Greasy Fork is available in English.

Voice Mod Beta

In order for everything to work correctly, you need to play on the HTTPS protocol. Allow access to the microphone! This is a beta version, so there are probably bugs here. See the commands in greasyfork description!

// ==UserScript==
// @name         Voice Mod Beta
// @namespace    -
// @version      1.0
// @description  In order for everything to work correctly, you need to play on the HTTPS protocol. Allow access to the microphone! This is a beta version, so there are probably bugs here. See the commands in greasyfork description!
// @author       Nudo#3310
// @match        *://moomoo.io/*
// @match        *://*.moomoo.io/*
// @icon         https://www.google.com/s2/favicons?sz=64&domain=moomoo.io
// @require      https://greasyfork.org/scripts/423602-msgpack/code/msgpack.js
// @grant        none
// ==/UserScript==
(function() {
    const Client = {}

    class Socket {
        constructor(socket) {
            this.source = socket
        }

        isOpen() {
            if (this.source.readyState !== 1) {
                return false
            }

            return true
        }

        send(data) {
            if (!this.isOpen()) {
                return void 0
            }

            const item = Array.prototype.slice.call(arguments, 0, 1)
            const action = Array.prototype.slice.call(arguments, 1)

            data = new Uint8Array(Array.from(msgpack.encode([item[0], action])))

            this.source.send(data)
        }
    }

    // just beta version sorry xD I was too lazy to do it normally >
    let primary = 0
    let secondary = 0
    let foodType = 0
    let spikeType = 0
    // <

    // just beta version sorry xD I was too lazy to do it normally >
    function isVisible(element) {
        if (!element) {
            return void 0
        }

        return element.offsetParent !== null
    }
    // <

    WebSocket.prototype.oldSend = WebSocket.prototype.send
    WebSocket.prototype.send = function() {
        if (typeof Client.socket === 'undefined') {
            if (!this) {
                return void 0
            }

            Client.socket = new Socket(this)
        }

        // just beta version sorry xD I was too lazy to do it normally >
        for (let i = 0; i < 9; i++)
            if (isVisible(document.getElementById("actionBarItem" + i.toString()))) primary = i
        for (let i = 9; i < 16; i++)
            if (isVisible(document.getElementById("actionBarItem" + i.toString()))) secondary = i
        for (let i = 16; i < 19; i++)
            if (isVisible(document.getElementById("actionBarItem" + i.toString()))) foodType = i - 16
        for (let i = 22; i < 26; i++)
            if (isVisible(document.getElementById("actionBarItem" + i.toString()))) spikeType = i - 16
        // <

        this.oldSend.apply(this, arguments)
    }

    const Utils = {}

    Utils.toRaq = function(angle) {
        return angle * 0.01745329251
    }

    const Game = {}

    Game.move = function(angle, raq = true) {
        Client.socket.send("33", raq ? Utils.toRaq(angle) : angle)
    }

    Game.hit = function(type, angle) {
        Client.socket.send("c", type, angle)
    }

    Game.take = function(id, type = true) {
        Client.socket.send("5", id, type)
    }

    Game.place = function(id, angle) {
        this.take(id, null)
        this.hit(true)
        this.hit(false)
        this.take(primary)
    }

    Game.equip = function(id) {
        Client.socket.send("13c", 0, id, 0)
    }

    Game.chat = function(string) {
        Client.socket.send("ch", string)
    }

    Game.voiceChat = false

    const recognizer = new window.webkitSpeechRecognition()

    recognizer.executeCommands = {
        "left": () => {
            Game.move(180)
        },
        "right": () => {
            Game.move(0)
        },
        "up": () => {
            Game.move(270)
        },
        "down": () => {
            Game.move(90)
        },
        "stop": () => {
            Game.move(null, false)
        },
        "attack": () => {
            Game.hit(true)
            Game.hit(false)
        },
        "heal": () => {
            Game.place(foodType)
        },
        "place spike": () => {
            console.log(spikeType)
            Game.place(spikeType)
        },
        "equip apple cap": () => {
            Game.equip(50)
        },
        "voice chat": () => {
            Game.voiceChat = !Game.voiceChat
        }
    }

    function fixedCommand(command) {
        if (command === "play spike") {
            command = "place spike"
        } else if (command === "top") {
            command = "up"
        } else if (command === "bottom") {
            command = "down"
        } else if (command === "equip apple cab") {
            command = "equip apple cap"
        }

        return command
    }


    function onRecognizerResult(received, _this) {
        if (typeof Client.socket === 'undefined') {
            return void 0
        }

        received = received.toLowerCase()

        received = fixedCommand(received)

        if (!_this.executeCommands[received] && !Game.voiceChat) {
            Game.chat(`NotFound: ${received}`)

            return void 0
        }

        if (Game.voiceChat) {
            if (received === "voice chat") {
                Game.chat(`VoiceCmd: ${received}`)

                _this.executeCommands["voice chat"]()
            } else {
                Game.chat(received)
            }
        } else {
            Game.chat(`VoiceCmd: ${received}`)

            _this.executeCommands[received](_this)
        }
    }

    recognizer.setup = function() {
        this.interimResults = true
        this.lang = "en-EN"

        this.reset = function() {
            this.stop()

            setTimeout(() => {
                this.start()
            }, 750)
        }

        this.onresult = function() {
            const result = event.results[event.resultIndex]

            if (result.isFinal) {
                const words = result[0].transcript

                onRecognizerResult(words, this)
            }
        }

        this.onend = function() {
            this.reset()
        }

        this.start()
    }

    window.addEventListener("load", () => {
        recognizer.setup()
    })
})()