Visual Ability Buttons

Creates visual ability buttons for ShuffleIt Dominion

您需要先安裝使用者腳本管理器擴展,如 TampermonkeyGreasemonkeyViolentmonkey 之後才能安裝該腳本。

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

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==UserScript==
// @name         Visual Ability Buttons
// @namespace    http://tampermonkey.net/
// @version      1.02
// @description  Creates visual ability buttons for ShuffleIt Dominion
// @author       ceviri
// @match        https://dominion.games/
// @require      http://code.jquery.com/jquery-3.3.1.min.js
// @grant        GM_addStyle
// ==/UserScript==

// Redundant!
/*
GM_addStyle(`
    .call-button, .call-button-done {
        position:relative;
        margin-bottom:6px;
        display: flex;
        align-items: center;
        z-index: 5000;
        border: 3px solid white;
    }
    .call-button {
        flex-direction: row-reverse;
        background-size: cover;
        background-position: center;
    }
    .call-button-done {
        background-color: black;
        justify-content: center;
        opacity: 0.8;
    }
    .call-button:hover, .call-button-done:hover {
        border-color: green;
    }
    .call-text {
        position: absolute;
        color: white;
        font-family: TrajanPro-Bold;
        font-size: 1.5vh;
        margin: 0 auto;
        background-color: rgba(0, 0, 0, 0.6);
        overflow:hidden;
        padding: 2px;
        z-index: 5001;

       -webkit-user-select: none;
       -moz-user-select: none;
       -ms-user-select: none;
        user-select: none;
    }
    .call-button .call-text {
        display: none;
    }
    .call-button:hover .call-text {
        display: initial;
    }
    .call-button-done .call-text {
        font-size: 3vh;
    }
    .mini-info {
        margin: 2px;
        background-size: cover;
        background-position: center center;
        border: 2px solid orange;
    }
`);

dominion_VAB = {
    state: {scale: 1, cards: []},
    renderSingle: function(entry) {
        var scale = dominion_VAB.state.scale;
        var height = MINI_CARD_HEIGHT * scale / 3;
        var width = MINI_CARD_WIDTH * scale * 1.3;
        var art = publicCardFactory.getNewAnonymousCard(entry.card).miniView.artURL;

        var inner = `<div class="call-text" style="left: 0px;"> ${LANGUAGE.getCardName[entry.card].singular} </div>`

        // Counter
        if (entry.count > 1) {
            inner +=
`
<div class="new-card-counter-container" style="transform:scale(${scale}); top:0px; left:0px; pointer-events: none;">
    <div class="new-card-counter-text-container" style="top:50%;">
        <div class="new-card-counter-text ng-binding" style="left:-50%;">${entry.count}
        </div>
    </div>
</div>`;
        }

        // Context hints
        var miniString = function (c) {
            return `<div class="mini-info"
      style="width: ${width / 5}px; height: ${height * 0.8}px;
             background-image: url(${publicCardFactory.getNewAnonymousCard(c.cardName).miniView.artURL});"> </div>`
                .repeat(c.frequency);
        };
        inner += entry.extras.map(miniString).join('');

        return `<div class="call-button" style="width: ${width}px; height: ${height}px; background-image: url(${art});"
    onclick="publicAbilityClicked({'which':1}, ${entry.index});"> ${inner}
</div>`;
    },

    renderList: function(entries) {
        let inner = entries.map(e => dominion_VAB.renderSingle(e)).join("");

        if (entries.length > 0 && activeGame.openQuestions[0].declineButtonId > 0) {
            $('.done-buttons-area .done-button').css("display", "none");
            var scale = dominion_VAB.state.scale;
            var height = MINI_CARD_HEIGHT * scale / 3;
            var width = MINI_CARD_WIDTH * scale * 1.3;
            inner +=
`<div class="call-button-done" style="width: ${width}px; height: ${height}px;"
onclick="angular.element(document.body).injector().get('answerCollector').sendDecline(7);"> <div class="call-text"> Done </div>
</div>`;
        }

        return `<div class="ability-container" style="overflow: hidden;">${inner}</div>`;
    },

    angular_debug_check: function () {
        if (typeof angular.element(document.body).scope() == 'undefined') {
            angular.reloadWithDebugInfo();
            return false;
        } else {
            return true;
        }
    },

    parse_single_ability: function(ability, context) {
        let card = activeGame.getCardNameById(ability.association);

        let args = [];
        if (ability.logEntryArguments.length > 0) {
            switch (ability.logEntryArguments[0].type) {
                case 0:
                    args.push(...ability.logEntryArguments[0].argument);
                break;

                case 11:
                    args.push({'cardName': ability.logEntryArguments[0].argument,
                             ' frequency': 1});
                break;
            }
        }

        if (card.name == 'Royal Carriage') {
            return -1;
        }

        switch (ability.name.name) {
            case "WATCHTOWER_TRASH_REACTION":
                args.push({'cardName': CardNames.THE_FLAMES_GIFT, 'frequency': 1});
            break;

            case "WATCHTOWER_TOPDECK_REACTION":
                args.push({'cardName': CardNames.THE_MOONS_GIFT, 'frequency': 1});
            break;

            case "CHANGELING_MAY_EXCHANGE":
                return {'card': CardNames.CHANGELING,
                        'extras': ability.logEntryArguments[0].argument};
            break;

            case "DUCHESS_MAY_GAIN":
                return {'card': CardNames.DUCHESS, 'extras': []};
            break;
        }

        return {'card': card, 'extras': args};
    },

    get_RC_info: function(qn) {
        var context = qn.story.context;
        var rcs = {'count': 0, 'indices': [], 'abilities': [], 'root': -1};

        let abilityIndex = 0;
        for (ability of qn.content.elements) {
            let card = activeGame.getCardNameById(ability.association);
            if (card.name == 'Royal Carriage') {
                if (context != -1) {
                    if (!(rcs.indices.includes(ability.association))) {
                        rcs.indices.push(ability.association);
                    }
                    if (rcs.root == -1) {
                        rcs.root = context.argument.description.association;
                    }
                    rcs.abilities.push(abilityIndex);
                    rcs.count++;
                }
            }
            abilityIndex++;
        }
        return rcs;
    },

    parse_RC_entries: function(rcs) {
        let rootName = activeGame.getCardNameById(rcs.root);
        let rcNum = rcs.indices.length;
        let targetCount = ~~(rcs.count / rcNum);

        // Check for "simplistic" scenario
        let inPlays = activeGame.getActivePlayArea().cards;
        let rootIndex = inPlays.indexOf(rcs.root);

        let simplistic = true;

        // Check whether the "chain", starting from the root, is
        // saunavanto, cultist, or vassals preceding one of those.
        if (targetCount == 1) {
            // Very easy case - single card
            return [{'card': CardNames.ROYAL_CARRIAGE,
                     'count': rcNum,
                     'index': rcs.abilities[0],
                     'extras': [{'cardName': rootName, 'frequency': 1}]}];
        } else {
            let start = rootIndex;
            let startName = activeGame.getCardNameById(inPlays[start]).name;
            var vassalCount = 0;
            while (start < inPlays.length &&
                   ["Vassal", "Royal Carriage"].includes(startName)) {
                start++;
                if (startName == "Vassal")
                    vassalCount++;
                startName = activeGame.getCardNameById(inPlays[start]).name;
            }

            for (let i = start;
                 i < inPlays.length - 1 && simplistic;
                 i++) {
                let successor = activeGame.getCardNameById(inPlays[i + 1]).name;
                switch (activeGame.getCardNameById(inPlays[i]).name) {
                    case 'Cultist':
                        if (successor != 'Cultist')
                            simplistic = false;
                    break;
                    case 'Avanto':
                        if (successor != 'Sauna')
                            simplistic = false;
                    break;
                    case 'Sauna':
                        if (successor != 'Avanto')
                            simplistic = false;
                    break;
                    default:
                        simplistic = false;
                    break;
                }
            }
        }

        if (simplistic) {
            var cardOrder = inPlays.map(c => activeGame.getCardNameById(c))
                                .reverse().slice(0, targetCount);

            // Vassal exception
            for (let i = 0; i < vassalCount; i++) {
                cardOrder.pop();
                cardOrder.splice(0, 0, CardNames.VASSAL);
            }
        } else {
            // Panic! It's either Golem or Herald, but we don't know.
            let activeCards = activeGame.model.gameState.cards.map(c=>c.cardName.name);
            if (!activeCards.includes("Herald")) {
                var realRoot = CardNames.GOLEM;
            } else if (!activeCards.includes("Golem")) {
                var realRoot = CardNames.HERALD;
            } else {
                // I give up.
                var realRoot = CardNames.HERALD;
            }
            var cardOrder = [rootName];
            if (rootIndex >= 2 && activeGame.getCardNameById(inPlays[rootIndex - 2]) != realRoot) {
                let prec = activeGame.getCardNameById(inPlays[rootIndex - 1]);
                if ((rootName.name == "Avanto" && prec.name == "Sauna") || 
                    (rootName.name == "Sauna" && prec.name == "Avanto")){
                        cardOrder.push(prec);
                }
            }

            // Filler - this is super unpredictable, so effectively ignore them
            while (cardOrder.length < targetCount - 1) {
                cardOrder.push(rcs.rootName);
            }
            cardOrder = cardOrder.slice(0, targetCount - 1);

            cardOrder.push(realRoot);
        }

        let entries = [{'card': CardNames.ROYAL_CARRIAGE,
                        'count': rcNum,
                        'index': rcs.abilities[0],
                        'extras': [{'cardName': rootName, 'frequency': 1}]}];

        let contained = [rootName];
        for (let i = 0; i < cardOrder.length; i++) {
            if (!contained.includes(cardOrder[i])) {
                entries.push({'card': CardNames.ROYAL_CARRIAGE,
                              'count': rcNum,
                              'index': rcs.abilities[rcNum * i],
                              'extras': [{'cardName': cardOrder[i], 'frequency': 1}]});
                contained.push(cardOrder[i]);
            }
        }

        return entries;
    },

    parse_abilities: function (questions) {
        var nonStacks = new Set(["Archive", "Blessed Village", "Crypt", "Ghost",
                                 "Watchtower", "Prince", "Summon"]);
        var rcs = {'count': 0, 'indices': [], 'abilities': [], 'root': -1};
        var entries = [];
        var reprs = new Object();

        for (qn of questions.filter(x => x.type == 7)) {
            currentCards = qn.content.elements.map(x => activeGame.getCardNameById(x.association).name);

            let abilityIndex = 0;
            for (ability of qn.content.elements) {
                var parsed = dominion_VAB.parse_single_ability(ability, qn.story.context);

                if (parsed != -1) {
                    if (parsed.card in reprs) {
                        reprs[parsed.card].count++;
                    } else if (nonStacks.has(parsed.card.name)){
                        entries.push({'card': parsed.card, 'extras': parsed.extras,
                                      'count': 1, 'index': abilityIndex});
                    } else {
                        reprs[parsed.card] = {'card': parsed.card, 'count': 1,
                                              'index': abilityIndex, 'extras': parsed.extras};
                        entries.push(reprs[parsed.card]);
                    }
                }

                abilityIndex++;
            }

            rcs = dominion_VAB.get_RC_info(qn);
        }

        // RC stuff
        if (rcs.count > 0) {
            entries.push(...dominion_VAB.parse_RC_entries(rcs));
        }
        return entries;
    },

    get_state: function() {
        var currentCards = [];
        for (qn of activeGame.openQuestions) {
            if (qn.type == 7) {
                let getName = (x => activeGame.getCardNameById(x.association).name);
                currentCards = qn.content.elements.map(getName);
            }
        }

        return {'scale': publicPositionProperties.getPileProperties().scale,
                'cards': currentCards};
    },

    check_state: function(current, rendered) {
        if (current.scale != rendered.scale) {
            return false;
        } else if (current.cards.length != rendered.cards.length) {
            return false;
        } else {
            for (let i = 0; i < current.length; i++) {
                if (current.cards[i] != rendered.cards[i]) {
                    return false;
                }
            }
        }
        return true;
    },

    redraw: function() {
        if (angular.element($('.game-area')).length > 0){
            setTimeout(function() {
                var currentState = dominion_VAB.get_state();
                let changed = dominion_VAB.check_state(currentState, dominion_VAB.state);

                dominion_VAB.state = currentState;
                let inner = dominion_VAB.renderList(
                                dominion_VAB.parse_abilities(activeGame.openQuestions));
                if ($('.done-buttons-area .ability-container').length == 0){
                    $('.done-buttons-area').prepend(inner);
                } 

                if (!changed) {
                    $('.done-buttons-area .ability-container').replaceWith(inner);
                }
            }, 100);
        }
    }
}

dominion_VAB.angular_debug_check();
setInterval(dominion_VAB.redraw, 200);
*/