Bonk Cheat Client

A cheat client for bonk.io, includes a GrappleBot and HeavyBot that is almost perfect

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey, Greasemonkey alebo Violentmonkey.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie, ako napríklad Tampermonkey.

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey, % alebo Violentmonkey.

Na nainštalovanie skriptu si budete musieť nainštalovať rozšírenie, ako napríklad Tampermonkey alebo Userscripts.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie, ako napríklad Tampermonkey.

Na inštaláciu tohto skriptu je potrebné nainštalovať rozšírenie správcu používateľských skriptov.

(Už mám správcu používateľských skriptov, nechajte ma ho nainštalovať!)

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Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie, ako napríklad Stylus.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

Na inštaláciu tohto štýlu je potrebné nainštalovať rozšírenie správcu používateľských štýlov.

(Už mám správcu používateľských štýlov, nechajte ma ho nainštalovať!)

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// ==UserScript==
// @name         Bonk Cheat Client
// @version      6.1.0
// @description  A cheat client for bonk.io, includes a GrappleBot and HeavyBot that is almost perfect
// @author       Steairy
// @match        https://bonk.io/gameframe-release.html
// @run-at       document-end
// @grant        none
// @license      MIT
// @namespace https://greasyfork.org/users/1612566
// ==/UserScript==
window.heavyBotEnabled = false;
window.grappleBotEnabled = false;
window.autoGrappleHotkey = "KeyG";
window.isAutoGrapplePressed = false;
window.isHeavyPressed = false;

window.addEventListener("keydown", (e) => {
    if(e.code === window.autoGrappleHotkey){
        window.isAutoGrapplePressed = true;
    }
    if(e.code == "KeyX"){
        window.isHeavyPressed = true;
    }
}, true);

window.addEventListener("keyup", (e) => {
    if(e.code === window.autoGrappleHotkey) {
        window.isAutoGrapplePressed = false;
    }
    if(e.code == "KeyX"){
        window.isHeavyPressed = false;
    }
}, true);

(function(){
    // Makes the HUD
    function initHUD() {
        let windowHTML = document.createElement("div");
        let sectionDiv = bonkHUD.generateSection();

        sectionDiv.style.padding = "12px";
        sectionDiv.style.display = "flex";
        sectionDiv.style.flexDirection = "column";
        sectionDiv.style.gap = "10px";

        function createRow(labelText, appendElement) {
            let row = document.createElement("div");
            row.style.display = "flex";
            row.style.alignItems = "center";
            row.style.justifyContent = "space-between";
            row.style.width = "100%";

            let label = document.createElement("label");
            label.classList.add("bonkhud-text-color", "bonkhud-settings-label");
            label.style.fontSize = "13px";
            label.textContent = labelText;

            row.appendChild(label);
            row.appendChild(appendElement);
            return row;
        }

        let heavyCheckbox = document.createElement("input");
        heavyCheckbox.type = "checkbox";
        heavyCheckbox.checked = window.heavyBotEnabled;
        heavyCheckbox.style.cursor = "pointer";
        heavyCheckbox.onchange = (e) => {
            window.heavyBotEnabled = e.target.checked;
        };

        let grappleCheckbox = document.createElement("input");
        grappleCheckbox.type = "checkbox";
        grappleCheckbox.checked = window.grappleBotEnabled;
        grappleCheckbox.style.cursor = "pointer";
        grappleCheckbox.onchange = (e) => {
            window.grappleBotEnabled = e.target.checked;
        };

        let bindBtn = document.createElement("button");
        bindBtn.textContent = window.autoGrappleHotkey.replace("Key", "").toUpperCase();

        bindBtn.style.backgroundColor = "#2e2e2e";
        bindBtn.style.color = "#ffffff";
        bindBtn.style.border = "1px solid #4a4a4a";
        bindBtn.style.borderRadius = "4px";
        bindBtn.style.padding = "3px 10px";
        bindBtn.style.minWidth = "75px";
        bindBtn.style.textAlign = "center";
        bindBtn.style.cursor = "pointer";
        bindBtn.style.fontSize = "11px";
        bindBtn.style.fontWeight = "bold";
        bindBtn.style.transition = "background-color 0.15s, border-color 0.15s";

        bindBtn.onmouseenter = () => { bindBtn.style.backgroundColor = "#3d3d3d"; bindBtn.style.borderColor = "#666"; };
        bindBtn.onmouseleave = () => { bindBtn.style.backgroundColor = "#2e2e2e"; bindBtn.style.borderColor = "#4a4a4a"; };

        let isBinding = false;
        bindBtn.onclick = () => {
            if (isBinding) return;
            isBinding = true;
            bindBtn.textContent = "...";
            bindBtn.style.backgroundColor = "#522";
            bindBtn.style.borderColor = "#844";

            const listenForCall = (e) => {
                e.preventDefault();
                e.stopPropagation();

                window.autoGrappleHotkey = e.code;

                bindBtn.textContent = e.code.replace("Key", "").toUpperCase();
                bindBtn.style.backgroundColor = "#2e2e2e";
                bindBtn.style.borderColor = "#4a4a4a";

                window.removeEventListener("keydown", listenForCall, true);
                isBinding = false;
            };

            window.addEventListener("keydown", listenForCall, true);
        };

        sectionDiv.appendChild(createRow("Enable HeavyBot", heavyCheckbox));
        sectionDiv.appendChild(createRow("Enable GrappleBot", grappleCheckbox));
        sectionDiv.appendChild(createRow("AutoGrapple Hotkey", bindBtn));
        windowHTML.appendChild(sectionDiv);

        const botHUDConfig = {
            windowName: "Bot Control",
            windowId: "bot_control_window",
            windowContent: windowHTML,
        };

        const modIndex = bonkHUD.createMod(botHUDConfig.windowName, botHUDConfig);

        let botWindow = bonkHUD.getElementByIndex(modIndex);
        if (botWindow) {
            botWindow.style.padding = "0";
            botWindow.style.width = "100%";
            botWindow.style.height = "100%";
        }

        bonkHUD.loadUISetting(modIndex);
    }

    function getGameState(data){
        const gameState = data.gameState;
        const activePlayers = [];
        const playerIDs = bonkAPI.getPlayersInLobbyID();
        const discsContainer = gameState.discs || gameState.p || null;
        const myID = bonkAPI.getMyID();

        if (!discsContainer) return;

        playerIDs.forEach((id) => {
            const lobbyInfo = bonkAPI.getPlayerByID(id);
            const disc = discsContainer[id];

            if(!lobbyInfo || !disc) return;

            const x = disc.x ?? 0;
            const y = disc.y ?? 0;
            const xv = disc.xv ?? (disc.lv && disc.lv[0] !== undefined ? disc.lv[0] : 0);
            const yv = disc.yv ?? (disc.lv && disc.lv[1] !== undefined ? disc.lv[1] : 0);
            const isHeavy = disc.a1 === true;
            const cooldown = disc.a1a ?? 0;
            const angle = disc.a ?? 0;

            activePlayers.push({
                id: id,
                isMe: (id === myID),
                userName: lobbyInfo.userName,
                team: lobbyInfo.team,
                level: lobbyInfo.level,
                physics: {
                    x: x,
                    y: y,
                    xv: xv,
                    yv: yv,
                    angle: angle,
                    heavy: isHeavy,
                    cooldown: cooldown
                }
            });
        });

        return activePlayers;
    }

    const BonkController = {
        _triggerKeyEvent: function(type, keyCode, key, code) {
            const event = new KeyboardEvent(type, {
                bubbles: true, cancelable: true,
                keyCode: keyCode, key: key, code: code, which: keyCode
            });
            document.dispatchEvent(event);
        },
        heavy: (press) => BonkController._triggerKeyEvent(press ? 'keydown' : 'keyup', 32, ' ', 'Space'),
        grapple: (press) => BonkController._triggerKeyEvent(press ? 'keydown' : 'keyup', 90, 'z', 'KeyZ'),
    };

    const triggerRadius = 2.0;
    const TPS = 30;

    var motionHistory = new Map();

    function botLoop(state){
        if(!state || state.length === 0){
            return;
        }

        const me = state.find(p => p.isMe);
        var willCollide = false;

        if(!me) return;

        if(!motionHistory.has(me.id)) motionHistory.set(me.id, { xv: me.physics.xv, yv: me.physics.yv });
        const myHistory = motionHistory.get(me.id);

        const myDvx = me.physics.xv - myHistory.xv;
        const myDvy = me.physics.yv - myHistory.yv;

        for(var i = 0; i < state.length; i++){
            const player = state[i];
            if(player === me) continue;

            if(!motionHistory.has(player.id)) motionHistory.set(player.id, {xv: player.physics.xv, yv: player.physics.yv});
            const enemyHistory = motionHistory.get(player.id);

            const enemyDvx = player.physics.xv - enemyHistory.xv;
            const enemyDvy = player.physics.yv - enemyHistory.yv;

            const currentDist = Math.hypot(me.physics.x - player.physics.x, me.physics.y - player.physics.y);

            if(currentDist <= triggerRadius){
                willCollide = true;
            }
            else{
                // Assuming constant velocity
                const myNextX1 = me.physics.x + (me.physics.xv / TPS);
                const myNextY1 = me.physics.y + (me.physics.yv / TPS);
                const enemyNextX1 = player.physics.x + (player.physics.xv / TPS);
                const enemyNextY1 = player.physics.y + (player.physics.yv / TPS);
                const distInertial = Math.hypot(myNextX1 - enemyNextX1, myNextY1 - enemyNextY1);

                // Assuming constant acceleration
                const myNextX2 = me.physics.x + ((me.physics.xv + myDvx) / TPS);
                const myNextY2 = me.physics.y + ((me.physics.yv + myDvy) / TPS);
                const enemyNextX2 = player.physics.x + ((player.physics.xv + enemyDvx) / TPS);
                const enemyNextY2 = player.physics.y + ((player.physics.yv + enemyDvy) / TPS);
                const distAccelerated = Math.hypot(myNextX2 - enemyNextX2, myNextY2 - enemyNextY2);

                if(distInertial <= triggerRadius || distAccelerated <= triggerRadius){
                    willCollide = true;
                }
            }
            motionHistory.set(player.id, {xv: player.physics.xv, yv: player.physics.yv});
        }
        motionHistory.set(me.id, {xv: me.physics.xv, yv: me.physics.yv});

        if(window.heavyBotEnabled && !window.isHeavyPressed) BonkController.heavy(willCollide);
        if(window.grappleBotEnabled) BonkController.grapple(!willCollide && window.isAutoGrapplePressed);
    }

    // Main loop
    initHUD();
    bonkAPI.addEventListener("stepEvent", function(data){
        if(!data || !data.gameState) return;

        const state = getGameState(data);
        botLoop(state);
    })
})();