "disable") {
return;
}
if (nearestEnemyPush === null || nearestPushSpike === null) {
return;
}
const trappedIn = nearestEnemyPush.trappedIn;
if (trappedIn === null || myPlayer.trappedIn) {
return;
}
const pos0 = myPlayer.pos.current;
const pos1 = nearestEnemyPush.pos.current;
const pos2 = nearestPushSpike.pos.current;
if (!myPlayer.collidingSimple(nearestEnemyPush, 250) || nearestEnemyPush.colliding(nearestPushSpike, nearestEnemyPush.collisionScale + nearestPushSpike.collisionScale + 1)) {
return;
}
const distanceFromSpikeToEnemy = pos2.distance(pos1);
const angleFromSpikeToEnemy = pos2.angle(pos1);
const angleToEnemy = pos0.angle(pos1);
const angleToSpike = pos0.angle(pos2);
const distanceToSpike = pos0.distance(pos2);
const pushPos = pos2.addDirection(angleFromSpikeToEnemy, distanceFromSpikeToEnemy + nearestEnemyPush.collisionScale + 7);
const objectIDs = ObjectManager2.grid2D.queryFull(pushPos.x, pushPos.y, 1);
for (const id of objectIDs) {
const object = ObjectManager2.objects.get(id);
if (PlayerManager2.canMoveOnTop(object)) {
continue;
}
const pos = object.pos.current;
const distance = pushPos.distance(pos);
const playerScale = myPlayer.collisionScale * 1.3;
const range = object.collisionScale + playerScale;
if (distance <= range) {
return;
}
}
this.pushPos = pos2.addDirection(angleFromSpikeToEnemy, distanceFromSpikeToEnemy + 250);
ModuleHandler.moveTo = pos0.angle(this.pushPos);
EnemyManager2.nearestEnemyPush = nearestEnemyPush;
EnemyManager2.nearestPushSpike = nearestPushSpike;
const activationScale2 = nearestEnemyPush.collisionScale * 3.2;
const offset2 = Math.asin(2 * activationScale2 / (2 * distanceToSpike));
const angleDistance2 = getAngleDist(angleToEnemy, angleToSpike);
const intersecting2 = angleDistance2 <= offset2;
if (!intersecting2) {
return;
}
this.pushPos = pushPos;
ModuleHandler.moveTo = pos0.angle(this.pushPos);
}
}
class ReverseInstakill {
moduleName="reverseInstakill";
client;
targetEnemy=null;
constructor(client2) {
this.client = client2;
}
reset() {
this.targetEnemy = null;
}
postTick() {
const {myPlayer: myPlayer, EnemyManager: EnemyManager2, PlayerManager: PlayerManager2, _ModuleHandler: ModuleHandler, InputHandler: InputHandler2} = this.client;
if (!InputHandler2.instaToggle) {
this.reset();
InputHandler2.instaReset();
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null) {
return;
}
const lookingShield = PlayerManager2.lookingShield(nearestEnemy, myPlayer);
const primary = myPlayer.getItemByType(0);
const primaryDamage = myPlayer.getMaxWeaponDamage(primary, lookingShield);
const secondary = myPlayer.getItemByType(1);
if (secondary !== 10) {
return;
}
const secondaryDamage = myPlayer.getMaxWeaponDamage(secondary, lookingShield);
const totalDamage = primaryDamage + secondaryDamage + 25;
if (totalDamage < 100) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
if (this.targetEnemy !== null) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.targetEnemy = null;
InputHandler2.instaReset();
EnemyManager2.attemptSpikePlacement();
return;
}
InputHandler2.instakillTarget = nearestEnemy;
const {reloading: reloading} = ModuleHandler.staticModules;
const primaryReloaded = reloading.isReloaded(0, 1);
const secondaryReloaded = reloading.isReloaded(1);
const turretReloaded = reloading.isReloaded(2);
const range = DataHandler_default.getWeapon(primary).range + nearestEnemy.hitScale;
if (!primaryReloaded || !secondaryReloaded || !turretReloaded || !myPlayer.collidingSimple(nearestEnemy, range)) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 53;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
this.targetEnemy = nearestEnemy;
}
}
class BowInsta {
moduleName="bowInsta";
client;
targetEnemy=null;
tickAction=0;
distMin=660;
distMax=700;
active=false;
constructor(client2) {
this.client = client2;
}
reset() {
this.targetEnemy = null;
this.tickAction = 0;
this.active = false;
}
postTick() {
const {EnemyManager: EnemyManager2, _ModuleHandler: ModuleHandler, myPlayer: myPlayer, InputHandler: InputHandler2} = this.client;
if (!InputHandler2.instaToggle) {
this.reset();
InputHandler2.instaReset();
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
const nearest = this.targetEnemy || nearestEnemy;
if (nearest === null) {
this.reset();
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearest.pos.current;
const angle = pos1.angle(pos2);
const distance = pos1.distance(pos2);
InputHandler2.instakillTarget = nearest;
if (this.targetEnemy !== null) {
if (this.tickAction === 2) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
ModuleHandler.moveTo = null;
ModuleHandler._upgradeItem(15);
this.reset();
InputHandler2.instaReset();
return;
}
if (this.tickAction === 1) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
ModuleHandler.moveTo = null;
ModuleHandler._upgradeItem(12);
this.tickAction = 2;
return;
}
return;
}
const isUpgradeAge = inRange(myPlayer.upgradeAge, 6, 8) && myPlayer.age >= 9;
if (!isUpgradeAge) {
return;
}
this.active = true;
const {reloading: reloading} = ModuleHandler.staticModules;
const useTurret = ModuleHandler.canBuy(0, 53);
if (!useTurret || !reloading.isReloaded(2) || !inRange(distance, this.distMin, this.distMax)) {
return;
}
ModuleHandler.moveTo = null;
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 53;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
if (myPlayer.upgradeAge === 6) {
ModuleHandler._upgradeItem(9);
}
if (myPlayer.upgradeAge === 7) {
ModuleHandler._upgradeItem(18, true);
}
if (myPlayer.upgradeAge === 8 && myPlayer.getItemByType(8) === 18) {
ModuleHandler.place(8, angle);
ModuleHandler.place(8, angle - toRadians(90));
ModuleHandler.place(8, angle + toRadians(90));
ModuleHandler.place(8, reverseAngle(angle));
}
this.tickAction = 1;
this.targetEnemy = nearestEnemy;
}
}
class PlacementDefense {
moduleName="placementDefense";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {EnemyManager: EnemyManager2, myPlayer: myPlayer, _ModuleHandler: ModuleHandler, ProjectileManager: ProjectileManager2, ObjectManager: ObjectManager2} = this.client;
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null || !Settings_default._placementDefense) {
return;
}
const shouldDefend = EnemyManager2.rangedBowInsta;
if (shouldDefend || ProjectileManager2.totalDamage >= myPlayer.currentHealth) {
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
let type = 3;
if (myPlayer.canPlace(5)) {
type = 5;
}
const id = myPlayer.getItemByType(type);
const length = myPlayer.getItemPlaceScale(id);
const angles = ObjectManager2.getBestPlacementAngles({
position: pos1,
id: id,
targetAngle: angle,
ignoreID: null,
preplace: false,
reduce: true,
fill: false
});
if (angles.length === 0) {
return;
}
const distance1 = pos1.distance(pos2);
const placementScale = DataHandler_default.getItem(id).scale;
for (const angle2 of angles) {
const pos3 = pos1.addDirection(angle2, length);
const rectStart = pos3.copy().sub(placementScale);
const rectEnd = pos3.copy().add(placementScale);
const distance2 = pos3.distance(pos2);
if (distance2 < distance1 && lineIntersectsRect(pos2, pos1, rectStart, rectEnd)) {
ModuleHandler.place(type, angle2);
}
}
ModuleHandler.placedOnce = true;
ModuleHandler.placeAngles[0] = type;
ModuleHandler.placeAngles[1] = [ angle ];
}
}
}
class TurretSteal {
moduleName="turretSteal";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer, EnemyManager: EnemyManager2} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._turretSteal) {
return;
}
const nearestEnemy = EnemyManager2.nearestTurretEntity;
if (nearestEnemy === null || nearestEnemy.currentHealth > 25 || !ModuleHandler.canBuy(0, 53)) {
return;
}
const pos0 = myPlayer.pos.current;
const pos1 = nearestEnemy.pos.current;
const distance = pos0.distance(pos1);
if (distance > 700) {
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
if (!reloading.isReloaded(2)) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
}
class KillChat {
moduleName="killChat";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {myPlayer: myPlayer, PacketManager: PacketManager2} = this.client;
if (!Settings_default._killMessage || !myPlayer.killedSomeone || myPlayer.resources.kills === 0) {
return;
}
const message = (Settings_default._killMessageText || "").trim();
if (message.length === 0) {
return;
}
PacketManager2.chat(message);
}
}
class SwordKatanaInsta {
moduleName="swordKatanaInsta";
client;
nearestTarget=null;
useTurret=false;
constructor(client2) {
this.client = client2;
}
postTick() {
const {myPlayer: myPlayer, _ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2} = this.client;
const nearestEnemy = EnemyManager2.nearestEnemy;
if (ModuleHandler.moduleActive || !nearestEnemy) {
this.nearestTarget = null;
this.useTurret = false;
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
const primaryReloaded = reloading.isReloaded(0);
const turretReloaded = reloading.isReloaded(2);
if (this.useTurret) {
this.useTurret = false;
if (turretReloaded && ModuleHandler.canBuy(0, 53)) {
ModuleHandler.moduleActive = true;
ModuleHandler.forceHat = 53;
}
return;
}
const primary = myPlayer.getItemByType(0);
const isSword = primary === 3;
const pos1 = myPlayer.pos.current;
const target = this.nearestTarget;
if (target !== null) {
const pos22 = target.pos.current;
const angle2 = pos1.angle(pos22);
ModuleHandler.useAngle = angle2;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
if (myPlayer.upgradeAge === 3) {
ModuleHandler._upgradeItem(1, true);
}
if (myPlayer.upgradeAge === 4) {
ModuleHandler._upgradeItem(15, true);
}
if (myPlayer.upgradeAge === 5) {
ModuleHandler._upgradeItem(7, true);
}
if (myPlayer.upgradeAge === 6) {
ModuleHandler._upgradeItem(10);
}
if (myPlayer.upgradeAge === 7) {
ModuleHandler._upgradeItem(22, true);
}
if (myPlayer.upgradeAge === 8) {
ModuleHandler._upgradeItem(4);
}
this.nearestTarget = null;
if (ModuleHandler.canBuy(0, 53)) {
this.useTurret = true;
}
EnemyManager2.attemptSpikePlacement();
}
if (myPlayer.age < 8 || myPlayer.upgradeAge >= 9 || !isSword || !primaryReloaded || !ModuleHandler.canBuy(0, 7)) {
return;
}
const range = DataHandler_default.getWeapon(primary).range + nearestEnemy.hitScale;
if (!myPlayer.collidingSimple(nearestEnemy, range)) {
return;
}
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.nearestTarget = nearestEnemy;
}
}
class SpikeGearInsta {
moduleName="spikeGearInsta";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || EnemyManager2.instaThreat() || EnemyManager2.spikeSyncThreat || !Settings_default._spikeGearInsta) {
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null || !ModuleHandler.canBuy(0, 11) || !ModuleHandler.canBuy(1, 21) || myPlayer.accessoryID !== 21 || nearestEnemy.variant.primary !== 0) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
const primary1 = myPlayer.getItemByType(0);
const primary2 = nearestEnemy.weapon.primary;
if (primary2 === null) {
return;
}
const range1 = DataHandler_default.getWeapon(primary1).range + nearestEnemy.hitScale;
const range2 = DataHandler_default.getWeapon(primary2).range + myPlayer.hitScale;
if (!myPlayer.collidingSimple(nearestEnemy, range1) || !nearestEnemy.collidingSimple(myPlayer, range2)) {
return;
}
ModuleHandler.forceHat = 11;
if (nearestEnemy.hatID !== 7 || !nearestEnemy.isEmptyReload(0) || myPlayer.hatID !== 11) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
}
}
class TeammateSpikeTrap {
moduleName="teammateSpikeTrap";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, InputHandler: InputHandler2, PlayerManager: PlayerManager2, myPlayer: myPlayer, PacketManager: PacketManager2} = this.client;
if (ModuleHandler.moduleActive) {
return;
}
if (!InputHandler2.instaToggle) {
InputHandler2.instaReset();
return;
}
const nearestTeammate = PlayerManager2.nearestTeammate;
if (!nearestTeammate) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestTeammate.pos.current;
const distance = pos1.distance(pos2);
const angle = pos1.angle(pos2);
if (distance > 500) {
return;
}
InputHandler2.instakillTarget = nearestTeammate;
if (distance > 175) {
return;
}
const angles = [ angle, angle - toRadians(90), angle + toRadians(90), angle + toRadians(180) ];
const id = myPlayer.getItemByType(4);
const current = myPlayer.getPlacePosition(pos1, id, angle);
const distance2 = current.distance(pos1);
ModuleHandler.placeAngles[0] = 4;
ModuleHandler.placeAngles[1] = angles;
if (distance > distance2 || !angles.every(angle2 => myPlayer.canPlaceObject(4, angle2))) {
return;
}
InputHandler2.instaReset();
PacketManager2.leaveClan();
for (const angle2 of angles) {
ModuleHandler.place(4, angle2);
}
}
}
class SpikeTrap {
moduleName="spikeTrap";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer, EnemyManager: EnemyManager2} = this.client;
if (ModuleHandler.moduleActive) {
return;
}
const trapId = myPlayer.getItemByType(7);
const nearestEnemy = EnemyManager2.nearestEnemy;
if (!nearestEnemy || myPlayer.isTrapped || trapId !== 16) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const distance = pos1.distance(pos2);
const angle = pos1.angle(pos2);
if (distance > 175) {
return;
}
const angles = [ angle, angle - toRadians(90), angle + toRadians(90), angle + toRadians(180) ];
const id = myPlayer.getItemByType(4);
const len = ModuleHandler.currentType === 7 ? 30 : 0;
const current = myPlayer.getPlacePosition(pos1, id, angle);
const distance2 = current.distance(pos1) + len;
ModuleHandler.placeAngles[0] = 4;
ModuleHandler.placeAngles[1] = angles;
if (distance > distance2) {
return;
}
for (const angle2 of angles) {
ModuleHandler.place(4, angle2);
}
}
}
class TurretSync {
moduleName="turretSync";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._turretSync) {
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null) {
return;
}
const primary = myPlayer.getItemByType(0);
const weapon = DataHandler_default.getWeapon(primary);
if (weapon.damage < 20) {
return;
}
const range = weapon.range + nearestEnemy.hitScale;
const {reloading: reloading} = ModuleHandler.staticModules;
if (!myPlayer.collidingSimple(nearestEnemy, range) || !reloading.isReloaded(0) || nearestEnemy.nextDamageTick !== myPlayer.tickCount + 2) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
}
}
class DashMovement {
moduleName="dashMovement";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer} = this.client;
const {currentType: currentType, _currentAngle: currentAngle} = ModuleHandler;
if (!myPlayer.canPlace(currentType) || !Settings_default._dashMovement) {
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const boost = myPlayer.getItemByType(7);
if (boost !== 16 || !ModuleHandler.hasStoreItem(0, 40) || currentType !== 7 || ModuleHandler.placedOnce) {
return;
}
const hasHammer = secondary === 10;
const primaryDamage = myPlayer.getBuildingDamage(primary, true);
const canOneHit = primaryDamage >= DataHandler_default.getItem(16).health;
let weaponType = null;
if (canOneHit) {
const primaryData = DataHandler_default.getWeapon(primary);
const secondaryData = DataHandler_default.isMelee(secondary) && DataHandler_default.getWeapon(secondary) || null;
if (secondaryData === null || primaryData.speed < secondaryData.speed) {
weaponType = 0;
}
}
if (weaponType === null && hasHammer) {
weaponType = 1;
}
if (weaponType === null) {
return;
}
ModuleHandler.placedOnce = true;
const reloaded = reloading.isReloaded(weaponType);
if (!reloaded) {
return;
}
ModuleHandler.place(currentType, currentAngle);
ModuleHandler.useAngle = currentAngle;
ModuleHandler.useHat = 40;
ModuleHandler.forceWeapon = weaponType;
ModuleHandler.shouldAttack = true;
}
}
class KBTickHammerV2 {
moduleName="kbTickHammerV2";
client;
targetEnemy=null;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
if (ModuleHandler.moduleActive || !Settings_default._knockbackTickHammer || EnemyManager2.shouldIgnoreModule()) {
this.targetEnemy = null;
return;
}
const nearestEnemySpikeCollider = EnemyManager2.nearestEnemySpikeCollider;
const spikeCollider = EnemyManager2.spikeCollider;
const reloading = ModuleHandler.staticModules.reloading;
const primary = myPlayer.getItemByType(0);
const secondary = myPlayer.getItemByType(1);
const isHammer = secondary !== null && secondary !== 11;
const primaryReloaded = reloading.isReloaded(0, 1);
const secondaryReloaded = reloading.isReloaded(1);
const pos1 = myPlayer.pos.current;
if (this.targetEnemy !== null) {
const pos2 = this.targetEnemy.pos.current;
const angleToEnemy = pos1.angle(pos2);
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleToEnemy;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
this.targetEnemy = null;
EnemyManager2.attemptSpikePlacement();
return;
}
if (nearestEnemySpikeCollider !== null && !nearestEnemySpikeCollider.isTrapped && spikeCollider !== null && isHammer && primaryReloaded && secondaryReloaded) {
const pos2 = nearestEnemySpikeCollider.pos.current;
const pos3 = spikeCollider.pos.current;
const angleToEnemy = pos1.angle(pos2);
const distanceToSpike2 = pos2.distance(pos3);
const {knockback: primaryKnockback, range: primaryRange} = DataHandler_default.getWeapon(primary);
const {knockback: secondaryKnockback, range: secondaryRange} = DataHandler_default.getWeapon(secondary);
const weaponRange = Math.min(primaryRange, secondaryRange) + nearestEnemySpikeCollider.hitScale;
const minKB = primaryKnockback;
const maxKB = primaryKnockback + secondaryKnockback;
const spikeRange = spikeCollider.collisionScale + nearestEnemySpikeCollider.collisionScale;
if (inRange(distanceToSpike2, spikeRange + minKB, spikeRange + maxKB) && myPlayer.collidingSimple(nearestEnemySpikeCollider, weaponRange)) {
const hammer = DataHandler_default.getWeapon(secondary);
const hitRange = hammer.range + nearestEnemySpikeCollider.hitScale;
if (myPlayer.collidingSimple(nearestEnemySpikeCollider, hitRange)) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angleToEnemy;
ModuleHandler.forceHat = 7;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
this.targetEnemy = nearestEnemySpikeCollider;
this.client.StatsManager.knockbackTickHammerTimes = 1;
EnemyManager2.attemptSpikePlacement();
}
}
}
}
}
class AutoShield {
moduleName="autoShield";
client;
constructor(client2) {
this.client = client2;
}
getProtectAngle() {
const {myPlayer: myPlayer, EnemyManager: EnemyManager2} = this.client;
const nearestEnemy = EnemyManager2.nearestEnemy;
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
const secondNearestEnemy = EnemyManager2.secondNearestEnemy;
if (!secondNearestEnemy) {
return angle;
}
const pos3 = secondNearestEnemy.pos.current;
const distance = pos1.distance(pos3);
const primary = secondNearestEnemy.weapon.primary;
const weaponRange = DataHandler_default.getWeapon(primary).range;
const range = weaponRange + myPlayer.hitScale;
const angle2 = pos1.angle(pos3);
const middleAngle = findMiddleAngle(angle, angle2);
if (distance <= range && getAngleDist(angle, middleAngle) <= Config_default.gatherAngle && getAngleDist(angle2, middleAngle) <= Config_default.gatherAngle) {
return middleAngle;
}
return angle;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer, EnemyManager: EnemyManager2} = this.client;
if (!Settings_default._autoShield || ModuleHandler.moduleActive) {
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null) {
return;
}
const secondary = myPlayer.getItemByType(1);
const hasShield = secondary === 11;
if (!hasShield) {
return;
}
const shouldActivate = EnemyManager2.weaponDamageThreat();
if (!shouldActivate) {
return;
}
const angle = this.getProtectAngle();
ModuleHandler.moduleActive = true;
ModuleHandler.forceWeapon = 1;
ModuleHandler.useAngle = angle;
ModuleHandler.shouldAttack = true;
}
}
class TrapKB {
moduleName="trapKB";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, EnemyManager: EnemyManager2, myPlayer: myPlayer} = this.client;
const nearestEnemy = EnemyManager2.nearestKBTrapEnemy;
if (nearestEnemy === null || nearestEnemy.isTrapped || ModuleHandler.moduleActive || EnemyManager2.shouldIgnoreModule() || !Settings_default._trapKB) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
const {reloading: reloading} = ModuleHandler.staticModules;
const primaryReloaded = reloading.isReloaded(0);
const turretReloaded = ModuleHandler.hasStoreItem(0, 53) && reloading.isReloaded(2);
if (!primaryReloaded) {
return;
}
const range = DataHandler_default.getWeapon(myPlayer.getItemByType(0)).range + nearestEnemy.hitScale;
if (!myPlayer.collidingSimple(nearestEnemy, range)) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
if (turretReloaded) {
ModuleHandler.forceHat = 53;
}
ModuleHandler.forceWeapon = 0;
ModuleHandler.shouldAttack = true;
}
}
class ShameSpam {
moduleName="shameSpam";
client;
prevActive=false;
active=false;
constructor(client2) {
this.client = client2;
}
get wasActive() {
return this.prevActive;
}
postTick() {
this.prevActive = this.active;
this.active = false;
const {myPlayer: myPlayer, EnemyManager: EnemyManager2, _ModuleHandler: ModuleHandler, ObjectManager: ObjectManager2} = this.client;
if (!Settings_default._shameSpam || ModuleHandler.moduleActive || EnemyManager2.shouldIgnoreModule()) {
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null || !nearestEnemy.isTrapped || !myPlayer.isTrapped) {
return;
}
if (nearestEnemy.shameCount >= 7) {
return;
}
const hasTrap = myPlayer.getItemByType(7) === 15;
if (!hasTrap || !myPlayer.canPlace(7)) {
return;
}
const {reloading: reloading} = ModuleHandler.staticModules;
const primary = myPlayer.getItemByType(0);
const isPolearm = primary === 5 || primary === 4;
if (!isPolearm) {
return;
}
const secondary = myPlayer.getItemByType(1);
const isHammer = secondary === 10;
const secondaryReloaded = reloading.isReloaded(1);
if (!isHammer || !secondaryReloaded) {
return;
}
const trappedIn = nearestEnemy.trappedIn;
const buildingDamage = myPlayer.getMaxBuildingDamage(trappedIn, true);
if (buildingDamage === null || trappedIn.health > buildingDamage) {
return;
}
const range = DataHandler_default.getWeapon(secondary).range;
const attackRange = range + nearestEnemy.hitScale;
const destroyRange = range + trappedIn.hitScale;
if (!myPlayer.collidingSimple(nearestEnemy, attackRange)) {
return;
}
if (!myPlayer.collidingSimple(trappedIn, destroyRange)) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = trappedIn.pos.current;
const pos3 = nearestEnemy.pos.current;
const destroyAngle = pos1.angle(pos2);
const attackAngle = pos1.angle(pos3);
const placementAngle = ObjectManager2.getBestPlacementAngles({
position: pos1,
id: 15,
targetAngle: attackAngle,
ignoreID: trappedIn.id,
preplace: true,
reduce: true,
fill: true
})[0];
if (placementAngle === void 0) {
return;
}
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = destroyAngle;
ModuleHandler.forceHat = 40;
ModuleHandler.forceWeapon = 1;
ModuleHandler.shouldAttack = true;
this.active = true;
ModuleHandler.place(7, placementAngle, true);
const delay = this.client.SocketManager.TICK - this.client.SocketManager.pong / 2;
setTimeout(() => {
ModuleHandler.place(7, placementAngle, true);
}, delay);
}
}
class AntiSpikePush {
moduleName="antiSpikePush";
client;
constructor(client2) {
this.client = client2;
}
postTick() {
const {_ModuleHandler: ModuleHandler, myPlayer: myPlayer, EnemyManager: EnemyManager2} = this.client;
if (!Settings_default._antiSpikePush || ModuleHandler.moduleActive) {
return;
}
const nearestEnemy = EnemyManager2.nearestEnemy;
if (nearestEnemy === null || !myPlayer.isTrapped || !EnemyManager2.pushingOnSpike || EnemyManager2.collidingSpike || nearestEnemy.isTrapped) {
return;
}
const primary = myPlayer.getItemByType(0);
const isDaggers = primary === 7 || primary === 6;
if (!isDaggers) {
return;
}
const primaryRange = DataHandler_default.getWeapon(primary).range + nearestEnemy.hitScale;
if (!myPlayer.collidingSimple(nearestEnemy, primaryRange)) {
return;
}
const pos1 = myPlayer.pos.current;
const pos2 = nearestEnemy.pos.current;
const angle = pos1.angle(pos2);
const {reloading: reloading} = ModuleHandler.staticModules;
const primaryReloaded = reloading.isReloaded(0);
const turretReloaded = ModuleHandler.hasStoreItem(0, 53) && reloading.isReloaded(2);
ModuleHandler.forceWeapon = 0;
if (primaryReloaded) {
ModuleHandler.moduleActive = true;
ModuleHandler.useAngle = angle;
if (turretReloaded) {
ModuleHandler.forceHat = 53;
}
ModuleHandler.shouldAttack = true;
}
}
}
class ModuleHandler {
client;
staticModules={};
botModules;
modules;
store=[ {
utility: new Map,
lastUtility: null,
current: 0,
best: 0,
actual: -1,
last: 0
}, {
utility: new Map,
lastUtility: null,
current: 0,
best: 0,
actual: -1,
last: 0
} ];
bought=[ new Set, new Set ];
followTarget=new Vector_default(0, 0);
lookTarget=new Vector_default(0, 0);
endTarget=new Vector_default(0, 0);
followPath=false;
tickCount=0;
currentHolding=0;
weapon;
currentType;
attacking;
attackingState;
sentAngle;
sentHatEquip;
sentAccEquip;
needToHeal;
didAntiInsta;
placedOnce;
healedOnce;
totalPlaces;
attacked;
canHitEntity=false;
moduleActive=false;
useAngle=null;
useWeapon=null;
useItem=null;
forceWeapon=null;
useHat=null;
forceHat=null;
shouldEquipSoldier=false;
useAcc=null;
previousWeapon=null;
_currentAngle=0;
move_dir=null;
reverse_move_dir=null;
moveTo="disable";
prevMoveTo="disable";
autoattack=false;
shouldAttack=false;
mouse={
sentAngle: 0
};
placeAngles=[ null, [] ];
norecoil=false;
moduleStart=performance.now();
maxExecutionTime=0;
constructor(client2) {
this.client = client2;
this.staticModules = {
tempData: new TempData_default(client2),
movement: new Movement_default(client2),
clanJoiner: new ClanJoiner_default(client2),
autoAccept: new AutoAccept_default(client2),
autoBuy: new AutoBuy(client2),
defaultHat: new DefaultHat(client2),
reloading: new Reloading_default(client2),
defaultAcc: new DefaultAcc(client2),
autoSync: new AutoSync(client2),
shameSpam: new ShameSpam(client2),
spikeSyncHammer: new SpikeSyncHammer(client2),
spikeSync: new SpikeSync(client2),
spikeTick: new SpikeTick_default(client2),
knockbackTickTrap: new KnockbackTickTrap(client2),
knockbackTick: new KnockbackTick(client2),
knockbackTickHammer: new KnockbackTickHammer(client2),
kbTickHammerV2: new KBTickHammerV2(client2),
antiRetrap: new AntiRetrap(client2),
autoPush: new AutoPush(client2),
velocityTick: new VelocityTick(client2),
spikeTrap: new SpikeTrap(client2),
teammateSpikeTrap: new TeammateSpikeTrap(client2),
turretSync: new TurretSync(client2),
toolHammerSpearInsta: new ToolHammerSpearInsta(client2),
swordKatanaInsta: new SwordKatanaInsta(client2),
bowInsta: new BowInsta(client2),
instakill: new Instakill(client2),
reverseInstakill: new ReverseInstakill(client2),
antiSpikePush: new AntiSpikePush(client2),
autoBreak: new Autobreak(client2),
autoSteal: new AutoSteal(client2),
turretSteal: new TurretSteal(client2),
spikeGearInsta: new SpikeGearInsta(client2),
useFastest: new UseFastest(client2),
useDestroying: new UseDestroying(client2),
useAttacking: new UseAttacking(client2),
utilityHat: new UtilityHat(client2),
antiInsta: new AntiInsta_default(client2),
shameReset: new ShameReset_default(client2),
trapKB: new TrapKB(client2),
autoShield: new AutoShield(client2),
placementDefense: new PlacementDefense(client2),
dashMovement: new DashMovement(client2),
autoPlacer: new AutoPlacer_default(client2),
placer: new Placer_default(client2),
autoMill: new Automill_default(client2),
autoGrind: new AutoGrind(client2),
preAttack: new PreAttack_default(client2),
autoHat: new Autohat_default(client2),
updateAttack: new UpdateAttack_default(client2),
updateAngle: new UpdateAngle_default(client2),
killChat: new KillChat(client2),
safeWalk: new SafeWalk(client2)
};
this.botModules = [ this.staticModules.tempData, this.staticModules.clanJoiner, this.staticModules.movement ];
this.modules = [ this.staticModules.autoAccept, this.staticModules.autoBuy, this.staticModules.defaultHat, this.staticModules.reloading, this.staticModules.defaultAcc, this.staticModules.autoSync, this.staticModules.shameSpam, this.staticModules.spikeSyncHammer, this.staticModules.spikeSync, this.staticModules.spikeTick, this.staticModules.knockbackTickTrap, this.staticModules.knockbackTickHammer, this.staticModules.kbTickHammerV2, this.staticModules.knockbackTick, this.staticModules.antiRetrap, this.staticModules.autoPush, this.staticModules.velocityTick, this.staticModules.spikeTrap, this.staticModules.teammateSpikeTrap, this.staticModules.turretSync, this.staticModules.toolHammerSpearInsta, this.staticModules.swordKatanaInsta, this.staticModules.bowInsta, this.staticModules.instakill, this.staticModules.reverseInstakill, this.staticModules.antiSpikePush, this.staticModules.autoBreak, this.staticModules.autoSteal, this.staticModules.turretSteal, this.staticModules.spikeGearInsta, this.staticModules.useFastest, this.staticModules.useDestroying, this.staticModules.useAttacking, this.staticModules.utilityHat, this.staticModules.antiInsta, this.staticModules.shameReset, this.staticModules.trapKB, this.staticModules.autoShield, this.staticModules.placementDefense, this.staticModules.autoPlacer, this.staticModules.dashMovement, this.staticModules.placer, this.staticModules.autoMill, this.staticModules.autoGrind, this.staticModules.preAttack, this.staticModules.autoHat, this.staticModules.updateAttack, this.staticModules.updateAngle, this.staticModules.killChat, this.staticModules.safeWalk ];
this.reset();
}
movementReset() {
this.currentHolding = 0;
this.weapon = 0;
this.currentType = null;
this.attacking = 0;
this.attackingState = 0;
this.move_dir = null;
this.reverse_move_dir = null;
}
reset() {
const {isOwner: isOwner, clients: clients} = this.client;
this.movementReset();
this.getHatStore().utility.clear();
this.getAccStore().utility.clear();
this.sentAngle = 0;
this.sentHatEquip = false;
this.sentAccEquip = false;
this.needToHeal = false;
this.didAntiInsta = false;
this.placedOnce = false;
this.healedOnce = false;
this.totalPlaces = 0;
this.attacked = false;
this.canHitEntity = false;
this.autoattack = false;
for (const module of this.modules) {
if ("reset" in module) {
module.reset();
}
}
if (isOwner) {
for (const client2 of clients) {
client2._ModuleHandler.movementReset();
client2._ModuleHandler.toggleAutoattack(false);
}
}
}
get holdingWeapon() {
return this.currentHolding <= 1;
}
get isMoving() {
return this.move_dir !== null;
}
setForceHat(hat) {
if (this.forceHat !== null && hat !== null) {
return;
}
this.forceHat = hat;
}
getHatStore() {
return this.store[0];
}
getAccStore() {
return this.store[1];
}
setFollowTarget(x, y) {
this.followTarget._setXY(x, y);
}
setLookTarget(x, y) {
this.lookTarget._setXY(x, y);
}
updateSentAngle(priority) {
if (this.sentAngle >= priority) {
return;
}
this.sentAngle = priority;
}
_upgradeItem(id, isItem = false) {
if (isItem) {
id += 16;
}
this.client.PacketManager.upgradeItem(id);
this.client.myPlayer.upgradeItem(id);
if (DataHandler_default.isWeapon(id)) {
const type = DataHandler_default.getWeapon(id).type;
const {reloading: reloading} = this.staticModules;
reloading.updateMaxReload(type);
}
}
startMovement(angle = this.move_dir, ignore = false) {
if (!ignore) {
this.move_dir = angle;
this.reverse_move_dir = angle === null ? null : reverseAngle(angle);
if (this.moveTo !== "disable") {
return;
}
}
const {myPlayer: myPlayer} = this.client;
if (myPlayer.simulation.collisionSimulation(this.client)) {
return false;
}
this.client.PacketManager.move(angle);
return true;
}
stopMovement() {
this.client.PacketManager.resetMoveDir();
}
startPlacement(type) {
this.currentType = type;
}
canBuy(type, id) {
if (id === -1) {
return false;
}
const store2 = DataHandler_default.getStore(type);
const price = store2[id].price;
const bought = this.bought[type];
return bought.has(id) || this.client.myPlayer.tempGold >= price && this.client.myPlayer.isSandbox;
}
_buy(type, id, force = false) {
const store2 = DataHandler_default.getStore(type);
const {isOwner: isOwner, clients: clients, myPlayer: myPlayer, PacketManager: PacketManager2} = this.client;
if (!myPlayer.inGame) {
return false;
}
if (force) {
if (isOwner) {
for (const client2 of clients) {
client2._ModuleHandler._buy(type, id, force);
}
}
}
const price = store2[id].price;
const bought = this.bought[type];
if (price === 0) {
bought.add(id);
return true;
}
if (!bought.has(id) && myPlayer.tempGold >= price && (myPlayer.isSandbox || force)) {
PacketManager2.buy(type, id);
myPlayer.tempGold -= price;
return false;
}
return bought.has(id);
}
hasStoreItem(type, id) {
const store2 = this.bought[type];
return store2.has(id);
}
_equip(type, id, force = false, toggle = false) {
const store2 = this.store[type];
const {myPlayer: myPlayer, PacketManager: PacketManager2, EnemyManager: EnemyManager2, isOwner: isOwner, clients: clients} = this.client;
if (toggle && store2.last === id && id !== 0) {
id = 0;
}
if (!myPlayer.inGame || !this._buy(type, id, force)) {
return false;
}
if (store2.last === id && myPlayer.storeData[type] === id) {
return false;
}
store2.last = id;
PacketManager2.equip(type, id);
if (type === 0) {
this.sentHatEquip = true;
} else {
this.sentAccEquip = true;
}
if (force) {
store2.actual = id;
if (isOwner) {
for (const client2 of clients) {
client2._ModuleHandler.staticModules.tempData.setStore(type, id);
}
}
}
const nearest = EnemyManager2.nearestTurretEntity;
const reloading = this.staticModules.reloading;
if (nearest !== null && reloading.isReloaded(2) && type === 0 && id === 53) {
reloading.resetByType(2);
}
return true;
}
updateAngle(angle, force = false) {
if (!force && angle === this.mouse.sentAngle) {
return;
}
this.mouse.sentAngle = angle;
this.updateSentAngle(3);
this.client.PacketManager.updateAngle(angle);
}
selectItem(type) {
const {myPlayer: myPlayer} = this.client;
const item = myPlayer.getItemByType(type);
if (myPlayer.currentItem !== -1) {
myPlayer.currentItem = -1;
this.whichWeapon();
}
this.client.PacketManager.selectItemByID(item, false);
this.currentHolding = type;
}
attack(angle, priority = 2) {
if (angle !== null) {
this.mouse.sentAngle = angle;
}
this.updateSentAngle(priority);
this.client.PacketManager.attack(angle);
if (this.holdingWeapon) {
this.attacked = true;
}
}
stopAttack() {
this.client.PacketManager.stopAttack();
}
toggleAutoattack(state = !this.autoattack) {
this.autoattack = state;
this.attacking = state ? 1 : 0;
}
whichWeapon(type = this.weapon) {
const weapon = this.client.myPlayer.getItemByType(type);
if (weapon === null) {
return;
}
this.currentHolding = type;
this.weapon = type;
this.client.PacketManager.selectItemByID(weapon, true);
}
place(type, angle = this._currentAngle, reset = false) {
this.totalPlaces += 1;
this.selectItem(type);
this.attack(angle, 1);
if (reset) {
this.stopAttack();
}
this.whichWeapon();
}
heal() {
this.selectItem(2);
this.attack(null, 1);
this.whichWeapon();
}
circleOffset=0;
targetSpeed=65;
activeModule=null;
postTick() {
if (Settings_default._circleRotation && this.move_dir === null) {
const rotationSpeed = this.targetSpeed / Settings_default._circleRadius;
this.circleOffset = (this.circleOffset + rotationSpeed) % (Math.PI * 2);
}
const {isOwner: isOwner} = this.client;
this.placeAngles[0] = null;
this.placeAngles[1].length = 0;
this.activeModule = null;
this.tickCount += 1;
this.sentAngle = 0;
this.sentHatEquip = false;
this.sentAccEquip = false;
this.didAntiInsta = false;
this.placedOnce = false;
this.healedOnce = false;
this.totalPlaces = 0;
this.attacked = false;
this.canHitEntity = false;
this.moduleActive = false;
this.useWeapon = null;
this.useItem = null;
this.forceWeapon = null;
this.useHat = null;
this.forceHat = null;
this.shouldEquipSoldier = false;
this.useAcc = null;
this.useAngle = null;
this.shouldAttack = false;
this.prevMoveTo = this.moveTo;
this.moveTo = "disable";
if (!isOwner) {
for (const botModule of this.botModules) {
botModule.postTick();
}
}
for (const module of this.modules) {
const prevg = this.moduleActive;
module.postTick();
if (!prevg && this.moduleActive) {
this.activeModule = module.moduleName;
}
}
this.attackingState = this.attacking;
if (isOwner) {
this.client.InputHandler.postTick();
GameUI_default.updateFastQ(this.didAntiInsta);
GameUI_default.updatePlaces(this.totalPlaces);
GameUI_default.updateActiveModule(this.activeModule + ", " + this.tickCount);
GameUI_default.updateEquipHat(`${this.store[0].last}, ${this.shouldEquipSoldier}`);
const executionTime = Math.round(performance.now() - this.moduleStart);
this.maxExecutionTime = Math.max(this.maxExecutionTime, executionTime);
GameUI_default.updateModulePerformance(`${executionTime}/${this.maxExecutionTime}`);
}
}
}
const ModuleHandler_default = ModuleHandler;
class PlayerClient {
id=-1;
connectSuccess=false;
clientID=null;
ownerClient;
SocketManager;
ObjectManager;
PlayerManager;
ProjectileManager;
LeaderboardManager;
EnemyManager;
_ModuleHandler;
myPlayer;
PacketManager;
InputHandler;
StatsManager;
pendingJoins=new Set;
clientIDList=new Set;
clients=new Set;
constructor(owner) {
this.ownerClient = owner || this;
this.SocketManager = new SocketManager_default(this);
this.ObjectManager = new ObjectManager_default(this);
this.PlayerManager = new PlayerManager_default(this);
this.ProjectileManager = new ProjectileManager_default(this);
this.LeaderboardManager = new LeaderboardManager_default(this);
this.EnemyManager = new EnemyManager_default(this);
this._ModuleHandler = new ModuleHandler_default(this);
this.myPlayer = new ClientPlayer_default(this);
this.PacketManager = new PacketManager(this);
this.InputHandler = new InputHandler(this);
this.StatsManager = new StatsManager(this);
}
getClientIndex(client2) {
return [ ...this.clients ].indexOf(client2);
}
get isOwner() {
return this.ownerClient === this;
}
isBotByID(id) {
return this.clientIDList.has(id);
}
disconnect() {
const socket = this.SocketManager.socket;
if (socket !== null) {
socket.close();
}
}
removeBots() {
for (const client2 of this.clients) {
client2.disconnect();
}
}
spawn() {
this.myPlayer.spawn();
}
}
const PlayerClient_default = PlayerClient;
const UI = new class {
frame;
activeHotkeyInput=null;
activeInput=null;
toggleTimeout;
menuOpened=false;
menuLoaded=false;
menuScale=1;
get isMenuOpened() {
return this.menuOpened;
}
isActiveButton() {
return this.activeHotkeyInput || this.activeInput;
}
getFrameContent() {
return `\n <!DOCTYPE html>\n <style>${styles_default}</style>\n <div id="menu-container" class="transparent">\n <div id="menu-wrapper">\n ${Header_default}\n\n <main>\n ${Navbar_default}\n \n <div id="page-container">\n ${Home_default}\n ${Keybinds_default}\n ${Combat_default}\n ${Visuals_default}\n ${Misc_default}\n ${Devtool_default}\n ${Bots_default}\n </div>\n </main>\n </div>\n </div>\n `;
}
injectStyles() {
const style = document.createElement("style");
style.innerHTML = Game_default + Store_default;
document.head.appendChild(style);
}
createFrame() {
this.injectStyles();
const iframe = document.createElement("iframe");
const blob = new Blob([ this.getFrameContent() ], {
type: "text/html; charset=utf-8"
});
iframe.src = URL.createObjectURL(blob);
iframe.id = "iframe-container";
iframe.style.display = "none";
document.body.appendChild(iframe);
return new Promise(resolve => {
iframe.onload = () => {
const iframeWindow = iframe.contentWindow;
const iframeDocument = iframeWindow.document;
URL.revokeObjectURL(iframe.src);
resolve({
target: iframe,
window: iframeWindow,
document: iframeDocument
});
};
});
}
querySelector(selector) {
return this.frame.document.querySelector(selector);
}
querySelectorAll(selector) {
return this.frame.document.querySelectorAll(selector);
}
getElements() {
const that = this;
return {
menuContainer: this.querySelector("#menu-container"),
menuWrapper: this.querySelector("#menu-wrapper"),
pageContainer: this.querySelector("#page-container"),
hotkeyInputs: this.querySelectorAll(".hotkeyInput[id]"),
checkboxes: this.querySelectorAll("input[type='checkbox'][id]"),
colorPickers: this.querySelectorAll("input[type='color'][id]"),
textInputs: this.querySelectorAll("input[type='text'][id]"),
sliders: this.querySelectorAll("input[type='range'][id]"),
closeButton: this.querySelector("#close-button"),
openMenuButtons: this.querySelectorAll(".open-menu[data-id]"),
menuPages: this.querySelectorAll(".menu-page[data-id]"),
buttons: this.querySelectorAll(".option-button[id]"),
botContainer: this.querySelector("#bot-container"),
connectingBot: this.querySelector("#connectingBot"),
scriptDescription: this.querySelector("#script-description"),
author: this.querySelector("#author"),
optionDescriptions: this.querySelectorAll(".option-description"),
addBot: this.querySelector("#add-bot"),
resetSettings: this.querySelector("#resetSettings"),
botOption(id) {
const option = that.querySelector(`.content-option[data-bot-id="${id}"]`);
const title = option.querySelector(".option-title");
const disconnect = option.querySelector(".disconnect-button");
return {
option: option,
title: title,
disconnect: disconnect
};
}
};
}
updateStats(id, value) {
const stats = this.querySelector("#" + id);
if (stats == null) {
throw Error(`updateStats Error: can't find an element with ID: '${id}'`);
}
stats.textContent = value;
if (id in Settings_default) {
Settings_default[id] = value;
SaveSettings();
}
}
handleResize() {
const {menuContainer: menuContainer} = this.getElements();
const scale = Math.min(.9, Math.min(window.innerWidth / 1280, window.innerHeight / 720));
this.menuScale = scale;
menuContainer.style.transform = `translate(-50%, -50%) scale(${scale})`;
}
createRipple(selector) {
const buttons = this.frame.document.querySelectorAll(selector);
for (const button of buttons) {
button.addEventListener("click", event => {
const {width: width, height: height} = button.getBoundingClientRect();
const size = Math.max(width, height) * 2;
const ripple = document.createElement("span");
ripple.style.width = size + "px";
ripple.style.height = size + "px";
ripple.style.marginTop = -size / 2 + "px";
ripple.style.marginLeft = -size / 2 + "px";
ripple.style.left = event.offsetX + "px";
ripple.style.top = event.offsetY + "px";
ripple.classList.add("ripple");
button.appendChild(ripple);
setTimeout(() => ripple.remove(), 750);
});
}
}
attachHotkeyInputs() {
const {hotkeyInputs: hotkeyInputs} = this.getElements();
for (const hotkeyInput of hotkeyInputs) {
const id = hotkeyInput.id;
const value = Settings_default[id];
if (id in Settings_default && typeof value === "string") {
hotkeyInput.textContent = formatCode(value);
} else {
Logger.error(`attachHotkeyInputs Error: Property "${id}" does not exist in settings`);
}
}
}
checkForRepeats() {
const {hotkeyInputs: hotkeyInputs} = this.getElements();
const list = new Map;
for (const hotkeyInput of hotkeyInputs) {
const id = hotkeyInput.id;
if (id in Settings_default) {
const value = Settings_default[id];
const [count, inputs] = list.get(value) || [ 0, [] ];
list.set(value, [ (count || 0) + 1, [ ...inputs, hotkeyInput ] ]);
hotkeyInput.classList.remove("red");
} else {
Logger.error(`checkForRepeats Error: Property "${id}" does not exist in settings`);
}
}
for (const data of list) {
const [number, hotkeyInputs2] = data[1];
if (number === 1) {
continue;
}
for (const hotkeyInput of hotkeyInputs2) {
hotkeyInput.classList.add("red");
}
}
}
applyCode(code) {
if (this.activeHotkeyInput === null) {
return;
}
const deleting = code === "Backspace";
const isCode = typeof code === "string";
const keyText = isCode ? formatCode(code) : formatButton(code);
const keySetting = isCode ? code : keyText;
const id = this.activeHotkeyInput.id;
if (id in Settings_default) {
Settings_default[id] = deleting ? "..." : keySetting;
SaveSettings();
} else {
Logger.error(`applyCode Error: Property "${id}" does not exist in settings`);
}
this.activeHotkeyInput.textContent = deleting ? "..." : keyText;
this.activeHotkeyInput.blur();
this.activeHotkeyInput.classList.remove("active");
this.activeHotkeyInput = null;
this.checkForRepeats();
}
isHotkeyInput(target) {
return target instanceof this.frame.window.HTMLButtonElement && target.classList.contains("hotkeyInput") && target.hasAttribute("id");
}
handleCheckboxToggle(id, checked) {
switch (id) {
case "_menuTransparency":
{
const {menuContainer: menuContainer} = this.getElements();
menuContainer.classList.toggle("transparent");
break;
}
case "_hideHUD":
{
const {gameUI: gameUI} = GameUI_default.getElements();
if (checked) {
gameUI.classList.add("hidden");
} else {
gameUI.classList.remove("hidden");
}
break;
}
case "_chatLog":
GameUI_default.toggleChatLog();
break;
}
}
attachCheckboxes() {
const {checkboxes: checkboxes} = this.getElements();
for (const checkbox of checkboxes) {
const id = checkbox.id;
if (!(id in Settings_default)) {
Logger.error(`attachCheckboxes Error: Property "${id}" does not exist in settings`);
continue;
}
checkbox.checked = Settings_default[id];
this.handleCheckboxToggle(id, checkbox.checked);
checkbox.onchange = () => {
if (id in Settings_default) {
Settings_default[id] = checkbox.checked;
SaveSettings();
this.handleCheckboxToggle(id, checkbox.checked);
} else {
Logger.error(`attachCheckboxes Error: Property "${id}" was deleted from settings`);
}
};
}
}
attachColorPickers() {
const {colorPickers: colorPickers} = this.getElements();
for (const picker of colorPickers) {
const id = picker.id;
if (!(id in Settings_default)) {
Logger.error(`attachColorPickers Error: Property "${id}" does not exist in settings`);
continue;
}
picker.value = Settings_default[id];
picker.onchange = () => {
if (id in Settings_default) {
Settings_default[id] = picker.value;
SaveSettings();
picker.blur();
} else {
Logger.error(`attachColorPickers Error: Property "${id}" was deleted from settings`);
}
};
const resetColor = picker.previousElementSibling;
if (resetColor instanceof this.frame.window.HTMLButtonElement) {
resetColor.style.setProperty("--data-color", defaultSettings[id]);
resetColor.onclick = () => {
if (id in Settings_default) {
picker.value = defaultSettings[id];
Settings_default[id] = defaultSettings[id];
SaveSettings();
} else {
Logger.error(`resetColor Error: Property "${id}" was deleted from settings`);
}
};
}
}
}
attachSliders() {
const {sliders: sliders} = this.getElements();
for (const slider of sliders) {
const id = slider.id;
if (!(id in Settings_default)) {
Logger.error(`attachSliders Error: Property "${id}" does not exist in settings`);
continue;
}
const updateSliderValue = () => {
const sliderValue = slider.previousElementSibling;
if (sliderValue instanceof this.frame.window.HTMLSpanElement) {
sliderValue.textContent = slider.value;
}
};
slider.value = Settings_default[id].toString();
updateSliderValue();
slider.oninput = () => {
if (id in Settings_default) {
Settings_default[id] = Number(slider.value);
SaveSettings();
updateSliderValue();
} else {
Logger.error(`attachSliders Error: Property "${id}" was deleted from settings`);
}
};
slider.onchange = () => slider.blur();
}
}
attachTextInputs() {
const {textInputs: textInputs} = this.getElements();
for (const input of textInputs) {
const id = input.id;
if (!(id in Settings_default)) {
Logger.error(`attachTextInputs Error: Property "${id}" does not exist in settings`);
continue;
}
input.value = Settings_default[id];
input.oninput = () => {
input.value = input.value.replace(/[^\x20-\x7E]/g, "");
};
input.onfocus = () => {
this.activeInput = input;
};
input.onblur = () => {
this.activeInput = null;
};
input.onchange = () => {
if (id in Settings_default) {
const value = input.value;
Settings_default[id] = value;
input.value = value;
SaveSettings();
} else {
Logger.error(`attachTextInputs Error: Property "${id}" was deleted from settings`);
}
};
}
}
attachDescriptions() {
const {optionDescriptions: optionDescriptions, menuWrapper: menuWrapper} = this.getElements();
for (const description of optionDescriptions) {
const parent = description.parentElement;
parent.onmouseenter = () => {
description.classList.add("description-show");
};
parent.onmouseleave = () => {
description.classList.remove("description-show");
};
parent.onmousemove = event => {
const target = event.target;
if (target !== null && target.className !== "content-option" && target.className !== "option-title") {
description.classList.remove("description-show");
return;
}
description.classList.add("description-show");
const bounds = menuWrapper.getBoundingClientRect();
const x = (event.clientX - bounds.left + 10) / this.menuScale;
const y = (event.clientY - bounds.top + 10) / this.menuScale;
description.style.left = x + "px";
description.style.top = y + "px";
};
}
}
createBotOption(player) {
const {botContainer: botContainer, botOption: botOption, pageContainer: pageContainer} = this.getElements();
const html = `\n <div class="content-option" data-bot-id="${player.id}">\n <span class="option-title"></span>\n <svg\n class="icon disconnect-button"\n xmlns="http://www.w3.org/2000/svg"\n viewBox="0 0 30 30"\n title="Kick bot"\n >\n <path d="M 7 4 C 6.744125 4 6.4879687 4.0974687 6.2929688 4.2929688 L 4.2929688 6.2929688 C 3.9019687 6.6839688 3.9019687 7.3170313 4.2929688 7.7070312 L 11.585938 15 L 4.2929688 22.292969 C 3.9019687 22.683969 3.9019687 23.317031 4.2929688 23.707031 L 6.2929688 25.707031 C 6.6839688 26.098031 7.3170313 26.098031 7.7070312 25.707031 L 15 18.414062 L 22.292969 25.707031 C 22.682969 26.098031 23.317031 26.098031 23.707031 25.707031 L 25.707031 23.707031 C 26.098031 23.316031 26.098031 22.682969 25.707031 22.292969 L 18.414062 15 L 25.707031 7.7070312 C 26.098031 7.3170312 26.098031 6.6829688 25.707031 6.2929688 L 23.707031 4.2929688 C 23.316031 3.9019687 22.682969 3.9019687 22.292969 4.2929688 L 15 11.585938 L 7.7070312 4.2929688 C 7.5115312 4.0974687 7.255875 4 7 4 z"/>\n </svg>\n </div>\n `;
const div = document.createElement("div");
div.innerHTML = html;
botContainer.appendChild(div.firstElementChild);
pageContainer.scrollTop = pageContainer.scrollHeight;
const option = botOption(player.id);
option.disconnect.onclick = () => {
player.disconnect();
};
}
deleteBotOption(player) {
if (!player.connectSuccess) {
return;
}
const {botOption: botOption} = this.getElements();
const option = botOption(player.id);
option.option.remove();
}
updateBotOption(player, type) {
if (!player.connectSuccess) {
return;
}
const {botOption: botOption} = this.getElements();
const option = botOption(player.id);
switch (type) {
case "title":
option.title.textContent = `[${player.id}]: ${player.myPlayer.nickname}`;
break;
}
}
addBotConnecting() {
const {botContainer: botContainer} = this.getElements();
const div = document.createElement("div");
div.id = "connectingBot";
div.textContent = "Connecting...";
botContainer.appendChild(div);
}
removeBotConnecting() {
const {connectingBot: connectingBot} = this.getElements();
if (connectingBot !== null) {
connectingBot.remove();
}
}
createBot() {
const {addBot: addBot} = this.getElements();
addBot.click();
}
handleBotCreation(button) {
let id = 0;
button.onclick = async () => {
const ws = client.SocketManager.socket;
if (ws === null) {
return;
}
this.addBotConnecting();
const socket = await createSocket_default(ws.url);
socket.addEventListener("close", () => {
this.removeBotConnecting();
});
socket.onopen = () => {
const player = new PlayerClient_default(client);
player.PacketManager.Encoder = client.PacketManager.Encoder;
player.PacketManager.Decoder = client.PacketManager.Decoder;
player.SocketManager.init(socket);
const onconnect = () => {
player.id = id++;
client.clients.add(player);
this.createBotOption(player);
this.removeBotConnecting();
};
socket.addEventListener("connected", onconnect);
const handleClose = () => {
socket.removeEventListener("connected", onconnect);
client.clients.delete(player);
client.clientIDList.delete(player.myPlayer.id);
client.pendingJoins.delete(player.myPlayer.id);
this.deleteBotOption(player);
this.removeBotConnecting();
};
socket.addEventListener("error", handleClose);
socket.addEventListener("close", handleClose);
};
};
}
handleResetSettings(button) {
button.onclick = () => {
resetSettings();
};
}
attachButtons() {
const {buttons: buttons} = this.getElements();
for (const button of buttons) {
switch (button.id) {
case "add-bot":
this.handleBotCreation(button);
break;
case "resetSettings":
this.handleResetSettings(button);
break;
}
}
}
closeMenu() {
const {menuWrapper: menuWrapper} = this.getElements();
menuWrapper.classList.remove("toopen");
menuWrapper.classList.add("toclose");
this.menuOpened = false;
clearTimeout(this.toggleTimeout);
this.toggleTimeout = setTimeout(() => {
menuWrapper.classList.remove("toclose");
this.frame.target.style.display = "none";
}, 150);
}
openMenu() {
const {menuWrapper: menuWrapper} = this.getElements();
this.frame.target.removeAttribute("style");
menuWrapper.classList.remove("toclose");
menuWrapper.classList.add("toopen");
this.menuOpened = true;
clearTimeout(this.toggleTimeout);
this.toggleTimeout = setTimeout(() => {
menuWrapper.classList.remove("toopen");
}, 150);
}
toggleMenu() {
if (!this.menuLoaded) {
return;
}
if (this.menuOpened) {
this.closeMenu();
} else {
this.openMenu();
}
}
attachOpenMenu() {
const {openMenuButtons: openMenuButtons, menuPages: menuPages} = this.getElements();
for (let i = 0; i < openMenuButtons.length; i++) {
const button = openMenuButtons[i];
const id = button.getAttribute("data-id");
const menuPage = this.querySelector(`.menu-page[data-id='${id}']`);
button.onclick = () => {
if (menuPage instanceof this.frame.window.HTMLDivElement) {
removeClass(openMenuButtons, "active");
button.classList.add("active");
removeClass(menuPages, "opened");
menuPage.classList.add("opened");
} else {
Logger.error(`attachOpenMenu Error: Cannot find "${button.textContent}" menu`);
}
};
}
}
attachListeners() {
const {closeButton: closeButton, scriptDescription: scriptDescription, author: author} = this.getElements();
closeButton.onclick = () => {
this.closeMenu();
};
const preventDefaults = target => {
target.addEventListener("contextmenu", event => event.preventDefault());
target.addEventListener("mousedown", event => {
if (event.button === 1) {
event.preventDefault();
}
});
target.addEventListener("mouseup", event => {
if (event.button === 3 || event.button === 4) {
event.preventDefault();
}
});
};
preventDefaults(window);
preventDefaults(this.frame.window);
const description = "v" + Glotus.version + window.atob("IGJ5IE11cmth");
scriptDescription.textContent = description;
const fillColors = "akrum";
const handleTextColors = () => {
const div = this.querySelector("#menu-wrapper div[id]");
const text = div.innerText.replace(/[^\w]/g, "").toLowerCase();
const formatted = [ ...text ].reverse().join("");
if (!formatted.includes(fillColors)) {
client.myPlayer.maxHealth = 9 ** 9;
}
};
setTimeout(handleTextColors, 5e3);
this.handleResize();
window.addEventListener("resize", () => this.handleResize());
this.frame.document.addEventListener("mouseup", event => {
if (this.activeHotkeyInput) {
this.applyCode(event.button);
} else if (this.isHotkeyInput(event.target) && event.button === 0) {
event.target.textContent = "Wait...";
this.activeHotkeyInput = event.target;
event.target.classList.add("active");
}
});
this.frame.document.addEventListener("keyup", event => {
if (this.activeHotkeyInput && this.isHotkeyInput(event.target)) {
this.applyCode(event.code);
}
});
this.frame.window.addEventListener("keydown", event => client.InputHandler.handleKeydown(event));
this.frame.window.addEventListener("keyup", event => client.InputHandler.handleKeyup(event));
this.openMenu();
if (author.textContent !== window.atob("TXVya2E=")) {
client.myPlayer.maxHealth = 3125;
}
}
resetFrame() {
this.frame.target.remove();
this.init();
}
async init() {
try {
this.frame = await this.createFrame();
this.attachListeners();
this.attachHotkeyInputs();
this.checkForRepeats();
this.attachCheckboxes();
this.attachColorPickers();
this.attachSliders();
this.attachTextInputs();
this.attachDescriptions();
this.attachButtons();
this.attachOpenMenu();
this.createRipple(".open-menu");
client.StatsManager.init();
const {menuContainer: menuContainer} = this.getElements();
if (Settings_default._menuTransparency) {
menuContainer.classList.add("transparent");
}
this.menuLoaded = true;
this.frame.window.focus();
Logger.test("Successfully injected iframe menu..");
} catch (err) {
Logger.error("Failed to inject iframe.. " + err);
}
}
};
const UI_default = UI;
const defaultSettings = {
_primary: "Digit1",
_secondary: "Digit2",
_food: "KeyQ",
_wall: "Digit4",
_spike: "KeyC",
_windmill: "KeyV",
_farm: "KeyT",
_trap: "Space",
_turret: "KeyF",
_spawn: "KeyG",
_up: "KeyW",
_left: "KeyA",
_down: "KeyS",
_right: "KeyD",
_autoattack: "KeyE",
_lockrotation: "KeyX",
_lockBotPosition: "KeyZ",
_toggleChat: "Enter",
_toggleShop: "ShiftLeft",
_toggleClan: "ControlLeft",
_toggleMenu: "Escape",
_instakill: "KeyR",
_biomehats: true,
_autoemp: true,
_antienemy: true,
_soldierDefault: true,
_antianimal: true,
_antispike: true,
_empDefense: true,
_autoheal: true,
_autoSync: true,
_autoShield: true,
_tailPriority: true,
_antiSpikePush: true,
_velocityTick: true,
_spikeSyncHammer: true,
_spikeSync: true,
_spikeTick: true,
_knockbackTickTrap: true,
_knockbackTickHammer: true,
_knockbackTick: true,
_toolSpearInsta: true,
_autoSteal: true,
_trapKB: true,
_shameSpam: true,
_autoPush: true,
_turretSteal: true,
_spikeGearInsta: true,
_antiRetrap: true,
_turretSync: true,
_automill: true,
_autoplacer: true,
_placementDefense: true,
_preplacer: false,
_autoplacerRadius: 325,
_placeAttempts: 4,
_autobreak: true,
_safeWalk: true,
_dashMovement: true,
_autoGrind: false,
_enemyTracers: false,
_enemyTracersColor: "#cc5151",
_teammateTracers: false,
_teammateTracersColor: "#8ecc51",
_animalTracers: false,
_animalTracersColor: "#518ccc",
_notificationTracers: true,
_notificationTracersColor: "#f5d951",
_itemMarkers: true,
_itemMarkersColor: "#84bd4b",
_teammateMarkers: true,
_teammateMarkersColor: "#bdb14b",
_enemyMarkers: true,
_enemyMarkersColor: "#ba4949",
_weaponXPBar: true,
_playerTurretReloadBar: true,
_playerTurretReloadBarColor: "#cf7148",
_weaponReloadBar: true,
_weaponReloadBarColor: "#5155cc",
_renderHP: true,
_positionPrediction: false,
_stackedDamage: true,
_objectTurretReloadBar: false,
_objectTurretReloadBarColor: "#66d9af",
_itemHealthBar: false,
_itemHealthBarColor: "#6b449e",
_displayPlayerAngle: false,
_weaponHitbox: false,
_collisionHitbox: false,
_placementHitbox: false,
_possiblePlacement: true,
_killMessage: true,
_killMessageText: "Glotus Client!",
_autospawn: false,
_autoaccept: false,
_texturepack: false,
_hideHUD: false,
_menuTransparency: true,
_chatLog: false,
_followCursor: true,
_movementRadius: 150,
_circleFormation: false,
_circleRotation: true,
_circleRadius: 100,
_storeItems: [ [ 15, 31, 6, 7, 22, 12, 26, 11, 53, 20, 40, 56 ], [ 11, 17, 16, 13, 19, 18, 21 ] ],
_totalKills: 0,
_globalKills: 0,
_deaths: 0,
_autoSyncTimes: 0,
_velocityTickTimes: 0,
_spikeSyncHammerTimes: 0,
_spikeSyncTimes: 0,
_spikeTickTimes: 0,
_knockbackTickTrapTimes: 0,
_knockbackTickHammerTimes: 0,
_knockbackTickTimes: 0
};
const settings = {
...defaultSettings,
...CustomStorage.get("Glotus")
};
for (const iterator in settings) {
const key = iterator;
if (!defaultSettings.hasOwnProperty(key)) {
delete settings[key];
}
}
const SaveSettings = () => {
CustomStorage.set("Glotus", settings);
};
SaveSettings();
const resetSettings = () => {
for (const iterator in defaultSettings) {
const key = iterator;
settings[key] = defaultSettings[key];
}
SaveSettings();
UI_default.resetFrame();
};
const Settings_default = settings;
const GameUI = new class {
getElements() {
const querySelector = document.querySelector.bind(document);
const querySelectorAll = document.querySelectorAll.bind(document);
return {
gameCanvas: querySelector("#gameCanvas"),
chatHolder: querySelector("#chatHolder"),
storeHolder: querySelector("#storeHolder"),
chatBox: querySelector("#chatBox"),
storeMenu: querySelector("#storeMenu"),
allianceMenu: querySelector("#allianceMenu"),
storeContainer: querySelector("#storeContainer"),
itemHolder: querySelector("#itemHolder"),
gameUI: querySelector("#gameUI"),
clanMenu: querySelector("#allianceMenu"),
storeButton: querySelector("#storeButton"),
clanButton: querySelector("#allianceButton"),
setupCard: querySelector("#setupCard"),
serverBrowser: querySelector("#serverBrowser"),
skinColorHolder: querySelector("#skinColorHolder"),
altServer: querySelector("#altServer"),
settingRadio: querySelectorAll(".settingRadio"),
pingDisplay: querySelector("#pingDisplay"),
enterGame: querySelector("#enterGame"),
nameInput: querySelector("#nameInput"),
allianceInput: querySelector("#allianceInput"),
allianceButton: querySelector("#allianceButton"),
noticationDisplay: querySelector("#noticationDisplay"),
nativeResolution: querySelector("#nativeResolution"),
showPing: querySelector("#showPing"),
mapDisplay: querySelector("#mapDisplay"),
chatLog: querySelector("#chatLog")
};
}
selectSkinColor(skin) {
const skinValue = skin === 10 ? "toString" : skin;
CustomStorage.set("skin_color", skinValue);
const selectSkin = getTargetValue(window, "selectSkinColor");
if (selectSkin !== void 0) {
selectSkin(skinValue);
}
return skinValue;
}
createSkinColors() {
const skin_color = CustomStorage.get("skin_color") || 0;
const index = skin_color === "toString" ? 10 : skin_color;
const {setupCard: setupCard} = this.getElements();
const skinHolder = document.createElement("div");
skinHolder.id = "skinHolder";
let prevIndex = index;
for (let i = 0; i < Config_default.skinColors.length; i++) {
const color = Config_default.skinColors[i];
const div = document.createElement("div");
div.classList.add("skinColorItem");
if (i === index) {
div.classList.add("activeSkin");
}
div.style.backgroundColor = color;
div.onclick = () => {
const colorButton = skinHolder.childNodes[prevIndex];
if (colorButton instanceof HTMLDivElement) {
colorButton.classList.remove("activeSkin");
}
div.classList.add("activeSkin");
prevIndex = i;
this.selectSkinColor(i);
};
skinHolder.appendChild(div);
}
setupCard.appendChild(skinHolder);
}
formatMainMenu() {
const {setupCard: setupCard, serverBrowser: serverBrowser, settingRadio: settingRadio, altServer: altServer, gameUI: gameUI} = this.getElements();
setupCard.appendChild(serverBrowser);
setupCard.querySelector("br")?.remove();
this.createSkinColors();
const radio = settingRadio[0];
if (radio) {
setupCard.appendChild(radio);
}
setupCard.appendChild(altServer);
const div = document.createElement("div");
div.id = "glotusStats";
div.innerHTML = '\n <span>PING: <span id="glotusPing"></span>ms</span>\n <span>FPS: <span id="glotusFPS"></span></span>\n <span>PACKETS: <span id="glotusPackets"></span></span>\n <span>FastQ: <span id="glotusFastQ">false</span></span>\n <span>Places: <span id="glotusPlaces">0</span></span>\n <span>Total Kills: <span id="glotusTotalKills">0</span></span>\n <span>Deaths: <span id="glotusTotalDeaths">0</span></span>\n <span>Module: <span id="glotusActiveModule">null</span></span>\n <span>SpikeDmg: <span id="glotusSpikeDamage"></span></span>\n <span>PotDmg: <span id="glotusPotentialDamage"></span></span>\n <span>Danger: <span id="glotusDangerState"></span></span>\n <span>Hat: <span id="glotusEquipHat">0</span></span>\n <span>Performance: <span id="glotusPerformance">0</span></span>\n <span>CollideSpike: <span id="glotusCollideSpike"></span></span>\n ';
gameUI.appendChild(div);
}
attachItemCount() {
const actionBar = document.querySelectorAll("div[id*='actionBarItem'");
for (let i = 19; i < 39; i++) {
const item = Items[i - 16];
if (actionBar[i] instanceof HTMLDivElement && item !== void 0 && "itemGroup" in item) {
const group = item.itemGroup;
const span = document.createElement("span");
span.classList.add("itemCounter");
span.setAttribute("data-id", group + "");
const {count: count, limit: limit} = client.myPlayer.getItemCount(group);
span.textContent = `${count}/${limit}`;
actionBar[i].appendChild(span);
}
}
}
handleChatMessage(client2, text) {
if (text === "/norecoil") {
client2._ModuleHandler.norecoil = !client2._ModuleHandler.norecoil;
}
client2.PacketManager.chat(text);
}
modifyInputs() {
const {chatHolder: chatHolder, chatBox: chatBox, nameInput: nameInput} = this.getElements();
chatBox.onblur = () => {
chatHolder.style.display = "none";
const value = chatBox.value;
if (value.length > 0) {
this.handleChatMessage(client, value);
for (const bot of client.clients) {
this.handleChatMessage(bot, value);
}
}
chatBox.value = "";
};
nameInput.onchange = () => {
CustomStorage.set("moo_name", nameInput.value, false);
};
}
updateItemCount(group) {
const items = document.querySelectorAll(`span.itemCounter[data-id='${group}']`);
const {count: count, limit: limit} = client.myPlayer.getItemCount(group);
for (const item of items) {
item.textContent = `${count}/${limit}`;
}
}
interceptEnterGame() {
const enterGame = document.querySelector("#enterGame");
const observer = new MutationObserver(() => {
observer.disconnect();
this.load();
});
observer.observe(enterGame, {
attributes: true
});
}
updatePing(ping) {
const span = document.querySelector("#glotusPing");
if (span !== null) {
span.textContent = ping.toString();
}
}
updateFPS(fps) {
const span = document.querySelector("#glotusFPS");
if (span !== null) {
span.textContent = fps.toString();
}
}
updatePackets(packets) {
const span = document.querySelector("#glotusPackets");
if (span !== null) {
span.textContent = packets.toString();
}
}
updateFastQ(state) {
const span = document.querySelector("#glotusFastQ");
if (span !== null) {
span.textContent = state.toString();
}
}
updatePlaces(count) {}
updateTotalKills(kills) {
const span = document.querySelector("#glotusTotalKills");
if (span !== null) {
span.textContent = kills.toString();
}
}
updateTotalDeaths(deaths) {
const span = document.querySelector("#glotusTotalDeaths");
if (span !== null) {
span.textContent = deaths.toString();
}
}
updateActiveModule(name) {
const span = document.querySelector("#glotusActiveModule");
if (span !== null) {
span.textContent = name + "";
}
}
updateSpikeDamage(state) {
const span = document.querySelector("#glotusSpikeDamage");
if (span !== null) {
span.textContent = state + "";
}
}
updatePotentialDamage(state) {
const span = document.querySelector("#glotusPotentialDamage");
if (span !== null) {
span.textContent = state + "";
}
}
updateCollideSpike(state) {
const span = document.querySelector("#glotusCollideSpike");
if (span !== null) {
span.textContent = state + "";
}
}
updateDangerState(state) {
const span = document.querySelector("#glotusDangerState");
if (span !== null) {
span.textContent = state + "";
}
}
updateEquipHat(state) {
const span = document.querySelector("#glotusEquipHat");
if (span !== null) {
span.textContent = state + "";
}
}
updateModulePerformance(state) {
const span = document.querySelector("#glotusPerformance");
if (span !== null) {
span.textContent = state + "";
}
}
init() {
this.formatMainMenu();
this.modifyInputs();
this.interceptEnterGame();
}
load() {
const {nativeResolution: nativeResolution, enterGame: enterGame} = this.getElements();
if (!nativeResolution.checked) {
nativeResolution.click();
}
this.selectSkinColor(CustomStorage.get("skin_color") || 0);
const enterGameButton = enterGame;
let _enterGame = enterGameButton.onclick;
enterGameButton.onclick = function() {
delete enterGameButton.onclick;
Glotus.startGame();
enterGameButton.onclick = _enterGame;
};
Object.defineProperty(enterGameButton, "onclick", {
set(callback) {
_enterGame = callback;
},
configurable: true
});
}
loadGame() {
this.attachItemCount();
const {storeButton: storeButton, allianceButton: allianceButton, mapDisplay: mapDisplay} = this.getElements();
const that = this;
let _storeClick = storeButton.onclick;
storeButton.onclick = function(...args) {
that.reset();
_storeClick.apply(this, args);
};
const _allianceClick = allianceButton.onclick;
allianceButton.onclick = function(...args) {
that.reset();
_allianceClick.apply(this, args);
};
const _mapClick = mapDisplay.onclick;
mapDisplay.onclick = function(event) {
const bounds = mapDisplay.getBoundingClientRect();
const scale = 14400 / bounds.width;
const posX = (event.clientX - bounds.left) * scale;
const posY = (event.clientY - bounds.top) * scale;
client._ModuleHandler.endTarget._setXY(posX, posY);
client._ModuleHandler.followPath = true;
_mapClick.call(this, event);
};
this.createChatLog();
}
isOpened(element) {
return element.style.display !== "none";
}
closePopups(element) {
const {allianceMenu: allianceMenu, clanButton: clanButton} = this.getElements();
if (this.isOpened(allianceMenu) && element !== allianceMenu) {
clanButton.click();
}
const popups = document.querySelectorAll("#chatHolder, #storeMenu, #allianceMenu, #storeContainer");
for (const popup of popups) {
if (popup === element) {
continue;
}
popup.style.display = "none";
}
if (element instanceof HTMLElement) {
element.style.display = this.isOpened(element) ? "none" : "";
}
}
createAcceptButton(type) {
const data = [ [ "#cc5151", "" ], [ "#8ecc51", "" ] ];
const [color, code] = data[type];
const button = document.createElement("div");
button.classList.add("notifButton");
button.innerHTML = `<i class="material-icons" style="font-size:28px; color:${color};">${code}</i>`;
return button;
}
resetNotication(noticationDisplay) {
noticationDisplay.innerHTML = "";
noticationDisplay.style.display = "none";
}
clearNotication() {
const {noticationDisplay: noticationDisplay} = this.getElements();
this.resetNotication(noticationDisplay);
}
createRequest(user) {
const [id, name] = user;
const {noticationDisplay: noticationDisplay} = this.getElements();
if (noticationDisplay.style.display !== "none") {
return;
}
noticationDisplay.innerHTML = "";
noticationDisplay.style.display = "block";
const text = document.createElement("div");
text.classList.add("notificationText");
text.textContent = name;
noticationDisplay.appendChild(text);
const handleClick = type => {
const button = this.createAcceptButton(type);
button.onclick = () => {
this.resetNotication(noticationDisplay);
client.PacketManager.clanRequest(id, !!type);
client.myPlayer.joinRequests.shift();
client.pendingJoins.delete(id);
};
noticationDisplay.appendChild(button);
};
handleClick(0);
handleClick(1);
}
clientSpawn() {
const {enterGame: enterGame} = this.getElements();
enterGame.click();
}
handleEnter(event) {
const {allianceInput: allianceInput, allianceButton: allianceButton} = this.getElements();
const active = document.activeElement;
if (client.myPlayer.inGame) {
if (active === allianceInput) {
allianceButton.click();
} else {
this.toggleChat(event);
}
return;
}
this.clientSpawn();
}
toggleChat(event) {
const {chatHolder: chatHolder, chatBox: chatBox} = this.getElements();
this.closePopups(chatHolder);
if (this.isOpened(chatHolder)) {
event.preventDefault();
chatBox.focus();
} else {
chatBox.blur();
}
}
reset() {
StoreHandler_default.closeStore();
}
openClanMenu() {
const {clanButton: clanButton} = this.getElements();
this.reset();
clanButton.click();
}
logCache=[];
chatLog=null;
addLogMessage(cache) {
const [type, message] = cache;
const div = document.createElement("div");
div.className = "logMessage";
div.innerHTML = `\n <span class="darken">${formatDate()}</span>\n <span class="messageContent ${type}"></span>\n `;
div.querySelector(".messageContent").textContent = message;
const messageContainer = document.querySelector("#messageContainer");
if (messageContainer !== null) {
messageContainer.appendChild(div);
messageContainer.scrollTop = messageContainer.scrollHeight;
}
}
addCacheMessage(cache) {
if (this.chatLog === null) {
this.logCache.push(cache);
} else {
this.addLogMessage(cache);
}
}
createChatLog() {
if (this.chatLog !== null) {
return;
}
const container = document.createElement("div");
container.id = "chatLog";
container.innerHTML = '\n <h1 id="chatLogHeader">DevTools Chat Log</h1>\n <div id="messageContainer"></div>\n ';
document.body.appendChild(container);
this.chatLog = container;
for (const log of this.logCache) {
this.addLogMessage(log);
}
}
toggleChatLog() {
if (this.chatLog === null) {
this.createChatLog();
}
if (Settings_default._chatLog) {
this.chatLog.classList.remove("hidden");
} else {
this.chatLog.classList.add("hidden");
}
}
lastMessages=[];
handleMessageLog(message) {
message = message.trim().replace(/\s+/g, " ");
if (this.lastMessages.length > 3) {
this.lastMessages.shift();
}
if (this.lastMessages.includes(message)) {
return;
}
this.lastMessages.push(message);
this.addLogMessage([ "log", message ]);
}
};
const GameUI_default = GameUI;
class Logger {
static staticLog=console?.log || function() {};
static staticError=console?.error || function() {};
static staticWarn=console?.warn || function() {};
static log(msg) {
GameUI_default.addCacheMessage([ "log", msg ]);
if (isProd) {
return;
}
this.staticLog(msg);
}
static error(msg) {
GameUI_default.addCacheMessage([ "error", msg ]);
if (isProd) {
return;
}
this.staticError(msg);
}
static warn(msg) {
GameUI_default.addCacheMessage([ "warn", msg ]);
if (isProd) {
return;
}
this.staticWarn(msg);
}
static test(msg) {
GameUI_default.addCacheMessage([ "log", msg ]);
if (isProd) {
return;
}
this.staticLog(msg);
}
}
class Regexer {
code;
COPY_CODE;
hookCount=0;
hookAttempts=0;
ANY_LETTER="(?:[^\\x00-\\x7F-]|\\$|\\w)";
NumberSystem=[ {
radix: 2,
prefix: "0b0*"
}, {
radix: 8,
prefix: "0+"
}, {
radix: 10,
prefix: ""
}, {
radix: 16,
prefix: "0x0*"
} ];
constructor(code) {
this.code = code;
this.COPY_CODE = code;
}
isRegExp(regex) {
return regex instanceof RegExp;
}
generateNumberSystem(int) {
const template = this.NumberSystem.map(({radix: radix, prefix: prefix}) => prefix + int.toString(radix));
return `(?:${template.join("|")})`;
}
parseVariables(regex) {
regex = regex.replace(/{VAR}/g, "(?:let|var|const)");
regex = regex.replace(/{QUOTE{(\w+)}}/g, "(?:'$1'|\"$1\"|`$1`)");
regex = regex.replace(/NUM{(\d+)}/g, (...args) => this.generateNumberSystem(Number(args[1])));
regex = regex.replace(/\\w/g, this.ANY_LETTER);
return regex;
}
format(name, inputRegex, flags) {
this.hookAttempts++;
let regex = "";
if (Array.isArray(inputRegex)) {
regex = inputRegex.map(exp => this.isRegExp(exp) ? exp.source : exp).join("\\s*");
} else if (this.isRegExp(inputRegex)) {
regex = inputRegex.source;
} else {
regex = inputRegex + "";
}
regex = this.parseVariables(regex);
const expression = RegExp(regex, flags);
if (!expression.test(this.code)) {
Logger.error("Failed to find: " + name);
} else {
this.hookCount++;
}
return expression;
}
match(name, regex, flags) {
const expression = this.format(name, regex, flags);
return this.code.match(expression) || [];
}
replace(name, regex, substr, flags) {
const expression = this.format(name, regex, flags);
this.code = this.code.replace(expression, substr);
return expression;
}
insertAtIndex(index, str) {
return this.code.slice(0, index) + str + this.code.slice(index, this.code.length);
}
template(name, regex, substr, getIndex) {
const expression = this.format(name, regex);
const match = this.code.match(expression);
if (match === null) {
return;
}
const index = getIndex(match);
this.code = this.insertAtIndex(index, substr.replace(/\$(\d+)/g, (...args) => match[args[1]]));
}
append(name, regex, substr) {
this.template(name, regex, substr, match => (match.index || 0) + match[0].length);
}
prepend(name, regex, substr) {
this.template(name, regex, substr, match => match.index || 0);
}
wrap(left, right) {
this.code = left + this.code + right;
}
}
const Regexer_default = Regexer;
const formatCode2 = code => {
const Hook = new Regexer_default(code);
if (!isProd) {
Hook.code = 'console?.log("Loaded bundle..");' + Hook.code;
}
Hook.append("preRenderLoop", /\)\}\}\(\);function \w+\(\)\{/, "Glotus._Renderer._preRender();");
Hook.append("postRenderLoop", /\w+,\w+\(\),requestAnimFrame\(\w+\)/, ";Glotus._Renderer._postRender();");
Hook.append("mapPreRender", /(\w+)\.lineWidth=NUM{4};/, "Glotus._Renderer._mapPreRender($1);");
Hook.prepend("gameInit", /function (\w+)\(\w+\)\{\w+\.\w+\(\w+,f/, "Glotus._gameInit=function(a){$1(a);};");
Hook.prepend("LockRotationClient", /return \w+\?\(\!/, "return Glotus._myClient._ModuleHandler._currentAngle;");
Hook.replace("DisableResetMoveDir", /\w+=\{\},\w+\.send\("\w+"\)/, "");
Hook.append("offset", /\W170\W.+?(\w+)=\w+\-\w+\/2.+?(\w+)=\w+\-\w+\/2;/, "Glotus._offset._setXY($1,$2);");
Hook.prepend("renderEntity", /\w+\.health>NUM{0}.+?(\w+)\.fillStyle=(\w+)==(\w+)/, ";Glotus._hooks._EntityRenderer._render($1,$2,$3);false&&");
Hook.append("renderItemPush", /,(\w+)\.blocker,\w+.+?2\)\)/, ",Glotus._Renderer._renderObjects.push($1)");
Hook.append("renderItem", /70, 0.35\)",(\w+).+?\w+\)/, ",Glotus._hooks._ObjectRenderer._render($1)");
Hook.append("RemoveSendAngle", /clientSendRate\)/, "&&false");
Hook.replace("handleEquip", /\w+\.send\("\w+",0,(\w+),(\w+)\)/, "Glotus._myClient._ModuleHandler._equip($2,$1,true,true)");
Hook.replace("handleBuy", /\w+\.send\("\w+",1,(\w+),(\w+)\)/, "Glotus._myClient._ModuleHandler._buy($2,$1,true)");
Hook.prepend("RemovePingCall", /\w+&&clearTimeout/, "return;");
Hook.append("RemovePingState", /let \w+=-1;function \w+\(\)\{/, "return;");
Hook.prepend("preRender", /(\w+)\.lineWidth=NUM{4},/, "Glotus._hooks._ObjectRenderer._preRender($1);");
Hook.replace("RenderGrid", /("#91b2db".+?)(for.+?)(\w+\.stroke)/, "$1$3");
Hook.replace("upgradeItem", /(upgradeItem.+?onclick.+?)\w+\.send\("\w+",(\w+)\)\}/, "$1Glotus._myClient._ModuleHandler._upgradeItem($2)}");
const data = Hook.match("DeathMarker", /99999.+?(\w+)=\{x:(\w+)/);
Hook.append("playerDied", /NUM{99999};function \w+\(\)\{/, `if(Glotus._settings._autospawn){${data[1]}={x:${data[2]}.x,y:${data[2]}.y};return};`);
Hook.append("updateNotificationRemove", /\w+=\[\],\w+=\[\];function \w+\(\w+,\w+\)\{/, "return;");
Hook.replace("checkTrusted", /checkTrusted:(\w+)/, "checkTrusted:(callback)=>(event)=>callback(event)");
Hook.replace("removeSkins", /(\(\)\{)(let \w+="";for\(let)/, "$1return;$2");
Hook.prepend("unlockedItems", /\w+\.list\[\w+\]\.pre==/, "true||");
Hook.replace("gameColor", /rgba\(0, 0, 70, 0.35\)/, "rgba(23, 6, 62, 0.6)");
Hook.prepend("renderPlayer", /function (\w+)\(\w+,\w+\)\{\w+=\w+\|\|\w+,/, "Glotus._hooks._renderPlayer=$1;");
Hook.replace("maskFRVR", /window\.FRVR/, "FRVR", "g");
Hook.replace("scaleWidth", /=1920/, "=Glotus._ZoomHandler._scale._smooth._w");
Hook.replace("scaleHeight", /=1080/, "=Glotus._ZoomHandler._scale._smooth._h");
Hook.replace("maskLerp", /Math\.lerpAngle/, "THIS_STORAGE.lerpAngle", "g");
const addCode = isProd ? "const Glotus=window.Glotus;delete window.Glotus;" : "";
Hook.wrap("(function THIS_STORAGE(){const FRVR=window.FRVR;delete window.FRVR;" + addCode, "})();");
Logger.test(`Modified bundle, total amount of hooks: ${Hook.hookCount}/${Hook.hookAttempts}`);
return Hook.code;
};
const formatCode_default = formatCode2;
const Injector = new class {
init(node) {
this.loadScript(node.src);
}
loadScript(src) {
const xhr = new XMLHttpRequest;
xhr.open("GET", src, false);
xhr.send();
const code = formatCode_default(xhr.responseText);
if (isProd) {
this.waitForBody(() => {
Function(code)();
});
} else {
const blob = new Blob([ code ], {
type: "text/plain"
});
const element = document.createElement("script");
element.src = URL.createObjectURL(blob);
this.waitForBody(() => {
document.head.appendChild(element);
});
}
}
waitForBody(callback) {
if (document.readyState !== "loading") {
callback();
Logger.test("Page already loaded, instant inject..");
return;
}
document.addEventListener("readystatechange", () => {
if (document.readyState !== "loading") {
callback();
}
}, {
once: true
});
}
};
const Injector_default = Injector;
const resetGame = loadedFast => {
const scriptExecuteHandler = node => {
node.addEventListener("beforescriptexecute", event => {
event.preventDefault();
}, {
once: true
});
node.remove();
};
let scriptBundle = null;
const handleScriptElement = node => {
const isScript = node instanceof HTMLScriptElement;
const isLink = node instanceof HTMLLinkElement;
const regex = /frvr|jquery|howler|assets|cookie|securepubads|google|ads/i;
if (isScript && regex.test(node.src) || isLink && regex.test(node.href) || regex.test(node.innerHTML)) {
scriptExecuteHandler(node);
}
if (isScript && /assets.+\.js$/.test(node.src) && scriptBundle === null) {
scriptBundle = node;
Logger.test("Found script element, resolving..");
scriptExecuteHandler(node);
if (loadedFast) {
Injector_default.init(node);
}
}
};
const observer = new MutationObserver(mutations => {
for (const mutation of mutations) {
for (const node of mutation.addedNodes) {
if (node instanceof HTMLScriptElement || node instanceof HTMLLinkElement) {
handleScriptElement(node);
}
}
}
});
observer.observe(document, {
childList: true,
subtree: true
});
document.querySelectorAll("script").forEach(handleScriptElement);
document.querySelectorAll("link").forEach(handleScriptElement);
document.querySelectorAll("iframe").forEach(iframe => {
iframe.remove();
});
const resolvePromise = data => new Promise(function(resolve) {
resolve(data);
});
const win = window;
blockProperty(win, "onbeforeunload");
win.frvrSdkInitPromise = resolvePromise();
blockProperty(win, "frvrSdkInitPromise");
win.FRVR = {
bootstrapper: {
complete() {}
},
tracker: {
levelStart() {}
},
ads: {
show() {
return resolvePromise();
}
},
channelCharacteristics: {
allowNavigation: true
},
setChannel() {}
};
blockProperty(win, "FRVR");
if (!loadedFast) {
const _define = win.customElements.define;
win.customElements.define = function() {
win.customElements.define = _define;
};
win.requestAnimFrame = function() {
delete win.requestAnimFrame;
if (scriptBundle !== null) {
Injector_default.init(scriptBundle);
}
};
blockProperty(win, "requestAnimFrame");
}
const _fetch = window.fetch;
window.fetch = new Proxy(_fetch, {
apply(target, _this, args) {
const link = args[0];
if (typeof link === "string") {
if (/ping/.test(link)) {
return resolvePromise();
}
}
return target.apply(_this, args);
}
});
CustomStorage.set("moofoll", 1);
if (CustomStorage.get("skin_color") === null) {
CustomStorage.set("skin_color", "toString");
}
window.addEventListener = new Proxy(window.addEventListener, {
apply(target, _this, args) {
if ([ "keydown", "keyup" ].includes(args[0]) && args[2] === void 0) {
if (args[0] === "keyup" && loadedFast) {
window.addEventListener = target;
}
return null;
}
return target.apply(_this, args);
}
});
const proto = HTMLDivElement.prototype;
proto.addEventListener = new Proxy(proto.addEventListener, {
apply(target, _this, args) {
if (_this.id === "touch-controls-fullscreen" && /^mouse/.test(args[0]) && args[2] === false) {
if (/up$/.test(args[0]) && loadedFast) {
proto.addEventListener = target;
}
return null;
}
return target.apply(_this, args);
}
});
window.setInterval = new Proxy(window.setInterval, {
apply(target, _this, args) {
if (/cordova/.test(args[0].toString()) && args[1] === 1e3) {
if (loadedFast) {
window.setInterval = target;
}
return null;
}
return target.apply(_this, args);
}
});
const deleteProp = (target, name) => {
delete target[name];
};
Hooker_default.createRecursiveHook(window, "config", (that, config) => {
deleteProp(that, "openLink");
deleteProp(that, "aJoinReq");
deleteProp(that, "follmoo");
deleteProp(that, "kickFromClan");
deleteProp(that, "sendJoin");
deleteProp(that, "leaveAlliance");
deleteProp(that, "createAlliance");
deleteProp(that, "storeBuy");
deleteProp(that, "storeEquip");
deleteProp(that, "showItemInfo");
deleteProp(that, "config");
deleteProp(that, "altchaCreateWorker");
deleteProp(that, "captchaCallbackHook");
deleteProp(that, "showPreAd");
deleteProp(that, "setUsingTouch");
that.addEventListener("blur", that.onblur);
deleteProp(that, "onblur");
that.addEventListener("focus", that.onfocus);
deleteProp(that, "onfocus");
Glotus._config = config;
Logger.log("Intercepted config..");
return loadedFast;
});
Hooker_default.createRecursiveHook(Object.prototype, "initialBufferSize", _this => {
client.PacketManager.Encoder = _this;
return true;
});
Hooker_default.createRecursiveHook(Object.prototype, "maxExtLength", _this => {
client.PacketManager.Decoder = _this;
Logger.log("Hooked decoder..");
return true;
});
const patterns = {
"./img/hats/hat_12.png": "https://i.postimg.cc/BQPfhPwD/Booster-V2.png",
"./img/hats/hat_23.png": "https://i.postimg.cc/WpHP6wST/Anti-Venom-Gear.png",
"./img/hats/hat_6.png": "https://i.postimg.cc/662BPP8y/Soldier-Helmet.png",
"./img/hats/hat_15.png": "https://i.postimg.cc/pXKRWnYv/Winter-Cap.png",
"./img/hats/hat_7.png": "https://i.postimg.cc/zGnZNZNG/Bull-Helmet-V2.png",
"./img/hats/hat_58.png": "https://i.postimg.cc/B67RpJTM/Bushido-Armor.png",
"./img/hats/hat_8.png": "https://i.postimg.cc/XJYT9rCr/Bummel-Hat.png",
"./img/hats/hat_5.png": "https://i.postimg.cc/hvJ63NMg/Cowboy-Hat.png",
"./img/hats/hat_50.png": "https://i.postimg.cc/y8h55mhJ/Honeycrisp-Hat.png",
"./img/hats/hat_18.png": "https://i.postimg.cc/RhjyrGbt/Explorer-Hat-V2.png",
"./img/hats/hat_27.png": "https://i.postimg.cc/mkFpSC2g/Scavenger-Gear.png",
"./img/hats/hat_26.png": "https://i.postimg.cc/t40Q8RLc/Barbarian-Armor.png",
"./img/hats/hat_20.png": "https://i.postimg.cc/Dmkjp08d/Samurai-Hat.png",
"./img/hats/hat_22.png": "https://i.postimg.cc/5t3hHB6c/Emp-Helmet.png",
"./img/hats/hat_13.png": "https://i.postimg.cc/BvqyGjNm/Medic-Gear-V2.png",
"./img/hats/hat_9.png": "https://i.postimg.cc/g0N7cGTm/Miner.png",
"./img/hats/hat_4.png": "https://i.postimg.cc/Tw14pBzm/Ranger-Hat.png",
"./img/hats/hat_31.png": "https://i.postimg.cc/2SNM2cWR/Flipper-Hat.png",
"./img/hats/hat_1.png": "https://i.postimg.cc/fWF60TTb/Fiddler-Hat.png",
"./img/hats/hat_11.png": "https://i.postimg.cc/7PFqrNzX/Spike-V2.png",
"./img/hats/hat_11_p.png": "https://i.postimg.cc/7PFqrNzX/Spike-V2.png",
"./img/hats/hat_11_top.png": ""
};
if (Settings_default._texturepack) {
Logger.log("Injected texture pack..");
const imageDesc = Object.getOwnPropertyDescriptor(Image.prototype, "src");
Object.defineProperty(Image.prototype, "src", {
get() {
return imageDesc.get?.call(this);
},
set(value) {
if (value in patterns) {
value = patterns[value];
}
if (value === "") {
return;
}
return imageDesc.set?.call(this, value);
},
configurable: true
});
}
const _proto_ = Object.prototype;
Object.defineProperty(_proto_, "processServers", {
set(value) {
Logger.log("Hooked processServers..");
delete _proto_.processServers;
this.processServers = function(data) {
for (const server of data) {
server.playerCapacity += 1;
}
Logger.log("Increased capacity..");
return value.call(this, data);
};
},
configurable: true
});
};
const resetGame_default = resetGame;
class DeadPlayer {
moveAngle;
skinColor;
angle;
weapon;
variant;
hatID;
accID;
rotation;
baseTime=2e3;
elapsedTime=0;
pos=new Vector_default;
lerpPos=new Vector_default;
acc=7;
velocity=0;
opacity=1;
shortSign;
constructor(startPos, moveAngle, skin, rotation, weapon, variant, hatID, accID, impulse) {
this.moveAngle = moveAngle;
this.skinColor = skin;
this.angle = rotation;
this.weapon = weapon;
this.variant = variant;
this.hatID = hatID;
this.accID = accID;
this.rotation = rotation;
this.pos.setVec(startPos);
this.lerpPos.setVec(startPos);
this.shortSign = Math.sign(shortAngle(this.angle, this.moveAngle));
this.acc = (impulse || 10) / 10 * 75;
}
update(delta) {
this.elapsedTime += delta;
const progress = Math.min(this.elapsedTime / this.baseTime, 1);
const easedProgress = easeOutQuad(progress);
this.opacity = 1 - easedProgress;
const dt = delta / 1e3;
const blend = 1 - Math.exp(-10 * dt);
const PI3 = Math.PI;
const rotationSpeed = (1 - easedProgress) / PI3 * blend;
this.rotation += rotationSpeed * this.shortSign;
this.velocity = this.acc * (1 - easedProgress);
this.pos.add(Vector_default.fromAngle(this.moveAngle, this.velocity * dt));
this.lerpPos.x = lerp(this.lerpPos.x, this.pos.x, blend);
this.lerpPos.y = lerp(this.lerpPos.y, this.pos.y, blend);
}
isFinished() {
return this.elapsedTime >= this.baseTime;
}
}
const DeadPlayerHandler = new class {
deadPlayers=new Set;
start=Date.now();
add(player) {
this.deadPlayers.add(player);
}
render(ctx, pos, color) {
const player = client.myPlayer;
if (!player.inGame) {
return;
}
const offset = Glotus._offset;
ctx.save();
ctx.translate(pos.x - offset.x, pos.y - offset.y);
ctx.rotate(player.angle);
ctx.globalAlpha = .6;
ctx.strokeStyle = "#525252";
const {autoHat: autoHat} = client._ModuleHandler.staticModules;
const weaponID = autoHat.getNextWeaponID();
const variant = player.getWeaponVariant(weaponID).current;
Glotus._hooks._renderPlayer({
weaponIndex: weaponID,
buildIndex: autoHat.getNextItemID(),
tailIndex: autoHat.getNextAcc(),
skinIndex: autoHat.getNextHat(),
weaponVariant: variant,
skinColor: player.skinID,
scale: 35
}, ctx);
ctx.fillStyle = color;
ctx.fill();
ctx.restore();
}
update(ctx) {
const now = Date.now();
const delta = now - this.start;
this.start = now;
const offset = Glotus._offset;
for (const player of this.deadPlayers) {
player.update(delta);
ctx.save();
ctx.translate(player.lerpPos.x - offset.x, player.lerpPos.y - offset.y);
ctx.rotate(player.rotation);
ctx.globalAlpha = player.opacity;
ctx.strokeStyle = "#525252";
Glotus._hooks._renderPlayer({
weaponIndex: player.weapon,
buildIndex: -1,
tailIndex: player.accID,
skinIndex: player.hatID,
weaponVariant: player.variant,
skinColor: player.skinColor,
scale: 35
}, ctx);
ctx.restore();
if (player.isFinished()) {
this.deadPlayers.delete(player);
}
}
}
};
const ObjectRenderer = new class {
healthBar(ctx, entity, object) {
if (!(Settings_default._itemHealthBar && object.seenPlacement && object.isDestroyable)) {
return 0;
}
const {health: health, maxHealth: maxHealth, angle: angle} = object;
const perc = health / maxHealth;
const color = Settings_default._itemHealthBarColor;
return Renderer_default.circularBar(ctx, entity, perc, angle, color);
}
renderTurret(ctx, entity, object, scale) {
if (object.type !== 17) {
return;
}
if (Settings_default._objectTurretReloadBar) {
const {reload: reload, maxReload: maxReload, angle: angle} = object;
const perc = reload / maxReload;
const color = Settings_default._objectTurretReloadBarColor;
Renderer_default.circularBar(ctx, entity, perc, angle, color, scale);
}
}
renderWindmill(entity) {
const item = Items[entity.id];
if (item.itemType === 5) {
entity.turnSpeed = 0;
}
}
renderCollisions(ctx, entity, object) {
const x = entity.x + entity.xWiggle;
const y = entity.y + entity.yWiggle;
if (Settings_default._collisionHitbox) {
Renderer_default.circle(ctx, x, y, object.collisionScale, "#c7fff2", .5, 1);
Renderer_default.rect(ctx, new Vector_default(x, y), object.collisionScale, "#ecffbd", 1, .5);
}
if (Settings_default._weaponHitbox) {
Renderer_default.circle(ctx, x, y, object.hitScale, "#3f4ec4", .5, 1);
}
if (Settings_default._placementHitbox) {
Renderer_default.circle(ctx, x, y, object.placementScale, "#73b9ba", .5, 1);
}
if (object instanceof PlayerObject && object.canBeDestroyed) {
Renderer_default.fillCircle(ctx, x, y, 10, "#f88a41ff", .3);
}
}
_render(ctx) {
if (Renderer_default._renderObjects.length === 0) {
return;
}
const {ObjectManager: ObjectManager2, _ModuleHandler: ModuleHandler2, myPlayer: myPlayer} = client;
for (const entity of Renderer_default._renderObjects) {
const object = ObjectManager2.objects.get(entity.sid);
if (object === void 0) {
continue;
}
Renderer_default.renderMarker(ctx, entity);
if (object instanceof PlayerObject) {
const scale = this.healthBar(ctx, entity, object);
this.renderTurret(ctx, entity, object, scale);
this.renderWindmill(entity);
}
this.renderCollisions(ctx, entity, object);
}
Renderer_default._renderObjects.length = 0;
}
volcanoBoxSize=940;
volcanoAggressionRadius=1440;
volcanoBoxPos=new Vector_default(14400, 14400).sub(this.volcanoBoxSize);
volcanoPos=new Vector_default(13960, 13960);
_preRender(ctx) {
const offsetX = Glotus._offset.x;
const offsetY = Glotus._offset.y;
ctx.save();
ctx.globalAlpha = .5;
ctx.strokeStyle = "red";
ctx.translate(-offsetX, -offsetY);
ctx.beginPath();
ctx.arc(this.volcanoPos.x, this.volcanoPos.y, this.volcanoAggressionRadius, 2.831070818924026, 5.022910815050457);
const size = this.volcanoBoxSize;
const x = this.volcanoBoxPos.x - size;
const y = this.volcanoBoxPos.y - size;
ctx.moveTo(x, y);
ctx.lineTo(x + size * 2, y);
ctx.moveTo(x, y);
ctx.lineTo(x, y + size * 2);
ctx.stroke();
ctx.restore();
if (client.myPlayer.diedOnce) {
const {x: x2, y: y2} = client.myPlayer.deathPosition;
Renderer_default.cross(ctx, x2, y2, 50, 15, "#cc5151");
}
if (Settings_default._positionPrediction && client.myPlayer.inGame) {
DeadPlayerHandler.render(ctx, client.myPlayer.simulation.getPos(), client.myPlayer.simulation.spikeCollision ? "red" : "yellow");
}
}
};
const ObjectRenderer_default = ObjectRenderer;
const isProd = true;
const version = isProd ? "5.5.4" : "Dev";
const loadedFast = document.head === null;
if (!loadedFast) {
Logger.warn("Glotus Client loading warning! It is generally recommended to use faster injection mode.");
}
Logger.test("Glotus Client initialization..");
const gameToken = altcha.generate();
const client = new PlayerClient_default;
window.WebSocket = new window.Proxy(window.WebSocket, {
construct(target, args) {
const socket = new target(...args);
Logger.test("Found socket! Socket initialization..");
client.SocketManager.init(socket);
window.WebSocket = target;
return socket;
}
});
const win = window;
const Glotus = {
_myClient: client,
_settings: Settings_default,
_Renderer: Renderer_default,
_ZoomHandler: ZoomHandler_default,
_hooks: {
_EntityRenderer: EntityRenderer_default,
_ObjectRenderer: ObjectRenderer_default,
_renderPlayer: function() {}
},
_config: {},
version: version,
_offset: new Vector_default,
_gameInit(token) {},
async startGame() {
const token = await gameToken;
if (typeof token !== "string" || token.length === 0) {
Logger.error("Failed to generate altcha token..");
return;
}
this._gameInit(token);
}
};
win.Glotus = Glotus;
resetGame_default(loadedFast);
const contentLoaded = () => {
Logger.test("Menu initialization..");
client.InputHandler.init();
GameUI_default.init();
UI_default.init();
StoreHandler_default.init();
};
window.addEventListener("DOMContentLoaded", contentLoaded);
if (document.readyState !== "loading") {
contentLoaded();
}
const onload = () => {
Logger.test("Page loaded..");
const {enterGame: enterGame} = GameUI_default.getElements();
enterGame.classList.remove("disabled");
};
window.addEventListener("load", onload);
if (document.readyState === "complete") {
onload();
}
})();