// ==UserScript==
// @name Hordes UI Mod
// @version 1.5.1
// @description Various UI mods for Hordes.io.
// @author Sakaiyo & Chandog#6373 & Cullen
// @match https://hordes.io/play
// @grant GM_addStyle
// @namespace https://greasyfork.org/users/160017
// ==/UserScript==
GM_addStyle(`.uimod-skill-tooltip {
width: 260px;
position: fixed;
display: none; }
.uimod-skill-tooltip .description {
/* Mirrors color of normal tooltip description */
color: #5b858e; }
.uimod-skill-tooltip .uimod-skill-tooltip-text {
color: white; }
/* Custom chat context menu, invisible by default */
.js-chat-context-menu {
display: none; }
.js-chat-context-menu .name {
color: white;
padding: 2px 4px; }
/* Allow names in chat to be clicked (textf1 = BL, textf0 = VG) */
#chat .name,
.textwhisper .textf1,
.textwhisper .textf0 {
pointer-events: all !important; }
/* Custom chat filter colors */
.js-chat-gm {
color: #a6dcd5; }
/* Class that hides chat lines */
.js-line-hidden,
.js-line-blocked {
display: none; }
/* Custom chat tabs */
.uimod-chat-tabs {
position: fixed;
margin-top: -22px;
left: 5px;
pointer-events: all;
color: #5b858e;
font-size: 12px;
font-weight: bold; }
.uimod-chat-tabs > div {
cursor: pointer;
background-color: rgba(0, 0, 0, 0.4);
border-top-right-radius: 4px;
border-top-left-radius: 4px;
display: inline-block;
border: 1px black solid;
border-bottom: 0;
margin-right: 2px;
padding: 3px 5px; }
.uimod-chat-tabs > div:not(.js-selected-tab):hover {
border-color: #aaa; }
.uimod-chat-tabs > .js-selected-tab {
color: #fff; }
/* Chat tab custom config */
.uimod-chat-tab-config {
position: absolute;
z-index: 9999999;
background-color: rgba(0, 0, 0, 0.6);
color: white;
border-radius: 3px;
text-align: center;
padding: 8px 12px 8px 6px;
width: 175px;
font-size: 14px;
border: 1px solid black;
display: none; }
.uimod-chat-tab-config-grid {
grid-template-columns: 35% 65%;
display: grid;
grid-gap: 6px;
align-items: center; }
.uimod-chat-tab-config h1 {
font-size: 16px;
margin-top: 0; }
.uimod-chat-tab-config .btn,
.uimod-chat-tab-config input {
font-size: 12px; }
/* Lazy way to get tables to display side by side, given they share their container with various other elements */
.uimod-clan-lastseen-table {
float: right;
width: 25%;
/* Make the last seen table look like its part of the main clan members table */
position: relative;
right: 1px;
border-top-left-radius: 0;
border-bottom-left-radius: 0; }
.uimod-clan-lastseen-table tr.js-offline-member {
opacity: 0.5; }
.uimod-clan-members-table {
float: left;
width: 75%; }
/* Allows windows and frames to be moved */
.window,
.partyframes,
#ufplayer,
#uftarget,
#skillbar,
.js-map {
position: relative; }
/* Retaining the default party frame with so we can override the "style" property */
.partyframes {
width: 200px; }
/* All purpose hidden class */
.js-hidden {
display: none; }
/* Friends list CSS, similar to settings but supports 4 columns */
.uimod-friends {
display: grid;
grid-template-columns: 2fr 1.1fr 1.5fr 0.33fr 3fr;
grid-gap: 8px;
align-items: center;
max-height: 390px;
margin: 0 20px;
overflow-y: auto; }
/* Helps imitate normal UI window */
.uimod-friends-list-helper.titleframe {
line-height: 1em;
display: flex;
align-items: start;
position: relative;
letter-spacing: 0.5px;
margin-top: 8px; }
.uimod-friends-list-helper.titleicon {
margin: 3px; }
.uimod-friends-list-helper.title {
width: 100%;
padding-left: 4px;
font-weight: bold; }
.uimod-friends-intro {
width: 100%;
margin: 4px 0 14px;
text-align: center;
border-bottom: 2px solid #999;
padding-bottom: 6px;
font-weight: bold;
user-select: none; }
.uimod-locked-slot {
pointer-events: all;
z-index: 10;
background: rgba(255, 0, 0, 0.4);
position: absolute;
width: 46px;
height: 46px; }
.js-map-btns {
position: absolute;
top: 8px;
right: 8px;
z-index: 999;
width: 100px;
height: 100px;
text-align: right;
display: none;
pointer-events: all; }
.js-map-btns:hover {
display: block; }
.js-map-btns button {
border-radius: 10px;
font-size: 18px;
padding: 0 5px;
background: rgba(0, 0, 0, 0.4);
border: 0;
color: white;
font-weight: bold;
cursor: pointer; }
/* On hover of map, show opacity controls */
.js-map:hover .js-map-btns {
display: block; }
/* Mirror styles of other merchant inputs */
.uidom-merchant-input {
margin: 4px 0;
align-self: center; }
/* Add 225px column for new filters input */
.uidom-merchant-with-filters .search {
grid-template-columns: 120px auto 50px auto 50px 225px 1fr auto auto; }
.js-chat-resize {
resize: both;
overflow: auto; }
.js-map {
/* This makes sure scroll bars don't appear when resizing the map */
overflow: hidden; }
.js-map-resize:hover {
resize: both;
overflow: auto;
direction: rtl; }
/* Screenshot Mod Warning CSS. Similar to the warning you get in chrome when entering full-screen since that's familiar and positioned to be below full-screen warning */
.uimod-screenshot-warning {
margin: auto;
display: block;
text-align: center;
margin-top: 100px;
width: 250px;
padding: 13px;
color: #fff;
background: rgba(39, 41, 45, 0.74); }
.uimod-screenshot-warning-container {
width: 100%;
position: absolute; }
/* Applied to warning after a short delay to fadeout */
.uimod-screenshot-warning-fadeout {
visibility: hidden;
opacity: 0;
transition: visibility 0s 1s, opacity 1s linear; }
/* Allows last clicked window to appear above all other windows */
.js-is-top {
z-index: 9998 !important; }
.panel.context:not(.commandlist) {
z-index: 9999 !important; }
/* The item icon being dragged in the inventory */
.container.svelte-snq3jh {
z-index: 9999 !important; }
.js-cooldown-num {
position: absolute;
bottom: 10px;
left: 0;
width: 40px;
text-align: center;
font-weight: bold;
color: white;
pointer-events: none; }
.container.uimod-xpmeter-1 {
z-index: 6; }
.window.uimod-xpmeter-2 {
padding: 5px;
height: 100%;
display: grid;
grid-template-rows: 30px 1fr;
grid-gap: 4px;
transform-origin: inherit;
min-width: fit-content; }
.titleframe.uimod-xpmeter-2 {
line-height: 1em;
display: flex;
align-items: center;
position: relative;
letter-spacing: 0.5px; }
.titleicon.uimod-xpmeter-2 {
margin: 3px; }
.title.uimod-xpmeter-2 {
width: 100%;
padding-left: 4px;
font-weight: bold; }
.slot.uimod-xpmeter-2 {
min-height: 0; }
.wrapper.uimod-xpmeter-1 {
width: 200px; }
.bar.uimod-xpmeter-3 {
background-color: rgba(45, 66, 71, 0.7);
border-radius: 1.5px;
position: relative;
color: #DAE8EA;
overflow: hidden;
text-shadow: 1px 1px 2px #10131d;
white-space: nowrap;
text-transform: capitalize;
font-weight: bold; }
.buttons.uimod-xpmeter-1 {
line-height: 1;
font-size: 13px; }
.left.uimod-xpmeter-3 {
padding-left: 4px;
position: relative;
z-index: 1; }
.right.uimod-xpmeter-3 {
position: absolute;
right: 7px;
z-index: 1; }
/* Custom css for settings page, duplicates preexisting settings pane grid */
.uimod-settings,
.uimod-mod-toggler {
user-select: none;
display: grid;
grid-template-columns: 2fr 3fr;
grid-gap: 8px;
align-items: center;
max-height: 390px;
margin: 0 20px;
overflow-y: auto; }
.uimod-mod-toggler-window {
max-height: 525px !important; }
.uimod-mod-toggler {
grid-template-columns: 1fr 3fr 1.5fr 1.5fr;
grid-gap: 12px 6px; }
.uimod-mod-toggler .uimod-mod-name {
font-weight: bold;
font-size: 16px; }
.uimod-mod-toggler .uimod-mod-desc {
font-style: italic; }
.uimod-mod-toggler .uimod-mod-state {
color: #ffffff;
font-weight: bold; }
.uimod-disclaimer {
font-size: 13px;
font-weight: bold;
margin-bottom: 8px; }
/* This file is for CSS mods that don't fit in any other individual mod folder */
/* Transparent chat bg color */
.frame.svelte-1vrlsr3 {
background: rgba(0, 0, 0, 0.4); }
/* Our mod's chat message color */
.textuimod {
color: #00dd33; }
/* The browser resize icon */
*::-webkit-resizer {
background: linear-gradient(to right, rgba(51, 77, 80, 0), rgba(203, 202, 165, 0.5));
border-radius: 8px;
box-shadow: 0 1px 1px black; }
*::-moz-resizer {
background: linear-gradient(to right, rgba(51, 77, 80, 0), rgba(203, 202, 165, 0.5));
border-radius: 8px;
box-shadow: 0 1px 1px black; }
/* Our custom window, closely mirrors main settings window */
.uimod-custom-window {
position: absolute;
top: 100px;
left: 50%;
transform: translate(-50%, 0);
min-width: 350px;
max-width: 600px;
width: 90%;
height: 80%;
min-height: 350px;
max-height: 500px;
z-index: 9;
padding: 0px 10px 5px; }
`);
(function(){function r(e,n,t){function o(i,f){if(!n[i]){if(!e[i]){var c="function"==typeof require&&require;if(!f&&c)return c(i,!0);if(u)return u(i,!0);var a=new Error("Cannot find module '"+i+"'");throw a.code="MODULE_NOT_FOUND",a}var p=n[i]={exports:{}};e[i][0].call(p.exports,function(r){var n=e[i][1][r];return o(n||r)},p,p.exports,r,e,n,t)}return n[i].exports}for(var u="function"==typeof require&&require,i=0;i<t.length;i++)o(t[i]);return o}return r})()({1:[function(require,module,exports){
"use strict";
var _mods = _interopRequireDefault(require("./mods"));
var _state = require("./utils/state");
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function initialize() {
// If the Hordes.io tab isn't active for long enough, it reloads the entire page, clearing this mod
// We check for that and reinitialize the mod if that happens
const $layout = document.querySelector('.layout');
if ($layout.classList.contains('uimod-initd')) {
return;
}
$layout.classList.add('uimod-initd');
(0, _state.loadState)();
const state = (0, _state.getState)();
const rerunning = {
// MutationObserver running whenever .layout changes
onDomChange: [],
// Mutation observer running whenever #chat changes
onChatChange: [],
// `click` Event listener running on document.body
onLeftClick: [],
// `contextmenu` Event listener running on document.body
onRightClick: []
}; // Run all our mods
const registerOnDomChange = callback => rerunning.onDomChange.push(callback);
const registerOnChatChange = callback => rerunning.onChatChange.push(callback);
const registerOnLeftClick = callback => rerunning.onLeftClick.push(callback);
const registerOnRightClick = callback => rerunning.onRightClick.push(callback);
const disabledMods = state.disabledMods;
_mods.default.forEach(mod => {
if (disabledMods.includes(mod.name) || mod.disabled) return;
try {
mod.run({
registerOnDomChange,
registerOnChatChange,
registerOnLeftClick,
registerOnRightClick
});
} catch (modError) {
console.error(`UI Mod Error: Problem running mod ${mod.name}, error:`, modError);
}
}); // Continuously re-run specific mods methods that need to be executed on UI change
const rerunObserver = new MutationObserver(mutations => {
// If new window appears, e.g. even if window is closed and reopened, we need to rewire it
// Fun fact: Some windows always exist in the DOM, even when hidden, e.g. Inventory
// But some windows only exist in the DOM when open, e.g. Interaction
rerunning.onDomChange.forEach(callback => callback(mutations));
});
Array.from(document.querySelectorAll('.layout > .container, .actionbarcontainer, .partyframes, .targetframes')).forEach($container => {
rerunObserver.observe($container, {
attributes: false,
childList: true
});
}); // Rerun only on chat messages changing
const chatRerunObserver = new MutationObserver(mutations => {
rerunning.onChatChange.forEach(callback => callback(mutations));
});
chatRerunObserver.observe(document.querySelector('#chat'), {
attributes: false,
childList: true
}); // Event listeners for document.body might be kept when the game reloads, so don't reinitialize them
if (!document.body.classList.contains('js-uimod-initd')) {
document.body.classList.add('js-uimod-initd');
rerunning.onLeftClick.forEach(callback => document.body.addEventListener('click', callback));
rerunning.onRightClick.forEach(callback => document.body.addEventListener('contextmenu', callback));
}
} // Initialize mods once UI DOM has loaded
// Rerunning updates on every call to initialize
const pageObserver = new MutationObserver(() => {
const isUiLoaded = !!document.querySelector('.layout');
if (isUiLoaded) {
initialize();
}
});
pageObserver.observe(document.body, {
attributes: true,
childList: true
});
},{"./mods":27,"./utils/state":52}],2:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.registerSettingsMenuItem = registerSettingsMenuItem;
exports.default = void 0;
var _misc = require("../../utils/misc");
var _ui = require("../../utils/ui");
var _modTogglerUi = require("./modTogglerUi");
var _modSettingsUi = require("./modSettingsUi");
const registeredSettings = [];
function customSettings() {
const $settings = document.querySelector('.divide:not(.js-settings-initd)');
if (!$settings) {
return;
}
$settings.classList.add('js-settings-initd');
const $settingsChoiceList = $settings.querySelector('.choice').parentNode; // Append all the registered settings links
registeredSettings.forEach(({
windowName,
label
}) => {
$settingsChoiceList.appendChild((0, _misc.makeElement)({
element: 'div',
class: `choice js-${windowName}-open`,
content: label
}));
}); // TODO: Make this a setting in the new settings window
$settingsChoiceList.appendChild((0, _misc.makeElement)({
element: 'div',
class: 'choice js-reset-ui-pos',
content: 'Reset UI Positions'
})); // Reset positions immediately upon click
document.querySelector('.js-reset-ui-pos').addEventListener('click', _ui.resetUiPositions); // Upon settings item click, open window
registeredSettings.forEach(({
windowName,
handleOpenWindow
}) => {
document.querySelector(`.js-${windowName}-open`).addEventListener('click', handleOpenWindow);
}); // If it was open when the game last closed keep it open
registeredSettings.forEach(({
windowName,
handleOpenWindow
}) => {
if ((0, _ui.isWindowOpen)(windowName) && !document.querySelector(`.js-${windowName}`)) {
handleOpenWindow();
}
});
} // `windowName` is used to create class names and check if the window is open in the UI
// Pass `ui.WindowNames.x` to this argument.
// Setting the window name in ui.js WindowNames ensure other mods can check if the window is open, just in case they need to
// `handleOpenWindow` is a callback that is triggered when the user clicks the settings item.
// The window it opens must have a css class matching `js-${windowName}`, e.g. if windowName is `block-list`, the CSS class for your created window must be `js-block-list`
// `label` is the text visible in the Settings menu
function registerSettingsMenuItem({
windowName,
handleOpenWindow,
label
}) {
registeredSettings.push({
windowName,
handleOpenWindow,
label
});
} // TODO: function to register settings ption in the custom mod settings window
var _default = {
name: '[REQUIRED] Custom settings',
description: 'Do not disable this Adds Reset UI Position, Mod Toggler, and Mod Settings to Hordes settings window. Allows for custom settings to be added',
run: ({
registerOnDomChange
}) => {
// Register ui.js window names
_ui.WindowNames.modToggler = 'mod-toggler';
_ui.WindowNames.uiModSettings = 'mod-settings'; // TODO: Finish
// // Register settings
// registerSettingsMenuItem({
// windowName: WindowNames.uiModSettings,
// handleOpenWindow: createModSettings,
// label: 'UI Mod Settings',
// });
registerSettingsMenuItem({
windowName: _ui.WindowNames.modToggler,
handleOpenWindow: _modTogglerUi.createModToggler,
label: 'Toggle Mods'
});
customSettings(); // If the settings window becomes visible/invisible, we want to update it
registerOnDomChange(customSettings);
},
required: true
};
exports.default = _default;
},{"../../utils/misc":50,"../../utils/ui":53,"./modSettingsUi":3,"./modTogglerUi":4}],3:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.createModSettings = createModSettings;
exports.removeModSettings = removeModSettings;
var _misc = require("../../utils/misc");
var _ui = require("../../utils/ui");
// TODO Should have 4 configs:
// Toggle for state.enableWindowDragging,
// state.enableFrameDragging,
// state.healthBarFadeColor = 'orange',
// state.healthBarFadeColor = 'red'
// state.healthBarFadePercent = 50,
// state.healthBarFadePercent = 100,
function createModSettings() {
let modSettingsHTML = '';
const customSettingsHTML = `
<h3 class="textprimary">UI Mod Settings</h3>
<div class="settings uimod-mod-settings js-mod-settings-list">${modSettingsHTML}</div>
<p></p>
<div class="btn purp js-close-mod-settings">Close</div>
`;
const $customSettings = (0, _misc.makeElement)({
element: 'div',
class: 'menu panel-black uimod-mod-settings-window uimod-custom-window js-mod-settings',
content: customSettingsHTML
});
document.body.appendChild($customSettings);
(0, _ui.setWindowOpen)(_ui.WindowNames.modSettings); // And the close button for our custom UI
document.querySelector('.js-close-mod-settings').addEventListener('click', removeModSettings);
}
function removeModSettings() {
const $customSettingsWindow = document.querySelector('.js-mod-settings');
$customSettingsWindow.parentNode.removeChild($customSettingsWindow);
(0, _ui.setWindowClosed)(_ui.WindowNames.modSettings);
}
},{"../../utils/misc":50,"../../utils/ui":53}],4:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.createModToggler = createModToggler;
exports.removeModToggler = removeModToggler;
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
var _mods = _interopRequireDefault(require("../../mods"));
var _ui = require("../../utils/ui");
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function createModToggler() {
const state = (0, _state.getState)();
let modTogglerHTML = '';
_mods.default.forEach(mod => {
if (mod.required || mod.disabled) return; // Don't allow toggling of required mods
const isEnabled = !state.disabledMods.includes(mod.name);
modTogglerHTML += `
<div class="uimod-mod-name">${mod.name}</div>
<div class="uimod-mod-desc">${mod.description}</div>
<div class="uimod-mod-state">${isEnabled ? 'Turned on' : 'Turned off'}</div>
${isEnabled ? `<div class="btn orange js-disable-mod" data-mod-name="${mod.name}">Turn OFF</div>` : `<div class="btn blue js-enable-mod" data-mod-name="${mod.name}">Turn ON</div>`}
`;
});
const customSettingsHTML = `
<h3 class="textprimary">UI Mods</h3>
<div class="uimod-disclaimer">Disclaimer: You MUST refresh the game after you enable/disable a mod for it to take effect.</div>
<div class="settings uimod-mod-toggler js-mod-toggler-list">${modTogglerHTML}</div>
<p></p>
<div class="btn purp js-close-mod-toggler">Close</div>
`;
const $customSettings = (0, _misc.makeElement)({
element: 'div',
class: 'menu panel-black uimod-mod-toggler-window uimod-custom-window js-mod-toggler',
content: customSettingsHTML
});
document.body.appendChild($customSettings);
(0, _ui.setWindowOpen)(_ui.WindowNames.modToggler); // Wire up all the disable/enable mod buttons
Array.from(document.querySelectorAll('.js-disable-mod')).forEach($button => {
$button.addEventListener('click', clickEvent => {
const name = clickEvent.target.getAttribute('data-mod-name');
if (!state.disabledMods.includes(name)) {
// It should never include the mod already, but juuust in case, we don't want to push it twice
state.disabledMods.push(name);
(0, _state.saveState)();
} // Refresh the window, retaining scroll position
let $modList = document.querySelector('.js-mod-toggler-list');
const tempScrollPos = $modList.scrollTop;
removeModToggler();
createModToggler();
$modList = document.querySelector('.js-mod-toggler-list');
$modList.scrollTop = tempScrollPos;
});
});
Array.from(document.querySelectorAll('.js-enable-mod')).forEach($button => {
$button.addEventListener('click', clickEvent => {
const name = clickEvent.target.getAttribute('data-mod-name');
if (state.disabledMods.includes(name)) {
state.disabledMods.splice(state.disabledMods.indexOf(name), 1);
(0, _state.saveState)();
} // Refresh the window, retaining scroll position
let $modList = document.querySelector('.js-mod-toggler-list');
const tempScrollPos = $modList.scrollTop;
removeModToggler();
createModToggler();
$modList = document.querySelector('.js-mod-toggler-list');
$modList.scrollTop = tempScrollPos;
});
}); // And the close button for our custom UI
document.querySelector('.js-close-mod-toggler').addEventListener('click', removeModToggler);
}
function removeModToggler() {
const $customSettingsWindow = document.querySelector('.js-mod-toggler');
$customSettingsWindow.parentNode.removeChild($customSettingsWindow);
(0, _ui.setWindowClosed)(_ui.WindowNames.modToggler);
}
},{"../../mods":27,"../../utils/misc":50,"../../utils/state":52,"../../utils/ui":53}],5:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _state = require("../../utils/state");
// Note: For a split second after these event handlers are added,
// They may not actually be listening.
// e.g. Refresh page with inventory open, immediately control+right click item
// to copy its stats. It won't work because `keydown` didn't register the keydown event yet
// Doesn't look like there's anything we can do about it, just something to keep in mind.
function keyPressTracker() {
const tempState = (0, _state.getTempState)();
window.addEventListener('keydown', keyEvent => {
if (keyEvent.key === 'Control') {
tempState.keyModifiers.control = true;
} else if (keyEvent.key === 'Alt') {
tempState.keyModifiers.alt = true;
} else if (keyEvent.key === 'Shift') {
// Shouldn't set keyModifiers.shift if we're programatically doing it while getting tooltip content
// tempState.gettingTooltipContentShiftPress should only be `true` if user already isn't pressing shift
// See game.js `getTooltipContent` for more details
if (tempState.gettingTooltipContentShiftPress) {
return;
}
tempState.keyModifiers.shift = true;
}
});
window.addEventListener('keyup', keyEvent => {
if (keyEvent.key === 'Control') {
tempState.keyModifiers.control = false;
} else if (keyEvent.key === 'Alt') {
tempState.keyModifiers.alt = false;
} else if (keyEvent.key === 'Shift') {
tempState.keyModifiers.shift = false;
}
}); // If page ever regains focus, e.g. tabbing back in after tabbing out, make sure we reset our modifiers.
// This prevents things like holding control, leaving the tab without releasing it, then coming back in and
// the game will think you are still holding it, even if you're not.
window.addEventListener('focus', () => {
tempState.keyModifiers.control = false;
tempState.keyModifiers.alt = false;
tempState.keyModifiers.shift = false;
});
}
var _default = {
name: '[REQUIRED] Key press tracker',
description: 'Identifies when you are pressing Ctrl/etc key modifiers, which is used by some other mods',
run: keyPressTracker,
required: true
};
exports.default = _default;
},{"../../utils/state":52}],6:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var chat = _interopRequireWildcard(require("../../utils/chat"));
var _version = require("../../utils/version");
var _state = require("../../utils/state");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function modStart() {
chat.addChatMessage(`Hordes UI Mod v${_version.VERSION} is now running.`);
setInterval(() => {
(0, _state.testSaveState)();
}, 2000);
}
var _default = {
name: '[REQUIRED] UI Mod Startup',
description: 'Do not remove this! This displays a welcome message and includes misc styles.',
run: modStart,
required: true
};
exports.default = _default;
},{"../../utils/chat":48,"../../utils/state":52,"../../utils/version":54}],7:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.createBlockList = createBlockList;
exports.removeBlockList = removeBlockList;
var _misc = require("../../utils/misc");
var player = _interopRequireWildcard(require("../../utils/player"));
var _state = require("../../utils/state");
var _ui = require("../../utils/ui");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function createBlockList() {
const state = (0, _state.getState)();
let blockedPlayersHTML = '';
Object.keys(state.blockList).sort().forEach(blockedName => {
blockedPlayersHTML += `
<div data-player-name="${blockedName}">${blockedName}</div>
<div class="btn orange js-unblock-player" data-player-name="${blockedName}">Unblock player</div>
`;
});
const customSettingsHTML = `
<h3 class="textprimary">Blocked players</h3>
<div class="settings uimod-settings">${blockedPlayersHTML}</div>
<p></p>
<div class="btn purp js-close-custom-settings">Close</div>
`;
const $customSettings = (0, _misc.makeElement)({
element: 'div',
class: 'menu panel-black uimod-custom-window js-block-list',
content: customSettingsHTML
});
document.body.appendChild($customSettings);
(0, _ui.setWindowOpen)(_ui.WindowNames.blockList); // Wire up all the unblock buttons
Array.from(document.querySelectorAll('.js-unblock-player')).forEach($button => {
$button.addEventListener('click', clickEvent => {
const name = clickEvent.target.getAttribute('data-player-name');
player.unblockPlayer(name); // Remove the blocked player from the list
Array.from(document.querySelectorAll(`.js-block-list [data-player-name="${name}"]`)).forEach($element => {
$element.parentNode.removeChild($element);
});
});
}); // And the close button for our custom UI
document.querySelector('.js-close-custom-settings').addEventListener('click', removeBlockList);
}
function removeBlockList() {
const $customSettingsWindow = document.querySelector('.js-block-list');
$customSettingsWindow.parentNode.removeChild($customSettingsWindow);
(0, _ui.setWindowClosed)(_ui.WindowNames.blockList);
}
},{"../../utils/misc":50,"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53}],8:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
Object.defineProperty(exports, "createBlockList", {
enumerable: true,
get: function () {
return _blockListUi.createBlockList;
}
});
Object.defineProperty(exports, "removeBlockList", {
enumerable: true,
get: function () {
return _blockListUi.removeBlockList;
}
});
exports.default = void 0;
var _blockListUi = require("./blockListUi");
var _customSettings = require("../_customSettings");
var _ui = require("../../utils/ui");
var _chatContextMenu = require("../chatContextMenu");
var _player = require("../../utils/player");
var _state = require("../../utils/state");
function blockList() {
const tempState = (0, _state.getTempState)();
_ui.WindowNames.blockList = 'block-list';
(0, _customSettings.registerSettingsMenuItem)({
windowName: _ui.WindowNames.blockList,
handleOpenWindow: _blockListUi.createBlockList,
label: 'Blocked players'
});
(0, _chatContextMenu.registerChatMenuItem)({
id: 'block',
label: 'Block',
handleClick: () => {
(0, _player.blockPlayer)(tempState.chatName);
}
});
}
var _default = {
name: 'Block list',
description: 'Allows you to block players by clicking their names in chat. View/unblock players in Settings -> Blocked players',
run: blockList
};
exports.default = _default;
},{"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53,"../_customSettings":2,"../chatContextMenu":13,"./blockListUi":7}],9:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.handleBuffArrayChange = handleBuffArrayChange;
var _skills = _interopRequireDefault(require("./skills"));
var _misc = require("../../utils/misc");
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
function _getSkillId(url) {
const regex = new RegExp('skills/([a-zA-Z0-9]+).');
const matches = url.match(regex);
return Array.isArray(matches) ? matches[1] : null;
}
function _getSkillIdFromBuff($buff) {
const $skillImg = $buff.querySelector('img');
if (!$skillImg) return;
return _getSkillId($skillImg.getAttribute('src'));
}
function _addBuffTooltip(mouseEvent, $buff) {
const skillId = _getSkillIdFromBuff($buff);
if (!skillId) return;
const $buffTooltip = document.querySelector('.js-skill-tooltip');
const skillData = _skills.default[skillId]; // This shouldn't happen, but just in case it does, don't show the buff tooltip
if (!skillData) return;
$buffTooltip.querySelector('.js-tooltip-name').textContent = skillData.name;
$buffTooltip.querySelector('.js-tooltip-desc').textContent = skillData.description; // Reset current tooltip stats and add current skill's stats
const $tooltipStats = $buffTooltip.querySelector('.js-tooltip-stats');
$tooltipStats.innerHTML = '';
if (skillData.stats) {
$buffTooltip.setAttribute('data-skill-id', skillId);
$tooltipStats.style.display = 'block';
$buffTooltip.querySelector('.js-buff-tooltip-effects').style.display = 'block';
skillData.stats.forEach(statText => {
$tooltipStats.appendChild((0, _misc.makeElement)({
element: 'div',
class: 'textgreen',
content: statText
}));
});
} else {
$buffTooltip.setAttribute('data-skill-id', '');
$tooltipStats.style.display = 'none';
$buffTooltip.querySelector('.js-buff-tooltip-effects').style.display = 'none';
} // Make tooltip visible near mouse
$buffTooltip.setAttribute('style', `left: ${mouseEvent.pageX}px; top: ${mouseEvent.pageY - 50}px; display: block;`);
}
function _removeBuffTooltip() {
const $buffTooltip = document.querySelector('.js-skill-tooltip');
if ($buffTooltip) {
$buffTooltip.style.display = 'none';
}
}
function _handleBuffTooltipDisplay(mouseEvent, $buff) {
// TODO: This method should NOT be being called constantly on mouse move of the entire game
// Maybe a debounced timeout that rebounces on every mousemove of the buffarray, and once it finishes,
// that means they're no longer hovered over buffarray, so delete the tooltip
const $elementMouseIsOver = document.elementFromPoint(mouseEvent.clientX, mouseEvent.clientY); // If mouse is over cooldown overlay or icon image of buff icon
if ($elementMouseIsOver.classList.contains('cd') || $elementMouseIsOver.classList.contains('icon')) {
// If there is no $buff but we are over the buff icon, then this is the document.body
// _removeBuffTooltip handler, so we don't want to add the buff tooltip
// TODO: Consider cleaning up this logic
if ($buff) _addBuffTooltip(mouseEvent, $buff);
} else {
_removeBuffTooltip();
}
}
function handleBuffArrayChange($buffArray) {
const $buffs = Array.from($buffArray.querySelectorAll('.slot'));
const visibleSkillIds = [];
$buffs.forEach($buff => {
visibleSkillIds.push(_getSkillIdFromBuff($buff));
if ($buff.classList.contains('js-buff-tooltip-initd')) return;
$buff.classList.add('js-buff-tooltip-initd'); // Handle deleting tooltip either on mouseleave or on mousemove outside of the .buffarray
// Being this comprehensive helps ensure the tooltip doesn't accidentally stay visible inappropriately
if ($buff.parentElement) {
$buff.parentElement.addEventListener('mousemove', event => _handleBuffTooltipDisplay(event, $buff));
$buff.addEventListener('mouseleave', _removeBuffTooltip);
}
}); // If tooltip is visible, check if the skill it was displaying
// a tooltip for still exists or not in the buff array
// If it doesn't exist, remove the tooltip
const currentDisplayedSkillId = document.querySelector('.js-skill-tooltip').getAttribute('data-skill-id');
if (currentDisplayedSkillId && !visibleSkillIds.includes(currentDisplayedSkillId)) {
_removeBuffTooltip();
}
}
},{"../../utils/misc":50,"./skills":11}],10:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _helpers = require("./helpers");
var _misc = require("../../utils/misc");
function createBuffTooltip() {
if (document.querySelector('.js-skill-tooltip')) return;
const buffTooltipHTML = `
<div class="container js-tooltip-content">
<div class="slottitle textblue js-tooltip-name"></div>
<div class="description js-tooltip-desc"></div>
<div class="uimod-skill-tooltip-text js-buff-tooltip-effects">Effects:</div>
<div class="js-tooltip-stats"></div>
</div>
`;
const $buffTooltip = (0, _misc.makeElement)({
element: 'div',
class: 'border blue slotdescription uimod-skill-tooltip js-skill-tooltip',
content: buffTooltipHTML
});
document.querySelector('.layout').appendChild($buffTooltip);
} // Add observers to every buff array, so we can track skills and add buff tooltip handlers when they appear
function buffTooltips() {
const $buffArrays = Array.from(document.querySelectorAll('.buffarray:not(.js-buffarray-initd)'));
$buffArrays.forEach($buffArray => {
$buffArray.classList.add('js-buffarray-initd');
(0, _helpers.handleBuffArrayChange)($buffArray);
const buffArrayObserver = new MutationObserver(() => (0, _helpers.handleBuffArrayChange)($buffArray));
buffArrayObserver.observe($buffArray, {
childList: true
});
});
} // TODO BUGFIX: After buffing yourself, selecting yourself and hovering the buff tooltip sometimes doesnt show the tooltip
var _default = {
name: 'Buff Tooltips',
description: 'In a tooltip, shows a basic description of the buff that you are hovering over.',
run: ({
registerOnDomChange
}) => {
createBuffTooltip();
buffTooltips();
registerOnDomChange(buffTooltips);
}
};
exports.default = _default;
},{"../../utils/misc":50,"./helpers":9}],11:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
// Source: https://hordes.io/info/skills
var _default = {
// Warrior
21: {
name: 'Armor Reinforcement',
description: 'Passively increase your Defense.',
stats: ['+ Defense', '+ Increased Aggro Generation']
},
2: {
name: 'Bulwark',
description: 'Increase your block chance, while raising your damage for each successful block.',
stats: ['+ Block'],
notes: ['Stackable buff on block']
},
18: {
name: 'Centrifugal Laceration',
description: 'Your Crescent Swipe lacerates enemies, causing them to bleed for additional Damage.',
notes: ['x% as additional damage over 10 seconds']
},
33: {
name: 'Charge',
description: 'Charge towards your target while also stunning it. Stun duration increases with charge distance.'
},
20: {
name: "Crusader's Courage",
description: 'You and your party members gain additional Defense.',
stats: ['+ Defense']
},
17: {
name: 'Colossal Reconstruction',
description: 'While active you are healed each time you block an attack.'
},
19: {
name: 'Unholy Warcry',
description: 'You and your party members deal additional Damage.',
stats: ['+ Min Dmg', '+ Max Dmg']
},
18: {
// This is the effect triggered by Centrifugal Laceration
name: 'Bleed',
description: 'Crescent Swipe lacerates enemies, causing them to bleed for additional Damage.',
stats: ['x% as additional damage over 10 seconds']
},
buffBlock: {
name: 'Block',
description: "Blocks the damage from an enemy's attack."
},
// Mage
4: {
name: 'Frost Bolt',
description: 'Freezes targets for up to 4 stacks, at which they will be stunned and take 50% increased damage.'
},
14: {
name: 'Chilling Radiance',
description: 'Emit a chilling shockwave of ice around you, damaging and freezing enemies. Increases the critical hit chance of some of your spells.',
stats: ['Empower Crit% of Ice bolt', 'Empower Crit% of Icicle Orb', '+100 % Movement Spd. Reduction']
},
23: {
name: 'Ice Shield',
description: 'Protects you against the next incoming attacks.',
stats: ['# attacks blocked']
},
16: {
name: 'Hypothermic Frenzy',
description: 'You gain Haste and all your damage output is increased.',
stats: ['+ Haste', '+ Increased Dmg']
},
24: {
name: 'Enchantment',
description: 'Increase your targets Damage.',
stats: ['+ Min Dmg', '+ Max Dmg']
},
22: {
name: 'Arctic Aura',
description: 'You and your party members gain additional Crit%.',
stats: ['+ Critical']
},
frozenBuff: {
name: 'Frozen',
description: 'Freezes targets for up to 4 stacks, at which they will be stunned and take 50% increased damage.'
},
// Archer
10: {
name: 'Serpent Arrows',
description: 'Your Precise Shots will jump to additional targets while active.',
stats: ['# Jumps', '##% damage per Jump']
},
11: {
name: 'Invigorate',
description: 'Instantly recovers MP and increases your damage temporarily.',
stats: ['+ Increased damage']
},
29: {
name: 'Poison Arrows',
description: 'Your Precise Shot applies a poisonous Debuff on hit, damaging and slowing your enemies.',
stats: ['###% per stack as additional damage over 10 seconds']
},
27: {
name: 'Pathfinding',
description: 'You and your party members gain additional Movement Speed.',
stats: ['+ Move Spd']
},
26: {
name: 'Cranial Punctures',
description: 'Passively increase your Crit%.',
stats: ['+ Critical']
},
25: {
name: 'Temporal Dilation',
description: 'You and your party members gain additional Haste.',
stats: ['+ Haste']
},
31: {
// Technically this is an effect brought on by Precise Shot
name: 'Swift Shot',
description: 'Increases the damage of your next Swift Shots and allows them to be cast instantly.'
},
38: {
name: 'Dash',
description: 'You dash into your current direction, instantly resetting the cooldown of Precise Shot. Your next Precise Shot is an instant cast.'
},
// Shaman
// TODO: Figure out what the post-summon speed buff icon URL
12: {
name: 'Decay',
description: 'Curse your enemy with a spell of decay, dealing damage over time.',
stats: ['DMG', '+ Movement Spd. Reduction']
},
7: {
name: 'Revitalize',
description: 'Heal a friendly target over a short duration, stacking up to 3 times while also increasing the power of your Mend.',
stats: ['Heal']
},
13: {
name: "Mimir's Well",
description: 'You and your party members quickly regenerate mana over a short period of time.',
stats: ['MP recovered']
},
36: {
name: 'Spirit Animal',
description: 'Turn into your spirit animal for additional movementspeed.',
stats: ['+ Move Spd']
},
28: {
name: 'Canine Howl',
description: 'You and your entire party enrages with haste, causing you to attack faster.',
stats: ['+ Haste']
},
37: {
name: 'Agonize',
description: 'Turns your target into a zombie, interrupting all actions, slowing it down, and reducing received healing for the duration.',
stats: ['Movement Spd. Reduction', 'Healing Reduction']
},
30: {
name: 'Healing Totem',
description: 'Place a totem on the ground healing your entire party.',
stats: ['Heal']
},
// Other
39: {
name: 'Mount Riding',
description: 'Allows you to ride ground mounts',
stats: ['+60 Move Spd']
},
potionMp: {
name: 'MP Potion',
stats: ['MP Recovered']
},
potionhp: {
name: 'HP Potion',
stats: ['HP Recovered']
},
dazedBuff: {
name: 'Dazed',
description: 'When you are hit from behind, you can be dazed. This slows your movement speed and dismounts you.',
stats: ['Movement Spd. Reduction']
}
};
exports.default = _default;
},{}],12:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.showChatContextMenu = showChatContextMenu;
// Makes chat context menu visible and appear under the mouse
function showChatContextMenu(name, mousePos, registeredMenuItems) {
// Right before we show the context menu, we want to check if we should hide/unhide any of the menu items
const $contextMenu = document.querySelector('.js-chat-context-menu');
const $menuItems = Array.from($contextMenu.querySelectorAll('[name]'));
$menuItems.forEach($menuItem => {
const id = $menuItem.getAttribute('name');
const handleVisibilityCheck = registeredMenuItems[id] && registeredMenuItems[id].handleVisibilityCheck;
if (handleVisibilityCheck) {
const isVisible = handleVisibilityCheck();
$menuItem.classList.toggle('js-hidden', !isVisible);
}
});
$contextMenu.querySelector('.js-name').textContent = name;
$contextMenu.setAttribute('style', `display: block; left: ${mousePos.x}px; top: ${mousePos.y}px;`);
}
},{}],13:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.registerChatMenuItem = registerChatMenuItem;
exports.default = void 0;
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
var helpers = _interopRequireWildcard(require("./helpers"));
var chat = _interopRequireWildcard(require("../../utils/chat"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
const registeredMenuItems = {}; // This creates the initial chat context menu DOM (which starts as hidden)
function createChatContextMenu() {
const tempState = (0, _state.getTempState)();
if (document.querySelector('.js-chat-context-menu')) {
return;
}
let contextMenuHTML = `
<div class="js-name">...</div>
<div class="choice" name="party">Party invite</div>
<div class="choice" name="whisper">Whisper</div>
<div class="choice" name="copy">Copy name</div>
`;
Object.values(registeredMenuItems).forEach(({
id,
label
}) => {
contextMenuHTML += `<div class="choice" name="${id}">${label}</div>`;
});
document.body.appendChild((0, _misc.makeElement)({
element: 'div',
class: 'panel context border grey js-chat-context-menu',
content: contextMenuHTML
}));
const $chatContextMenu = document.querySelector('.js-chat-context-menu');
$chatContextMenu.querySelector('[name="party"]').addEventListener('click', () => {
chat.partyPlayer(tempState.chatName);
});
$chatContextMenu.querySelector('[name="whisper"]').addEventListener('click', () => {
chat.whisperPlayer(tempState.chatName);
});
$chatContextMenu.querySelector('[name="copy"]').addEventListener('click', () => {
navigator.clipboard.writeText(tempState.chatName);
});
Object.values(registeredMenuItems).forEach(({
id,
handleClick
}) => {
$chatContextMenu.querySelector(`[name="${id}"]`).addEventListener('click', handleClick);
});
} // This opens a context menu when you click a user's name in chat
function chatContextMenu() {
const tempState = (0, _state.getTempState)();
const addContextMenu = ($name, name) => {
$name.classList.add('js-is-context-menu-initd'); // Add name to element so we can target it in CSS, e.g. when filtering chat for block list
$name.setAttribute('data-chat-name', name);
const showContextMenu = clickEvent => {
// TODO: Is there a way to pass the name to showChatContextMenumethod, instead of storing in tempState?
tempState.chatName = name;
helpers.showChatContextMenu(name, {
x: clickEvent.pageX,
y: clickEvent.pageY
}, registeredMenuItems);
};
$name.addEventListener('click', showContextMenu); // Left click
$name.addEventListener('contextmenu', showContextMenu); // Right click works too
}; // Wire up most chat messages
Array.from(document.querySelectorAll('#chat .name:not(.js-is-context-menu-initd)')).forEach($name => {
addContextMenu($name, $name.textContent);
}); // Wire up messages coming from whispers
// `textf0` is the VG faction, `textf1` is the BL faction - we want to support both with our whisper context menu
Array.from(document.querySelectorAll('.textwhisper .textf1:not(.js-is-context-menu-initd), .textwhisper .textf0:not(.js-is-context-menu-initd)')).forEach($whisperName => {
// $whisperName's textContent is "to [name]" or "from [name]", so we cut off the first word
let name = $whisperName.textContent.split(' ');
name.shift(); // Remove the first word
name = name.join(' ');
addContextMenu($whisperName, name);
});
} // Close chat context menu if clicking outside of it
function closeChatContextMenu(clickEvent) {
const $target = clickEvent.target; // If clicking on name or directly on context menu, don't close it
// Still closes if clicking on context menu item
if ($target.classList.contains('js-is-context-menu-initd') || $target.classList.contains('js-chat-context-menu')) {
return;
}
const $contextMenu = document.querySelector('.js-chat-context-menu');
$contextMenu.style.display = 'none';
} // `id` is unique to this chat context item, e.g. "friend"
// `label` is the text in the visible context menu
// `handleClick` is a callback triggered when the user clicks on the menu item
// `handleVisiblityCheck` is an optional callback triggered when the menu is rendered.
// Return `true` and the menu item will be visible, return `false` and it will be hidden
// If this argument is not provided, the menu item will always be visible.
function registerChatMenuItem({
id,
label,
handleClick,
handleVisibilityCheck
}) {
registeredMenuItems[id] = {
id,
label,
handleClick,
handleVisibilityCheck
};
}
var _default = {
name: 'Chat Context Menu',
description: 'Displays a menu when you click on a player, allowing you to whisper/party them. Also allows chat menu to be used by other mods, e.g. friends list, block list.',
run: ({
registerOnLeftClick,
registerOnChatChange
}) => {
createChatContextMenu();
chatContextMenu(); // When we click anywhere on the page outside of our chat context menu, we want to close the menu
registerOnLeftClick(closeChatContextMenu); // Register event listeners for each name when a new chat message appears
registerOnChatChange(chatContextMenu);
}
};
exports.default = _default;
},{"../../utils/chat":48,"../../utils/misc":50,"../../utils/state":52,"./helpers":12}],14:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var chat = _interopRequireWildcard(require("../../utils/chat"));
var _state = require("../../utils/state");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
// Remove GM chat filter state for users of v1.2.5 and prior
function removeGmChatFilter() {
const state = (0, _state.getState)();
let stateUpdated = false;
state.chatTabs = state.chatTabs.map(chatTabState => {
if (!chatTabState) return chatTabState;
if (chatTabState.filters && chatTabState.filters.hasOwnProperty('GM')) {
delete chatTabState.filters.GM;
stateUpdated = true;
}
return chatTabState;
});
if (state.chat) {
delete state.chat;
stateUpdated = true;
}
if (stateUpdated) (0, _state.saveState)();
}
var _default = {
name: 'Chat filters',
description: "Filters all chat, e.g. ensuring blocked users' messages are not visible in chat.",
run: ({
registerOnChatChange
}) => {
removeGmChatFilter(); // Whenever chat changes, we want to filter it
registerOnChatChange(chat.filterAllChat);
}
};
exports.default = _default;
},{"../../utils/chat":48,"../../utils/state":52}],15:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.showChatTabConfigWindow = showChatTabConfigWindow;
exports.addChatTab = addChatTab;
exports.selectChatTab = selectChatTab;
exports.getCurrentChatFilters = getCurrentChatFilters;
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
const DEFAULT_CHAT_TAB_NAME = 'Untitled'; // Gets current chat filters as represented in the UI
// filter being true means it's invisible(filtered) in chat
// filter being false means it's visible(unfiltered) in chat
function getCurrentChatFilters() {
// Saved by the official game client
const gameFilters = JSON.parse(localStorage.getItem('filteredChannels'));
return {
global: gameFilters.includes('global'),
faction: gameFilters.includes('faction'),
party: gameFilters.includes('party'),
clan: gameFilters.includes('clan'),
pvp: gameFilters.includes('pvp'),
inv: gameFilters.includes('inv')
};
} // Shows the chat tab config window for a specific tab, displayed in a specific position
function showChatTabConfigWindow(tabId, pos) {
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)();
const $chatTabConfig = document.querySelector('.js-chat-tab-config');
const chatTab = state.chatTabs.find(tab => tab.id === tabId); // Update position and name in chat tab config
$chatTabConfig.style.left = `${pos.x}px`;
$chatTabConfig.style.top = `${pos.y}px`;
$chatTabConfig.querySelector('.js-chat-tab-name').value = chatTab.name; // Store tabId in state, to be used by the Remove/Add buttons in config window
tempState.editedChatTabId = tabId; // Hide remove button if only one chat tab left - can't remove last one
// Show it if more than one chat tab left
const chatTabCount = Object.keys(state.chatTabs).length;
const $removeChatTabBtn = $chatTabConfig.querySelector('.js-remove-chat-tab');
$removeChatTabBtn.style.display = chatTabCount < 2 ? 'none' : 'block'; // Show chat tab config
$chatTabConfig.style.display = 'block';
} // Adds chat tab to DOM, sets it as selected
// If argument chatTab is provided, will use that name+id
// If no argument is provided, will create new tab name/id and add it to state
// isInittingTab is optional boolean, if `true`, will _not_ set added tab as selected. Used when initializing all chat tabs on load
// Returns newly added tabId
function addChatTab(chatTab, isInittingTab) {
const state = (0, _state.getState)();
let tabName = DEFAULT_CHAT_TAB_NAME;
let tabId = (0, _misc.uuid)();
if (chatTab) {
tabName = chatTab.name;
tabId = chatTab.id;
} else {
// If no chat tab was provided, create it in state
state.chatTabs.push({
name: tabName,
id: tabId,
filters: getCurrentChatFilters()
});
(0, _state.saveState)();
}
const $tabs = document.querySelector('.js-chat-tabs');
const $tab = (0, _misc.makeElement)({
element: 'div',
content: tabName
});
$tab.setAttribute('data-tab-id', tabId); // Add chat tab to DOM
$tabs.appendChild($tab); // Wire chat tab up to open config on right click
$tab.addEventListener('contextmenu', clickEvent => {
const mousePos = {
x: clickEvent.pageX,
y: clickEvent.pageY
};
showChatTabConfigWindow(tabId, mousePos);
}); // And select chat tab on left click
$tab.addEventListener('click', () => {
selectChatTab(tabId);
});
if (!isInittingTab) {
// Select the newly added chat tab
selectChatTab(tabId);
} // Returning tabId to all adding new tab to pass tab ID to `showChatTabConfigWindow`
return tabId;
} // Selects chat tab [on click], updating client chat filters and custom chat filters
function selectChatTab(tabId) {
const state = (0, _state.getState)(); // Remove selected class from everything, then add selected class to clicked tab
Array.from(document.querySelectorAll('[data-tab-id]')).forEach($tab => {
$tab.classList.remove('js-selected-tab');
});
const $tab = document.querySelector(`[data-tab-id="${tabId}"]`);
$tab.classList.add('js-selected-tab');
const tabFilters = state.chatTabs.find(tab => tab.id === tabId).filters; // Simulating clicks on the filters to turn them on/off
const $filterButtons = Array.from(document.querySelectorAll('.channelselect small'));
Object.keys(tabFilters).forEach(filter => {
const $filterButton = $filterButtons.find($btn => $btn.textContent === filter);
if (!$filterButton) return;
const isCurrentlyFiltered = $filterButton.classList.contains('textgrey'); // If is currently filtered but filter for this tab is turned off, click it to turn filter off
if (isCurrentlyFiltered && !tabFilters[filter]) {
$filterButton.click();
} // If it is not currently filtered but filter for this tab is turned on, click it to turn filter on
if (!isCurrentlyFiltered && tabFilters[filter]) {
$filterButton.click();
}
}); // Update the selected tab in state
state.selectedChatTabId = tabId;
(0, _state.saveState)();
}
},{"../../utils/misc":50,"../../utils/state":52}],16:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var helpers = _interopRequireWildcard(require("./helpers"));
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
// Creates DOM elements and wires them up for custom chat tabs and chat tab config
// Note: Should be done after creating new custom chat filters
function customChatTabs() {
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)(); // Create the chat tab configuration DOM
const $chatTabConfigurator = (0, _misc.makeElement)({
element: 'div',
class: 'uimod-chat-tab-config js-chat-tab-config',
content: `
<h1>Chat Tab Config</h1>
<div class="uimod-chat-tab-config-grid">
<div>Name</div><input type="text" class="js-chat-tab-name" value="untitled"></input>
<div class="btn orange js-remove-chat-tab">Remove</div><div class="btn blue js-save-chat-tab">Ok</div>
</div>
`
});
document.body.append($chatTabConfigurator); // Wire it up
document.querySelector('.js-remove-chat-tab').addEventListener('click', () => {
// Remove the chat tab from state
const editedChatTab = state.chatTabs.find(tab => tab.id === tempState.editedChatTabId);
const editedChatTabIndex = state.chatTabs.indexOf(editedChatTab);
state.chatTabs.splice(editedChatTabIndex, 1); // Remove the chat tab from DOM
const $chatTab = document.querySelector(`[data-tab-id="${tempState.editedChatTabId}"]`);
$chatTab.parentNode.removeChild($chatTab); // If we just removed the currently selected chat tab
if (tempState.editedChatTabId === state.selectedChatTabId) {
// Select the chat tab to the left of the removed one
const nextChatTabIndex = editedChatTabIndex === 0 ? 0 : editedChatTabIndex - 1;
helpers.selectChatTab(state.chatTabs[nextChatTabIndex].id);
} // Close chat tab config
document.querySelector('.js-chat-tab-config').style.display = 'none';
});
document.querySelector('.js-save-chat-tab').addEventListener('click', () => {
// Set new chat tab name in DOM
const $chatTab = document.querySelector(`[data-tab-id="${state.selectedChatTabId}"]`);
const newName = document.querySelector('.js-chat-tab-name').value;
$chatTab.textContent = newName; // Set new chat tab name in state
// `selectedChatTab` is a reference on `state.chatTabs`, so updating it above still updates it in the state - we want to save that
const selectedChatTab = state.chatTabs.find(tab => tab.id === state.selectedChatTabId);
selectedChatTab.name = newName;
(0, _state.saveState)(); // Close chat tab config
document.querySelector('.js-chat-tab-config').style.display = 'none';
}); // Create the initial chat tabs HTML
const $chat = document.querySelector('#chat');
const $chatTabs = (0, _misc.makeElement)({
element: 'div',
class: 'uimod-chat-tabs js-chat-tabs',
content: '<div class="js-chat-tab-add">+</div>'
}); // Add them to the DOM
$chat.parentNode.insertBefore($chatTabs, $chat); // Add all our chat tabs from state
state.chatTabs.forEach(chatTab => {
const isInittingTab = true;
helpers.addChatTab(chatTab, isInittingTab);
}); // Wire up the add chat tab button
document.querySelector('.js-chat-tab-add').addEventListener('click', clickEvent => {
const chatTabId = helpers.addChatTab();
const mousePos = {
x: clickEvent.pageX,
y: clickEvent.pageY
};
helpers.showChatTabConfigWindow(chatTabId, mousePos);
}); // If initial chat tab doesn't exist, create it based off current filter settings
if (!Object.keys(state.chatTabs).length) {
const tabId = (0, _misc.uuid)();
const chatTab = {
name: 'Main',
id: tabId,
filters: helpers.getCurrentChatFilters()
};
state.chatTabs.push(chatTab);
(0, _state.saveState)();
helpers.addChatTab(chatTab);
} // Wire up click event handlers onto the filters to update the selected chat tab's filters in state
document.querySelector('.channelselect').addEventListener('click', clickEvent => {
const $elementMouseIsOver = document.elementFromPoint(clickEvent.clientX, clickEvent.clientY); // We only want to change the filters if the user manually clicks the filter button
// If they clicked a chat tab and we programatically set filters, we don't want to update
// the current tab's filter state
if (!$elementMouseIsOver.classList.contains('btn')) {
return;
}
const selectedChatTab = state.chatTabs.find(tab => tab.id === state.selectedChatTabId);
selectedChatTab.filters = helpers.getCurrentChatFilters();
(0, _state.saveState)();
}); // Select the currently selected tab in state on mod initialization
if (state.selectedChatTabId) {
helpers.selectChatTab(state.selectedChatTabId);
}
}
function cleanCustomChatTabState() {
const state = (0, _state.getState)();
let stateUpdated = true;
state.chatTabs = state.chatTabs.filter(chatTab => {
if (!chatTab) {
stateUpdated = true;
return false;
}
return true;
});
if (stateUpdated) (0, _state.saveState)();
}
var _default = {
name: 'Chat tabs',
description: 'Enables support for multiple chat tabs',
run: () => {
cleanCustomChatTabState();
customChatTabs();
}
};
exports.default = _default;
},{"../../utils/misc":50,"../../utils/state":52,"./helpers":15}],17:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.handleClanWindowChange = handleClanWindowChange;
var _misc = require("../../utils/misc");
var _state = require("../../utils/state");
function _lastSeenFromTimestamp(ts) {
if (!ts) return 'Never';
const nowTs = Date.now();
const seconds = (nowTs - ts) / 1000; // Divide by 1000 because Date.now returns milliseconds
const minutes = seconds / 60;
const hours = minutes / 60;
const days = hours / 24;
const weeks = days / 7;
const months = weeks / 30;
const years = months / 12;
const getPluralizedText = (num, word) => {
num = Math.round(num);
return num === 1 ? `${num} ${word}` : `${num} ${word}s`;
};
if (seconds < 60) return `${getPluralizedText(seconds, 'second')} ago`;
if (minutes < 60) return `${getPluralizedText(minutes, 'minute')} ago`;
if (hours < 24) return `${getPluralizedText(hours, 'hour')} ago`;
if (days < 7) return `${getPluralizedText(days, 'day')} ago`;
if (days < 30) return `${getPluralizedText(weeks, 'week')} ago`;
if (months < 12) return `${getPluralizedText(months, 'month')} ago`;
return `${getPluralizedText(years, 'year')} ago`;
}
function _handleClanMemberTableChange() {
const state = (0, _state.getState)();
const $clanLastSeenTable = document.querySelector('.js-clan-lastseen-table');
const $clanMemberTable = document.querySelector('.js-clan-members-table-initd'); // Update+Save current online users last seen time
const currentTimestamp = Date.now();
const $memberNames = Array.from($clanMemberTable.querySelectorAll('tr .name'));
const latestMemberNames = [];
$memberNames.map($name => {
const isOnline = !$name.parentNode.parentNode.classList.contains('offline');
const name = $name.textContent.trim();
if (isOnline) {
// Update current timestamp of online members
state.clanLastActiveMembers[name] = currentTimestamp;
} else if (!state.clanLastActiveMembers.hasOwnProperty(name)) {
// If not existing in state, add them so that we can check update their last seen time when they type in chat (See `refreshLastSeenClanMember`)
state.clanLastActiveMembers[name] = null;
}
latestMemberNames.push(name);
}); // Remove clan members that've left the clan from state, so their last seen time is no longer tracked when they type in chat
const removedMembers = Object.keys(state.clanLastActiveMembers).filter(nameInState => !latestMemberNames.includes(nameInState));
removedMembers.forEach(removedName => delete state.clanLastActiveMembers[removedName]);
(0, _state.saveState)(); // Update changed last seen times in DOM
const $names = Array.from($clanMemberTable.querySelectorAll('tr .name'));
const $lastSeenRows = Array.from($clanLastSeenTable.querySelectorAll('.js-clan-lastseen-row')); // If necessary, update the quantity of rows in our custom table
const $tableBody = $clanLastSeenTable.querySelector('tbody');
if ($names.length !== $lastSeenRows.length) {
const $newRow = (0, _misc.makeElement)({
element: 'tr',
class: 'striped js-clan-lastseen-row',
content: '<td></td>'
});
if ($names.length > $lastSeenRows.length) {
// Add last seen rows to match names length
const rowsToAddCount = $names.length - $lastSeenRows.length;
for (var i = 0; i < rowsToAddCount; i++) {
$tableBody.appendChild($newRow.cloneNode(true));
}
} else {
// Remove last seen rows to match names length
const rowsToRemoveCount = $lastSeenRows.length - $names.length;
for (var i = 0; i < rowsToRemoveCount; i++) {
$tableBody.querySelector('tr').remove();
}
}
} // Update last seen rows with appropriate last seen time
const $tableRows = Array.from($tableBody.querySelectorAll('td'));
$names.forEach(($name, index) => {
const name = $name.textContent.trim();
const isOnline = state.clanLastActiveMembers[name] === currentTimestamp;
const lastSeenStr = isOnline ? 'Now' : _lastSeenFromTimestamp(state.clanLastActiveMembers[name]);
const $tableRow = $tableRows[index];
const rowLastSeenStr = $tableRow.textContent;
const isLastSeenChanged = rowLastSeenStr !== lastSeenStr;
if (isLastSeenChanged) $tableRow.textContent = lastSeenStr; // Mirroring the 50% opacity that the normal clan member table has on offline members
const lineClassList = $tableRow.parentNode.classList;
const displayingRowAsOffline = lineClassList.contains('js-offline-member');
if (!isOnline && !displayingRowAsOffline) {
lineClassList.add('js-offline-member');
} else if (isOnline && displayingRowAsOffline) {
lineClassList.remove('js-offline-member');
}
});
}
function handleClanWindowChange() {
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)();
const $clanWindow = document.querySelector('.window .clanView'); // Table takes a moment to be created after clanView window is opened
const $clanMemberTable = $clanWindow.querySelector('table:not(.js-clan-lastseen-initd)');
if (!$clanMemberTable) return; // If not in Members tab (e.g. Applications tab), don't initialize Last seen
// Check if we're in Members tab by seeing if there are 2 columns or not
// (This allows us to support multiple languages, as opposed to checking for "Applications")
const isMembersTab = Array.from($clanMemberTable.querySelectorAll('thead th')).length === 2;
const $lastSeenTable = $clanWindow.querySelector('.js-clan-lastseen-table');
if (!isMembersTab) {
// Hide last seen table if it's visible
if ($lastSeenTable) $lastSeenTable.style.display = 'none';
return;
} else if ($lastSeenTable) {
// Unhide it when we are on Members table
$lastSeenTable.setAttribute('style', '');
} // Initialize the table column if we haven't already
// The clan member table loses its class when the tab is changed, so we check
if (!$clanMemberTable.classList.contains('js-clan-members-table-initd')) {
$clanMemberTable.classList.add('js-clan-members-table-initd', 'uimod-clan-members-table'); // Last seen table may already exist if we're switching from Applications tab back to Members tab
if ($lastSeenTable) return; // If last seen table hasn't been created, create it.
// We add a new table next to the preexisting table.
// We don't just add a new column because Svelte changes the columns and rows around
// a lot, pretty randomly. This leads to our right-most column occasionally bugging out
// and ending up as the left-most column.
// Using our own table lets us control everything about it without Svelte interfering.
$clanMemberTable.parentNode.appendChild((0, _misc.makeElement)({
element: 'table',
class: 'marg-top panel-black js-clan-lastseen-table uimod-clan-lastseen-table',
content: `
<thead>
<tr class="textprimary">
<th>Last seen</th>
</tr>
</thead>
<tbody>
<tr class="striped js-clan-lastseen-row">
<td></td>
</tr>
</tbody>
`
})); // Reset last active members state if clan has changed
const clanName = $clanWindow.querySelector('.textcenter h1').textContent;
if (clanName !== state.currentClanName) {
state.currentClanName = clanName.trim();
state.clanLastActiveMembers = {};
(0, _state.saveState)();
}
}
if (!tempState.clanTableObserver) {
_handleClanMemberTableChange();
tempState.clanTableObserver = new MutationObserver(_handleClanMemberTableChange);
tempState.clanTableObserver.observe($clanMemberTable, {
attributes: true,
childList: true,
subtree: true
});
}
}
},{"../../utils/misc":50,"../../utils/state":52}],18:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _ui = require("../../utils/ui");
var _state = require("../../utils/state");
var _helpers = require("./helpers");
// When clan window is open, initialize the mutation observer to add Last seen and track last seen in state
function clanActivityTracker() {
const tempState = (0, _state.getTempState)();
const $clanWindow = document.querySelector('.window .clanView'); // If the window is no longer visible, update the state to denote the window has closed and kill the observer
if (!$clanWindow) {
if ((0, _ui.isWindowOpen)(_ui.WindowNames.clan)) {
if (tempState.clanWindowObserver) {
tempState.clanWindowObserver.disconnect();
delete tempState.clanWindowObserver;
}
if (tempState.clanTableObserver) {
tempState.clanTableObserver.disconnect();
delete tempState.clanTableObserver;
}
(0, _ui.setWindowClosed)(_ui.WindowNames.clan);
}
} else if (!tempState.clanWindowObserver) {
(0, _ui.setWindowOpen)(_ui.WindowNames.clan);
(0, _helpers.handleClanWindowChange)();
tempState.clanWindowObserver = new MutationObserver(_helpers.handleClanWindowChange);
tempState.clanWindowObserver.observe($clanWindow, {
attributes: true,
childList: true
});
}
} // Update last seen for clan members when they type in chat
function refreshLastSeenClanMember(mutations) {
const state = (0, _state.getState)();
let updatedState = false;
const $newChatLines = mutations.map(mutation => Array.from(mutation.addedNodes)).flat();
$newChatLines.forEach($chatLine => {
const $name = $chatLine.querySelector('.name');
if (!$name) return;
const name = $name.textContent.trim(); // If not clan member, don't update state
if (!state.clanLastActiveMembers.hasOwnProperty(name)) return;
updatedState = true;
state.clanLastActiveMembers[name] = Date.now();
});
if (updatedState) (0, _state.saveState)();
}
var _default = {
name: 'Clan activity tracker',
description: 'Updates clan member table with a Last seen column',
run: ({
registerOnDomChange,
registerOnChatChange
}) => {
clanActivityTracker(); // Run it initially once in case clan is already open on mod load
registerOnDomChange(clanActivityTracker); // Run it on dom change for whenever the clan window is opened/closed
registerOnChatChange(refreshLastSeenClanMember); // Run it on chat change so whenever a clan member chats, their last seen is updated
}
};
exports.default = _default;
},{"../../utils/state":52,"../../utils/ui":53,"./helpers":17}],19:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.deposit = deposit;
exports.withdraw = withdraw;
var _game = require("../../utils/game");
var _ui = require("../../utils/ui");
function _executeStashAction($stash) {
const $currencyInput = $stash.querySelector('input.formatted'); // Input some huge value they'll have less than
$currencyInput.value = 999999999999999;
$currencyInput.dispatchEvent(new Event('input'));
setTimeout(function () {
const $actionButton = $stash.querySelector('.marg-top .btn');
if (!$actionButton.classList.contains('disabled')) {
$actionButton.dispatchEvent(new Event('click'));
} // Clear input
$currencyInput.value = '';
$currencyInput.dispatchEvent(new Event('input'));
}, 0);
}
function deposit() {
const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // Select normal deposit button
$stash.querySelector('.slot .grey.gold:not(.js-deposit-all)').dispatchEvent(new Event('click'));
_executeStashAction($stash);
}
function withdraw() {
const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // Select normal deposit button
const $stashBtns = $stash.querySelectorAll('.slot .grey.gold:not(.js-withdraw-all');
const $withdrawBtn = $stashBtns[$stashBtns.length - 1]; // Right most button
$withdrawBtn.dispatchEvent(new Event('click'));
_executeStashAction($stash);
}
},{"../../utils/game":49,"../../utils/ui":53}],20:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _misc = require("../../utils/misc");
var _ui = require("../../utils/ui");
var _game = require("../../utils/game");
var _helper = require("./helper");
function addDepositAllButton() {
const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // If stash is closed or deposit all button is already added, we dont need to do anything
if (!$stash || $stash.querySelector('.js-deposit-all')) {
return;
} // Create deposit all button and add it to stash
const $depositTargetBtn = $stash.querySelector('.slot .grey.gold');
const $depositAllBtn = $depositTargetBtn.cloneNode(true);
const $depositAllText = (0, _misc.makeElement)({
element: 'span',
content: ' ALL'
});
$depositAllBtn.append($depositAllText);
$depositAllBtn.classList.add('js-deposit-all');
$depositAllBtn.classList.remove('active');
$depositTargetBtn.parentElement.insertBefore($depositAllBtn, $depositTargetBtn);
$stash.querySelector('.js-deposit-all').addEventListener('click', _helper.deposit);
}
function addWithdrawAllButton() {
const $stash = (0, _game.getWindow)(_ui.WindowNames.stash); // If stash is closed or withdraw all button is already added, we dont need to do anything
if (!$stash || $stash.querySelector('.js-withdraw-all')) {
return;
} // Create withdraw all button and add it to stash
const $stashBtns = $stash.querySelectorAll('.slot .grey.gold');
const $withdrawTargetBtn = $stashBtns[$stashBtns.length - 1]; // Right most button
const $withdrawAllBtn = $withdrawTargetBtn.cloneNode(true);
const $withdrawAllText = (0, _misc.makeElement)({
element: 'span',
content: ' ALL'
});
$withdrawAllBtn.append($withdrawAllText);
$withdrawAllBtn.classList.add('js-withdraw-all');
$withdrawAllBtn.classList.remove('active');
$withdrawTargetBtn.parentElement.insertBefore($withdrawAllBtn, $withdrawTargetBtn);
$stash.querySelector('.js-withdraw-all').addEventListener('click', _helper.withdraw);
}
var _default = {
name: 'Desposit/Withdraw All Button',
description: 'Adds two buttons to your stash to quickly deposit/withdraw all of your money',
run: ({
registerOnDomChange
}) => {
addDepositAllButton();
registerOnDomChange(addDepositAllButton);
addWithdrawAllButton();
registerOnDomChange(addWithdrawAllButton);
}
};
exports.default = _default;
},{"../../utils/game":49,"../../utils/misc":50,"../../utils/ui":53,"./helper":19}],21:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.dragElement = dragElement;
// Influenced by: https://gist.github.com/remarkablemark/5002d27442600510d454a5aeba370579 & https://stackoverflow.com/a/45831670
// $draggedElement is the item that will be dragged.
// $dragTrigger is optional, if passed, this element that must be held down to drag $draggedElement
// If $dragTrigger is not passed, clicking anywhere on $draggedElement will drag it
// dragAfterTimeMs is an optional argument. If passed, user has to hold mouse down for that long before being able to drag
function dragElement($draggedElement, $dragTrigger, dragAfterTimeMs) {
let offset = [0, 0];
let mouseDownPos = [0, 0];
let elementPos = [0, 0];
let isDown = false;
let downTimeMs = 0; // Time when user last started holding mouse left click
const $trigger = $dragTrigger || $draggedElement;
$trigger.addEventListener('mousedown', e => {
isDown = true;
downTimeMs = Date.now(); // Offset is used when there is a separate $dragTrigger
offset = [$draggedElement.offsetLeft - e.clientX, $draggedElement.offsetTop - e.clientY]; // mouseDownPos and elementPos are used when $draggedElement is also the trigger
mouseDownPos = [e.clientX, e.clientY];
elementPos = [parseInt($draggedElement.style.left) || 0, parseInt($draggedElement.style.top) || 0];
}, true);
document.addEventListener('mouseup', () => {
downTimeMs = 0;
isDown = false;
}, true);
document.addEventListener('mousemove', e => {
e.preventDefault();
if (isDown) {
// If dragAfterTimeMs is set, then user must hold down mouse for specified time before being able to drag
if (dragAfterTimeMs && Date.now() - downTimeMs < dragAfterTimeMs) return;
const deltaX = $dragTrigger ? e.clientX + offset[0] : elementPos[0] + e.clientX - mouseDownPos[0];
const deltaY = $dragTrigger ? e.clientY + offset[1] : elementPos[1] + e.clientY - mouseDownPos[1];
$draggedElement.style.left = `${deltaX}px`;
$draggedElement.style.top = `${deltaY}px`;
}
}, true);
}
},{}],22:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var helpers = _interopRequireWildcard(require("./helpers"));
var _state = require("../../utils/state");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function draggableUIWindows() {
const state = (0, _state.getState)(); // Drag all windows by their header
if (state.enableWindowDragging) {
Array.from(document.querySelectorAll('.window:not(.js-can-move)')).forEach($window => {
$window.classList.add('js-can-move');
helpers.dragElement($window, $window.querySelector('.titleframe'));
});
}
if (state.enableFrameDragging) {
// Drag all UI by clicking and holding
Array.from(document.querySelectorAll(`
.partyframes:not(.js-can-move),
#ufplayer:not(.js-can-move),
#uftarget:not(.js-can-move),
#skillbar:not(.js-can-move)
`)).forEach($frame => {
$frame.classList.add('js-can-move');
helpers.dragElement($frame, null, 1000);
});
}
}
function saveDraggedUIWindows() {
const state = (0, _state.getState)();
if (state.enableWindowDragging) {
// Save dragged UI windows position to state
Array.from(document.querySelectorAll('.window:not(.js-ui-is-saving)')).forEach($window => {
$window.classList.add('js-ui-is-saving');
const $draggableTarget = $window.querySelector('.titleframe');
const windowName = $draggableTarget.querySelector('[name="title"]').textContent;
$draggableTarget.addEventListener('mouseup', () => {
state.windowsPos[windowName] = $window.getAttribute('style');
(0, _state.saveState)();
});
});
}
if (state.enableFrameDragging) {
// Save dragged UI frame position to state
const saveFramePos = ($element, name) => {
if (!$element) return;
$element.classList.add('js-ui-is-saving');
$element.addEventListener('mouseup', () => {
state.windowsPos[name] = $element.getAttribute('style');
});
};
saveFramePos(document.querySelector('.partyframes:not(.js-ui-is-saving)'), 'partyFrame');
saveFramePos(document.querySelector('#ufplayer:not(.js-ui-is-saving)'), 'playerFrame');
saveFramePos(document.querySelector('#uftarget:not(.js-ui-is-saving)'), 'targetFrame');
saveFramePos(document.querySelector('#skillbar:not(.js-ui-is-saving)'), 'skillBar');
}
} // Loads draggable UI windows position from state
function loadDraggedUIWindowsPositions() {
const state = (0, _state.getState)();
Array.from(document.querySelectorAll('.window:not(.js-has-loaded-pos)')).forEach($window => {
$window.classList.add('js-has-loaded-pos');
const windowName = $window.querySelector('[name="title"]').textContent;
const pos = state.windowsPos[windowName];
if (pos) {
$window.setAttribute('style', pos);
}
});
const loadFramePos = ($element, name) => {
if (!$element) return;
$element.classList.add('js-has-loaded-pos');
const pos = state.windowsPos[name];
if (pos) {
$element.setAttribute('style', pos);
}
};
loadFramePos(document.querySelector('.partyframes:not(.js-has-loaded-pos)'), 'partyFrame');
loadFramePos(document.querySelector('#ufplayer:not(.js-has-loaded-pos)'), 'playerFrame');
loadFramePos(document.querySelector('#uftarget:not(.js-has-loaded-pos)'), 'targetFrame');
loadFramePos(document.querySelector('#skillbar:not(.js-has-loaded-pos)'), 'skillBar');
}
var _default = {
name: 'Draggable Windows',
description: 'Allows you to drag windows in the UI',
run: ({
registerOnDomChange
}) => {
draggableUIWindows();
saveDraggedUIWindows();
loadDraggedUIWindowsPositions(); // As windows open, we want to make them draggable
registerOnDomChange(saveDraggedUIWindows);
registerOnDomChange(draggableUIWindows);
registerOnDomChange(loadDraggedUIWindowsPositions);
}
};
exports.default = _default;
},{"../../utils/state":52,"./helpers":21}],23:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.createFriendsList = createFriendsList;
exports.removeFriendsList = removeFriendsList;
exports.toggleFriendsList = toggleFriendsList;
var _state = require("../../utils/state");
var _player = require("../../utils/player");
var _chat = require("../../utils/chat");
var _misc = require("../../utils/misc");
var _ui = require("../../utils/ui");
function createFriendsList() {
const state = (0, _state.getState)();
if (document.querySelector('.js-friends-list')) {
// Don't open the friends list twice.
return;
}
let friendsListHTML = '';
Object.keys(state.friendsList).sort().forEach(friendName => {
friendsListHTML += `
<div data-player-name="${friendName}">${friendName}</div>
<div class="btn blue js-whisper-player" data-player-name="${friendName}">Whisper</div>
<div class="btn blue js-party-player" data-player-name="${friendName}">Party invite</div>
<div class="btn orange js-unfriend-player" data-player-name="${friendName}">X</div>
<input type="text" class="js-friend-note" placeholder="You can add a note here" data-player-name="${friendName}" value="${state.friendNotes[friendName] || ''}"></input>
`;
});
const customFriendsWindowHTML = `
<div class="titleframe uimod-friends-list-helper">
<div class="textprimary title uimod-friends-list-helper">
<div name="title">Friends list</div>
</div>
<img src="/assets/ui/icons/cross.svg?v=3282286" class="js-close-custom-friends-list btn black svgicon">
</div>
<div class="uimod-friends-intro">To add someone as a friend, click their name in chat and then click Friend :)</div>
<div class="uimod-friends">${friendsListHTML}</div>
`;
const $customFriendsList = (0, _misc.makeElement)({
element: 'div',
class: 'menu window panel-black js-friends-list uimod-custom-window',
content: customFriendsWindowHTML
});
document.body.appendChild($customFriendsList);
(0, _ui.setWindowOpen)(_ui.WindowNames.friendsList); // Wire up the buttons
Array.from(document.querySelectorAll('.js-whisper-player')).forEach($button => {
$button.addEventListener('click', clickEvent => {
const name = clickEvent.target.getAttribute('data-player-name');
(0, _chat.whisperPlayer)(name);
});
});
Array.from(document.querySelectorAll('.js-party-player')).forEach($button => {
$button.addEventListener('click', clickEvent => {
const name = clickEvent.target.getAttribute('data-player-name');
(0, _chat.partyPlayer)(name);
});
});
Array.from(document.querySelectorAll('.js-unfriend-player')).forEach($button => {
$button.addEventListener('click', clickEvent => {
const name = clickEvent.target.getAttribute('data-player-name');
(0, _player.unfriendPlayer)(name); // Remove the blocked player from the list
Array.from(document.querySelectorAll(`.js-friends-list [data-player-name="${name}"]`)).forEach($element => {
$element.parentNode.removeChild($element);
});
});
});
Array.from(document.querySelectorAll('.js-friend-note')).forEach($element => {
$element.addEventListener('change', clickEvent => {
const name = clickEvent.target.getAttribute('data-player-name');
state.friendNotes[name] = clickEvent.target.value;
});
}); // The close button for our custom UI
document.querySelector('.js-close-custom-friends-list').addEventListener('click', removeFriendsList);
}
function removeFriendsList() {
const $friendsListWindow = document.querySelector('.js-friends-list');
$friendsListWindow.parentNode.removeChild($friendsListWindow);
(0, _ui.setWindowClosed)(_ui.WindowNames.friendsList);
}
function toggleFriendsList() {
if ((0, _ui.isWindowOpen)(_ui.WindowNames.friendsList)) {
removeFriendsList();
} else {
createFriendsList();
}
}
},{"../../utils/chat":48,"../../utils/misc":50,"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53}],24:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
Object.defineProperty(exports, "createFriendsList", {
enumerable: true,
get: function () {
return _friendsListUi.createFriendsList;
}
});
Object.defineProperty(exports, "removeFriendsList", {
enumerable: true,
get: function () {
return _friendsListUi.removeFriendsList;
}
});
exports.default = void 0;
var _ui = require("../../utils/ui");
var _friendsListUi = require("./friendsListUi");
var _chatContextMenu = require("../chatContextMenu");
var _player = require("../../utils/player");
var _state = require("../../utils/state");
function customFriendsList() {
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)();
_ui.WindowNames.friendsList = 'friends-list';
(0, _chatContextMenu.registerChatMenuItem)({
id: 'friend',
label: 'Friend',
handleClick: () => {
(0, _player.friendPlayer)(tempState.chatName);
},
handleVisibilityCheck: () => {
return !state.friendsList[tempState.chatName];
}
});
(0, _chatContextMenu.registerChatMenuItem)({
id: 'unfriend',
label: 'Unfriend',
handleClick: () => {
(0, _player.unfriendPlayer)(tempState.chatName);
},
handleVisibilityCheck: () => {
return !!state.friendsList[tempState.chatName];
}
});
(0, _ui.createNavButton)('friendslist', 'F', 'Friends List', _friendsListUi.toggleFriendsList); // If it was open when the game last closed keep it open
if ((0, _ui.isWindowOpen)(_ui.WindowNames.friendsList)) {
(0, _friendsListUi.createFriendsList)();
}
}
var _default = {
name: 'Friends list',
description: 'Allows access to your friends list from the top right F icon',
run: customFriendsList
};
exports.default = _default;
},{"../../utils/player":51,"../../utils/state":52,"../../utils/ui":53,"../chatContextMenu":13,"./friendsListUi":23}],25:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.handleHealthChange = handleHealthChange;
var _state = require("../../utils/state");
const HEALTH_PERCENTAGE_COLORS_ORANGE = {
100: 'linear-gradient(0deg, #34CB49 0%, #2da640 49%, #34CB49 50%)',
90: 'linear-gradient(0deg, #4AB844 0%, #3D963B 49%, #4AB844 50%)',
80: 'linear-gradient(0deg, #61A540 0%, #4D8637 49%, #61A540 50%)',
70: 'linear-gradient(0deg, #77923C 0%, #5E7733 49%, #77923C 50%)',
60: 'linear-gradient(0deg, #8E7F37 0%, #6E672F 49%, #8E7F37 50%)',
50: 'linear-gradient(0deg, #A46D33 0%, #7E582A 49%, #A46D33 50%)',
40: 'linear-gradient(0deg, #BB8A2F 0%, #8F4826 49%, #BB8A2F 50%)',
30: 'linear-gradient(0deg, #D1772A 0%, #9F3922 49%, #D1772A 50%)',
20: 'linear-gradient(0deg, #E86426 0%, #AF291E 49%, #E86426 50%)',
10: 'linear-gradient(0deg, #E04222 0%, #C01A1A 49%, #E04222 50%)'
};
const HEALTH_PERCENTAGE_COLORS_RED = {
100: 'linear-gradient(0deg, #34CB49 0%, #2da640 49%, #34CB49 50%)',
90: 'linear-gradient(0deg, #4AB844 0%, #3D963B 49%, #4AB844 50%)',
80: 'linear-gradient(0deg, #61A540 0%, #4D8637 49%, #61A540 50%)',
70: 'linear-gradient(0deg, #77923C 0%, #5E7733 49%, #77923C 50%)',
60: 'linear-gradient(0deg, #8E7F37 0%, #6E672F 49%, #8E7F37 50%)',
50: 'linear-gradient(0deg, #A46D33 0%, #7E582A 49%, #A46D33 50%)',
40: 'linear-gradient(0deg, #BB5A2F 0%, #8F4826 49%, #BB5A2F 50%)',
30: 'linear-gradient(0deg, #D1472A 0%, #9F3922 49%, #D1472A 50%)',
20: 'linear-gradient(0deg, #E83426 0%, #AF291E 49%, #E83426 50%)',
10: 'linear-gradient(0deg, #E02222 0%, #C01A1A 49%, #E02222 50%)'
}; // TODO: Consider separate colors for fading that starts when they're below 50%
// Abruptly fading to a dark green/orange color when they hit 50% may not look great
function handleHealthChange($healthBar) {
const state = (0, _state.getState)(); // Clear the custom background for enemies
// This is necessary because when switching from an allied target to an enenmy target,
// the DOM element remains the same, but the class changes, hence this observer
// is still active.
if ($healthBar.classList.contains('bgenemy')) {
if ($healthBar.style.background) {
$healthBar.style.background = '';
}
return;
}
let colors = {};
if (state.healthBarFadeColor === 'red') {
colors = HEALTH_PERCENTAGE_COLORS_RED;
} else if (state.healthBarFadeColor === 'orange') {
colors = HEALTH_PERCENTAGE_COLORS_ORANGE;
}
const healthPercentage = parseFloat($healthBar.style.width);
let color = ''; // If health bar is set not to fade until X%, then use the default 100% color
// if we're not supposed to fade yet
if (state.healthBarFadePercentage > healthPercentage) {
color = colors[100];
} else if (healthPercentage < 10) {
color = colors[10];
} else if (healthPercentage < 20) {
color = colors[20];
} else if (healthPercentage < 30) {
color = colors[30];
} else if (healthPercentage < 40) {
color = colors[40];
} else if (healthPercentage < 50) {
color = colors[50];
} else if (healthPercentage < 60) {
color = colors[60];
} else if (healthPercentage < 70) {
color = colors[70];
} else if (healthPercentage < 80) {
color = colors[80];
} else if (healthPercentage < 90) {
color = colors[90];
} else {
color = colors[100];
}
if ($healthBar.style.background !== color) {
$healthBar.style.background = color;
}
}
},{"../../utils/state":52}],26:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _helpers = require("./helpers");
function healthColorChanger() {
const $healthBars = Array.from(document.querySelectorAll('.progressBar.bghealth:not(.js-healthchanger-initd)'));
$healthBars.forEach($healthBar => {
$healthBar.classList.add('js-healthchanger-initd');
(0, _helpers.handleHealthChange)($healthBar);
const observer = new MutationObserver(mutations => (0, _helpers.handleHealthChange)(mutations[0].target));
observer.observe($healthBar, {
attributes: true // When style changes, width has changed, i.e. health percentage has changed
});
});
}
var _default = {
name: 'Health color changer',
description: 'Changes the green color of allied player health bars to become darker and redder as your health gets lower',
run: ({
registerOnDomChange
}) => {
registerOnDomChange(healthColorChanger);
healthColorChanger();
}
};
exports.default = _default;
},{"./helpers":25}],27:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _modStart = _interopRequireDefault(require("./_modStart"));
var _customSettings = _interopRequireDefault(require("./_customSettings"));
var _chatContextMenu = _interopRequireDefault(require("./chatContextMenu"));
var _chatFilters = _interopRequireDefault(require("./chatFilters"));
var _chatTabs = _interopRequireDefault(require("./chatTabs"));
var _draggableUI = _interopRequireDefault(require("./draggableUI"));
var _friendsList = _interopRequireDefault(require("./friendsList"));
var _mapControls = _interopRequireDefault(require("./mapControls"));
var _resizableChat = _interopRequireDefault(require("./resizableChat"));
var _resizableMap = _interopRequireDefault(require("./resizableMap"));
var _selectedWindowIsTop = _interopRequireDefault(require("./selectedWindowIsTop"));
var _xpMeter = _interopRequireDefault(require("./xpMeter"));
var _merchantFilter = _interopRequireDefault(require("./merchantFilter"));
var _itemStatsCopy = _interopRequireDefault(require("./itemStatsCopy"));
var _keyPressTracker = _interopRequireDefault(require("./_keyPressTracker"));
var _clanActivityTracker = _interopRequireDefault(require("./clanActivityTracker"));
var _skillCooldownNumbers = _interopRequireDefault(require("./skillCooldownNumbers"));
var _depositAll = _interopRequireDefault(require("./depositAll"));
var _lockedItemSlots = _interopRequireDefault(require("./lockedItemSlots"));
var _screenshotMode = _interopRequireDefault(require("./screenshotMode"));
var _buffTooltips = _interopRequireDefault(require("./buffTooltips"));
var _healthColorChanger = _interopRequireDefault(require("./healthColorChanger"));
var _blockList = _interopRequireDefault(require("./blockList"));
function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
// The array here dictates the order of which mods are executed, from top to bottom
var _default = [// MUST BE AT THE TOP:
_modStart.default, _keyPressTracker.default, // Order for these items only matter in regards to registering items in settings/chat menu:
_friendsList.default, _blockList.default, // Order for these items shouldn't matter:
_resizableMap.default, _mapControls.default, _resizableChat.default, _chatFilters.default, _chatTabs.default, _draggableUI.default, _selectedWindowIsTop.default, _xpMeter.default, _merchantFilter.default, _itemStatsCopy.default, _clanActivityTracker.default, _skillCooldownNumbers.default, _depositAll.default, _lockedItemSlots.default, _screenshotMode.default, _buffTooltips.default, _healthColorChanger.default, // MUST BE AT THE BOTTOM:
_customSettings.default, _chatContextMenu.default];
exports.default = _default;
},{"./_customSettings":2,"./_keyPressTracker":5,"./_modStart":6,"./blockList":8,"./buffTooltips":10,"./chatContextMenu":13,"./chatFilters":14,"./chatTabs":16,"./clanActivityTracker":18,"./depositAll":20,"./draggableUI":22,"./friendsList":24,"./healthColorChanger":26,"./itemStatsCopy":28,"./lockedItemSlots":30,"./mapControls":32,"./merchantFilter":34,"./resizableChat":36,"./resizableMap":38,"./screenshotMode":40,"./selectedWindowIsTop":42,"./skillCooldownNumbers":44,"./xpMeter":46}],28:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var chat = _interopRequireWildcard(require("../../utils/chat"));
var _game = require("../../utils/game");
var _state = require("../../utils/state");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
async function itemStatsCopy(clickEvent) {
const tempState = (0, _state.getTempState)(); // This mod only triggers if you alt+right click
if (!tempState.keyModifiers.alt) {
return;
}
const $bagSlot = document.elementFromPoint(clickEvent.clientX, clickEvent.clientY); // No item in slot
if (!$bagSlot.querySelector('img')) {
return;
} // Once we confirm we want to copy to clipboard, hide context menu
const $itemContextMenuChoice = document.body.querySelector('.container > .panel > .choice');
if (!$itemContextMenuChoice) {
// If context menu isn't open, something is not right - stop what we're doing and exit
// Seen this happen very rarely when testing
return;
}
const $itemContextMenu = $itemContextMenuChoice.parentNode;
if ($itemContextMenu) {
$itemContextMenu.style.display = 'none';
} // Get the texts we want from the tooltip
const getDetailedTooltips = true;
const $tooltip = await (0, _game.getTooltipContent)($bagSlot, getDetailedTooltips);
if (!$tooltip) {
// This _shouldn't_ happen, but very occasionally there is a (likely timing-related) problem getting the tooltip
return;
} // We get the detailed tooltip, which may have a second comparison tooltip. Remove the comparison tooltip if we have it.
const $comparisonTooltip = $tooltip.querySelector('.slotdescription');
if ($comparisonTooltip) $comparisonTooltip.parentNode.removeChild($comparisonTooltip); // Collect item name/stats into strings
const itemName = $tooltip.querySelector('.slottitle').textContent;
const $itemQuality = $tooltip.querySelector('.type span');
const itemQuality = $itemQuality.textContent; // It's not a piece of equipment, just copy item name and exit
if (!itemQuality.includes('%')) {
let trimmedItemName = itemName; // If item name starts with T#, e.g. T1, T5, etc, then this was added onto the detailed tooltip
// It's usually unnecessary information, so we remove it
// (e.g. shows as "T94 Centrifugal Laceration Lv. 4" instead of "Centrifugal Laceration Lv. 4")
if (itemName.substr(0, 2).match(/T[0-9]/)) {
trimmedItemName = itemName.substr(itemName.indexOf(' ') + 1);
}
navigator.clipboard.writeText(trimmedItemName);
chat.addChatMessage(`Copied ${trimmedItemName} to clipboard.`);
return;
} // We only want the lvl number, so pop off the level number from the "Requires Lv. 17" line
// To find this line, we search through all the tooltip lines for the line containing "Requires"
const $lines = Array.from($tooltip.querySelectorAll('.container .pack'));
const $itemRequirement = $lines.filter($line => $line.textContent.includes('Requires '))[0];
const itemLvl = $itemRequirement.textContent.split(' ').pop(); // Grab the stats we care about, i.e. not part of the requirements or item type
const $stats = Array.from($tooltip.querySelectorAll(`
.pack > .textpurp,
.pack > .textblue,
.pack > .textgreen:not(.slottitle),
.pack > .textwhite:not(.type)
`));
const statsText = $stats.map($stat => {
// We only care about lines starting with a "+ ", showcasing that a piece of gear adds a certain stat
// The comparison line near the bottom of the tooltip also has a "+", but no space after it. This shows stat differentials vs current gear - we don't want that.
if ($stat.textContent.substr(0, 2) !== '+ ') return; // Return quality percentage only if it exists, otherwise return normal stat
const $quality = $stat.querySelector('span');
if ($quality) {
const quality = $quality.textContent;
const statLineChunks = $stat.textContent.replace(/\+\s/g, '+').split(' ');
statLineChunks.pop(); // Remove quality at end
statLineChunks.shift(); // Remove specific +# at the beginning
const statName = statLineChunks.join(' ');
return `${statName} ${quality}`;
} else {
return $stat.textContent.trim();
}
}).filter(statText => !!statText) // Filter out empty stat texts, i.e. if they didn't begin with a "+"
.join(', ');
navigator.clipboard.writeText(`${itemName} ${itemQuality} Lv.${itemLvl}: ${statsText}`);
chat.addChatMessage(`Copied ${itemName}'s stats to clipboard.`);
}
var _default = {
name: 'Items stats copy',
description: 'When alt+left clicking a piece of equipment in your inventory, its stats will be copied to your clipboard',
run: ({
registerOnRightClick
}) => {
registerOnRightClick(itemStatsCopy);
}
};
exports.default = _default;
},{"../../utils/chat":48,"../../utils/game":49,"../../utils/state":52}],29:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.lockSlot = lockSlot;
exports.initLockedSlots = initLockedSlots;
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
var _ui = require("../../utils/ui");
var _game = require("../../utils/game");
function _wireLockSlot($lockedSlot) {
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)();
const slotNumber = $lockedSlot.getAttribute('data-locked-slot-num');
const $bagSlot = document.querySelector(`#bag${slotNumber}`); // Left clicking works normally, proxy it through
$lockedSlot.addEventListener('click', () => {
$bagSlot.dispatchEvent(new Event('pointerup'));
}); // Hovering to see the tooltip works normally, proxy it through
$lockedSlot.addEventListener('pointerenter', () => {
$bagSlot.dispatchEvent(new Event('pointerenter'));
});
$lockedSlot.addEventListener('pointerleave', () => {
$bagSlot.dispatchEvent(new Event('pointerleave'));
}); // Right clicking removes Drop item from menu, otherwise works normally, proxy it through
$lockedSlot.addEventListener('contextmenu', event => {
// Block shift+right click
if (tempState.keyModifiers.shift) return; // Don't do anything if no item in this slot
if (!$bagSlot.querySelector('img')) return; // Emulate right click on the item to display its context menu
$bagSlot.dispatchEvent(new PointerEvent('pointerup', event));
setTimeout(() => {
const $contextMenuChoices = Array.from(document.querySelectorAll('.container > .panel.context .choice')); // Remove "Drop item" from context menu
$contextMenuChoices.forEach($choice => {
if ($choice.textContent.toLowerCase() === 'drop item') {
$choice.style.display = 'none';
}
}); // Add "Unlock slot" menu item
$contextMenuChoices[0].parentNode.appendChild((0, _misc.makeElement)({
element: 'div',
class: 'choice js-unlock-item',
content: 'Unlock slot'
})); // Wire up "Unlock slot" menu item
const $unlockItemChoice = document.querySelector('.js-unlock-item');
$unlockItemChoice.addEventListener('click', () => {
state.lockedItemSlots.splice(state.lockedItemSlots.indexOf(parseInt(slotNumber)), 1); // console.info('unlocked locked item', slotNumber, state.lockedItemSlots);
(0, _state.saveState)();
$lockedSlot.parentNode.removeChild($lockedSlot); // Hide context menu after clicking unlock (removing it breaks client that tries to remove it later)
const $contextMenu = $unlockItemChoice.parentNode;
$contextMenu.style.display = 'none';
});
}, 0);
});
}
function lockSlot(slotNumber) {
const $slot = document.querySelector(`#bag${slotNumber}`);
if (!$slot) return; // If slot has already been locked, don't lock it again
if (document.querySelector(`.js-locked-slot[data-locked-slot-num="${slotNumber}"]`)) return;
const $lockedSlot = (0, _misc.makeElement)({
element: 'div',
class: 'js-locked-slot uimod-locked-slot'
});
$lockedSlot.setAttribute('data-locked-slot-num', slotNumber);
$lockedSlot.setAttribute('style', `left: ${$slot.offsetLeft}px; top: ${$slot.offsetTop}px;`);
$slot.parentNode.insertBefore($lockedSlot, $slot);
_wireLockSlot($lockedSlot);
}
function initLockedSlots() {
const state = (0, _state.getState)();
const $inventory = (0, _game.getWindow)(_ui.WindowNames.inventory);
if (!$inventory || $inventory.classList.contains('js-locked-slots-initd')) return;
$inventory.classList.add('js-locked-slots-initd'); // Initialize locked slots UI
// console.info('initting locked slots', state.lockedItemSlots);
state.lockedItemSlots.forEach(lockSlot);
}
},{"../../utils/game":49,"../../utils/misc":50,"../../utils/state":52,"../../utils/ui":53}],30:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _ui = require("../../utils/ui");
var _game = require("../../utils/game");
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
var _helpers = require("./helpers");
function addLockItemContextMenu() {
const state = (0, _state.getState)();
const $inventory = (0, _game.getWindow)(_ui.WindowNames.inventory);
const $contextMenu = document.querySelector('.container > .panel.context:not(.js-lock-menu-initd)');
if (!$inventory || !$contextMenu) return;
const $elementUnderContextMenu = document.elementFromPoint($contextMenu.offsetLeft, $contextMenu.offsetTop - 10 // Subtract 10px to get element right above context menu, rather than context menu itself
); // If context menu top left is not inside inventory, then this is not the inventory context menu
// For example, Queue or Party was clicked while inventory was opened
if (!$inventory.contains($elementUnderContextMenu)) return; // Add Lock slot, only if unlock slot doesn't exist
// Use `setTimeout` to wait for `unlock slot` to be added
setTimeout(() => {
// If Lock slot already added, dont add it
if (document.querySelector('.js-lock-item')) return; // If Unlock slot exists, don't add Lock slot
const isLocked = Array.from($contextMenu.querySelectorAll('.choice')).some($choice => $choice.textContent.toLowerCase() === 'unlock slot');
if (isLocked) return;
$contextMenu.appendChild((0, _misc.makeElement)({
element: 'div',
class: 'choice js-lock-item',
content: 'Lock slot'
}));
document.querySelector('.js-lock-item').addEventListener('click', () => {
// Get bag slot element displayed above right click menu
// Overlay of the bag slot is selected by `elementFromPoint
const $bagSlotOverlay = document.elementFromPoint($contextMenu.offsetLeft, $contextMenu.offsetTop - 10); // Parent of overlay is the bag slot. Get its id (e.g. "bag4"), then get the slot number from the id
// Occasionally $bagSlotOverlay is actually the bag slot itself, not the overlay - if the user has clicked near the edge of the bag
// In this case, don't use the parentElement
const bagSlotNum = parseInt($bagSlotOverlay.id ? $bagSlotOverlay.id.substr(3) : $bagSlotOverlay.parentElement.id.substr(3)); // console.info('bagslotnum lock item', bagSlotNum, $bagSlotOverlay);
state.lockedItemSlots.push(bagSlotNum);
(0, _state.saveState)(); // Hide context menu
$contextMenu.style.display = 'none'; // Add lock slot in UI
(0, _helpers.lockSlot)(bagSlotNum);
});
}, 0);
} // Pass `true` as argument to reinitialize even if initd
function renderLockedItemSlots() {
const $inventory = (0, _game.getWindow)(_ui.WindowNames.inventory, true);
const $inventoryContainer = $inventory.parentNode; // We listen specifically on the inventory's container to check for `style` changes
// so we know if the inventory has had its visibility toggled
const inventoryObserver = new MutationObserver(_helpers.initLockedSlots);
inventoryObserver.observe($inventoryContainer, {
attributes: true,
childList: false
});
(0, _helpers.initLockedSlots)();
} // Removes non-numbers and duplicates from state.lockedItemSlots, and ensures it is an array
// This is primarily necessary because the original release had a few bugs that allowed a slot
// to be in the state array multiple times, or allowed `null` to be in the array. This isn't expected and caused bugs.
function cleanLockedItemState() {
const state = (0, _state.getState)(); // If something really went wrong and lockedItemSlots isn't an array, set it to an empty array
if (!Array.isArray(state.lockedItemSlots)) {
state.lockedItemSlots = []; // console.info('cleared lockedItemSlots');
(0, _state.saveState)();
return;
} // Remove duplicates and non-numbers
const cleanedLockItems = Array.from(new Set(state.lockedItemSlots)).filter(item => typeof item === 'number');
const itemsAreSame = cleanedLockItems.sort().join() === state.lockedItemSlots.sort().join();
if (!itemsAreSame) {
state.lockedItemSlots = cleanedLockItems;
(0, _state.saveState)();
}
}
var _default = {
name: 'Locked item slots',
description: 'Allows you to lock inventory slots so you can not drop those items or shift+right click them',
run: ({
registerOnDomChange
}) => {
cleanLockedItemState(); // Initialize locked item overlays
renderLockedItemSlots(); // Add Lock item choice to inventory context menu
addLockItemContextMenu();
registerOnDomChange(addLockItemContextMenu);
}
};
exports.default = _default;
},{"../../utils/game":49,"../../utils/misc":50,"../../utils/state":52,"../../utils/ui":53,"./helpers":29}],31:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.updateMapOpacity = updateMapOpacity;
exports.resetMapZoomScale = resetMapZoomScale;
var _state = require("../../utils/state");
// On load, update map opacity to match state
// We modify the opacity of the canvas and the background color alpha of the parent container
// We do this to allow our opacity buttons to be visible on hover with 100% opacity
// (A surprisingly difficult enough task to require this implementation)
function updateMapOpacity() {
const state = (0, _state.getState)();
const $map = document.querySelector('.container canvas');
const $mapContainer = document.querySelector('.js-map');
$map.style.opacity = String(state.mapOpacity / 100);
const mapContainerBgColor = window.getComputedStyle($mapContainer, null).getPropertyValue('background-color'); // Credit for this regexp + This opacity+rgba dual implementation: https://stackoverflow.com/questions/16065998/replacing-changing-alpha-in-rgba-javascript
let opacity = state.mapOpacity / 100; // This is a slightly lazy browser workaround to fix a bug.
// If the opacity is `1`, and it sets `rgba` to `1`, then the browser changes the
// rgba to rgb, dropping the alpha. We could account for that and add the `alpha` back in
// later, but setting the max opacity to very close to 1 makes sure the issue never crops up.
// Fun fact: 0.99 retains the alpha, but setting this to 0.999 still causes the browser to drop the alpha. Rude.
if (opacity === 1) {
opacity = 0.99;
}
const newBgColor = mapContainerBgColor.replace(/[\d\.]+\)$/g, `${opacity})`);
$mapContainer.style['background-color'] = newBgColor; // Update the button opacity
const $addBtn = document.querySelector('.js-map-opacity-add');
const $minusBtn = document.querySelector('.js-map-opacity-minus'); // Hide plus button if the opacity is max
if (state.mapOpacity === 100) {
$addBtn.style.visibility = 'hidden';
} else {
$addBtn.style.visibility = 'visible';
} // Hide minus button if the opacity is lowest
if (state.mapOpacity === 0) {
$minusBtn.style.visibility = 'hidden';
} else {
$minusBtn.style.visibility = 'visible';
}
}
function resetMapZoomScale() {
const state = (0, _state.getState)();
const $map = document.querySelector('.js-map-zoom');
if (!$map) return; // If this class doesn't exist, then the map zoom mod isn't enabled
if (state.mapZoom === 1) return;
$map.getContext('2d').resetTransform();
}
},{"../../utils/state":52}],32:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _state = require("../../utils/state");
var helpers = _interopRequireWildcard(require("./helpers"));
var _misc = require("../../utils/misc");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function mapControls() {
const state = (0, _state.getState)();
const $map = document.querySelector('.container canvas');
if (!$map.parentNode.classList.contains('js-map')) {
$map.parentNode.classList.add('js-map');
}
const $mapContainer = document.querySelector('.js-map'); // We only use the `js-map-move` button in the `draggableUI` mod
const $mapButtons = (0, _misc.makeElement)({
element: 'div',
class: 'js-map-btns',
content: `
<button class="js-map-opacity-add">+</button>
<button class="js-map-opacity-minus">-</button>
<button class="js-map-reset">r</button>
`
}); // Add it right before the map container div
$map.parentNode.insertBefore($mapButtons, $map);
helpers.updateMapOpacity();
const $addBtn = document.querySelector('.js-map-opacity-add');
const $minusBtn = document.querySelector('.js-map-opacity-minus');
const $resetBtn = document.querySelector('.js-map-reset'); // Hide the buttons if map opacity is maxed/minimum
if (state.mapOpacity === 100) {
$addBtn.style.visibility = 'hidden';
}
if (state.mapOpacity === 0) {
$minusBtn.style.visibility = 'hidden';
} // Wire it up
$addBtn.addEventListener('click', () => {
// Update opacity
state.mapOpacity += 10;
(0, _state.saveState)();
helpers.updateMapOpacity();
});
$minusBtn.addEventListener('click', () => {
// Update opacity
state.mapOpacity -= 10;
(0, _state.saveState)();
helpers.updateMapOpacity();
});
$resetBtn.addEventListener('click', () => {
state.mapOpacity = 70;
state.mapWidth = '194px';
state.mapHeight = '194px';
helpers.resetMapZoomScale();
state.mapZoomScaleFactor = 1;
(0, _state.saveState)();
helpers.updateMapOpacity();
$mapContainer.style.width = state.mapWidth;
$mapContainer.style.height = state.mapHeight;
});
helpers.updateMapOpacity();
}
var _default = {
name: 'Map controls',
description: 'Enables hovering over the minimap to show buttons that let you increase or decrease the opacity of the map, or reset the size+transparency of it',
run: mapControls
};
exports.default = _default;
},{"../../utils/misc":50,"../../utils/state":52,"./helpers":31}],33:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.handleMerchantFilterInputChange = handleMerchantFilterInputChange;
exports.deleteMerchantObserver = deleteMerchantObserver;
var _game = require("../../utils/game");
var _state = require("../../utils/state");
function handleMerchantFilterInputChange() {
const $filterInput = document.querySelector('.js-merchant-filter-input');
if (!$filterInput) {
return;
}
const value = $filterInput.value;
if (value) {
_refreshMerchantFilter(); // When we're filtering, start refreshing merchant filter if we haven't already
} // If no filters, include single empty string, to make every item visible
const filters = value.split(',').map(v => v.trim()) || [''];
const $items = Array.from(document.querySelectorAll('.js-merchant-initd .items .slot'));
$items.forEach($item => {
const tooltipContentPromise = (0, _game.getTooltipContent)($item);
tooltipContentPromise.then(tooltipContent => {
if (!tooltipContent) {
// Something weird happened, probably related to lag from looking at tooltips in bulk
// In this case where we unexpectedly don't have the tooltip, just show the item rather than error out
$item.parentNode.style.display = 'grid';
return;
}
let filterMatchCount = 0;
filters.forEach(filter => {
const matchesFilter = tooltipContent.textContent.toLowerCase().includes(filter.toLowerCase());
if (matchesFilter) {
filterMatchCount++;
}
});
const matchesAllFilters = filterMatchCount === filters.length;
if (matchesAllFilters) {
$item.parentNode.style.display = 'grid';
} else {
$item.parentNode.style.display = 'none';
}
});
});
}
function _refreshMerchantFilter() {
const tempState = (0, _state.getTempState)(); // If we're already observing, we don't need to observe again
if (tempState.merchantLoadingObserver) return;
tempState.merchantLoadingObserver = new MutationObserver(mutation => {
// If spinner is visible, we are loading. Once spinner is not visible, we are no longer loading
if (mutation[0] && mutation[0].addedNodes[0] && mutation[0].addedNodes[0].classList.contains('spinner')) {
tempState.merchantLoading = true;
} else {
// If we were loading and now we aren't, we want to refresh the filters
if (tempState.merchantLoading) {
handleMerchantFilterInputChange();
}
tempState.merchantLoading = false;
}
});
tempState.merchantLoadingObserver.observe(document.querySelector('.js-merchant-initd .buy'), {
attributes: false,
childList: true,
subtree: true
});
}
function deleteMerchantObserver() {
const tempState = (0, _state.getTempState)();
if (tempState.merchantLoadingObserver) {
tempState.merchantLoading = false;
tempState.merchantLoadingObserver.disconnect();
delete tempState.merchantLoadingObserver;
}
}
},{"../../utils/game":49,"../../utils/state":52}],34:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _game = require("../../utils/game");
var _misc = require("../../utils/misc");
var _ui = require("../../utils/ui");
var _helpers = require("./helpers");
function addMerchantFilter() {
const $merchant = (0, _game.getWindow)('Merchant'); // If merchant is closed or merchant filter input is already added, we dont need to do anything
if (!$merchant || $merchant.querySelector('.js-merchant-filter-input')) {
return;
}
$merchant.classList.add('js-merchant-initd');
$merchant.classList.add('uidom-merchant-with-filters');
(0, _ui.setWindowOpen)(_ui.WindowNames.merchant);
const $lvMaximumField = $merchant.querySelectorAll('input[type="number"]')[1];
const $customSearchField = (0, _misc.makeElement)({
element: 'input',
class: 'js-merchant-filter-input uidom-merchant-input',
type: 'search',
placeholder: 'Filters (comma separated)'
});
$lvMaximumField.parentNode.insertBefore($customSearchField, $lvMaximumField.nextSibling);
$merchant.querySelector('.js-merchant-filter-input').addEventListener('keyup', (0, _misc.debounce)(_helpers.handleMerchantFilterInputChange, 250));
}
function cleanupMerchantObserver() {
if ((0, _ui.isWindowOpen)(_ui.WindowNames.merchant)) {
const $merchant = document.querySelector('.js-merchant-initd');
if ($merchant) return;
} // Window was set to open but is actually closed, let's clean up...
(0, _ui.setWindowClosed)(_ui.WindowNames.merchant);
(0, _helpers.deleteMerchantObserver)();
}
var _default = {
name: 'Merchant filter',
description: 'Allows you to specify filters, or search text, for items displayed in the merchant',
run: ({
registerOnDomChange
}) => {
addMerchantFilter();
registerOnDomChange(addMerchantFilter);
registerOnDomChange(() => {
cleanupMerchantObserver();
});
}
};
exports.default = _default;
},{"../../utils/game":49,"../../utils/misc":50,"../../utils/ui":53,"./helpers":33}],35:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.resizeChat = resizeChat;
var _state = require("../../utils/state");
// Resizes chat to match what's in state
function resizeChat() {
const state = (0, _state.getState)();
const $chatContainer = document.querySelector('.js-chat-resize');
$chatContainer.style.width = state.chatWidth;
$chatContainer.style.height = state.chatHeight;
}
},{"../../utils/state":52}],36:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _state = require("../../utils/state");
var _helpers = require("./helpers");
function resizableChat() {
const state = (0, _state.getState)(); // Add the appropriate classes
const $chatContainer = document.querySelector('#chat').parentNode;
$chatContainer.classList.add('js-chat-resize'); // Load initial chat and map size
if (state.chatWidth && state.chatHeight) {
(0, _helpers.resizeChat)();
} // Save chat size on resize - Disabled for now as this isn't fully working yet
// const resizeObserverChat = new ResizeObserver(() => {
// const chatWidthStr = window
// .getComputedStyle($chatContainer, null)
// .getPropertyValue('width');
// const chatHeightStr = window
// .getComputedStyle($chatContainer, null)
// .getPropertyValue('height');
// const hasWidthChanged = state.chatWidth !== chatWidthStr;
// const hasHeightChanged = state.chatHeight !== chatHeightStr;
// // If width or height has changed by 20 or more (arbitrary number), chat has been resized
// // by game, rather than by user. Don't override state in this case.
// //
// // Instead, chat should be resized to match state. This helps avoid chat resize being reset
// // by the game when the game reinitializes, i.e. when user is inactive and not focusing on game for prolonged period of time.
// const widthChangeAmount = Math.abs(parseInt(chatWidthStr) - parseInt(state.chatWidth));
// const heightChangeAmount = Math.abs(parseInt(chatHeightStr) - parseInt(state.chatHeight));
// console.log(widthChangeAmount, heightChangeAmount);
// if (widthChangeAmount >= 20 || heightChangeAmount >= 20) {
// resizeChat();
// return;
// }
// if (hasWidthChanged) state.chatWidth = chatWidthStr;
// if (hasHeightChanged) state.chatHeight = chatHeightStr;
// if (hasWidthChanged || hasHeightChanged) saveState();
// });
// resizeObserverChat.observe($chatContainer);
}
var _default = {
name: 'Resizable chat',
description: 'Allows you to resize chat by clicking and dragging from the bottom right of chat',
run: resizableChat
};
exports.default = _default;
},{"../../utils/state":52,"./helpers":35}],37:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.mapResizeHandler = mapResizeHandler;
exports.triggerMapResize = triggerMapResize;
exports.zoomAndCenterMap = zoomAndCenterMap;
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
// When the map container resizes, we want to update the canvas width/height and the state
function mapResizeHandler() {
if (!document.querySelector('.layout')) {
return;
}
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)();
const $map = document.querySelector('.container canvas').parentNode;
const $canvas = $map.querySelector('canvas'); // Get real values of map height/width, excluding padding/margin/etc
// We round the values in this file to prevent unnecessary decimal points in our map or canvas sizes
// For some people these decimal points cause the map to constantly resize, making it pretty unusable.
// Rounding the numbers fixes this.
const mapWidthStr = window.getComputedStyle($map, null).getPropertyValue('width');
const mapHeightStr = window.getComputedStyle($map, null).getPropertyValue('height');
const mapWidth = Math.round(Number(mapWidthStr.slice(0, -2)));
const mapHeight = Math.round(Number(mapHeightStr.slice(0, -2))); // If height/width are 0 or unset, don't resize canvas
if (!mapWidth || !mapHeight) {
return;
}
if ($canvas.width !== mapWidth) {
$canvas.width = mapWidth;
}
if ($canvas.height !== mapHeight) {
$canvas.height = mapHeight;
} // If we're clicking map, i.e. manually resizing, then save state
// Don't save state when minimizing/maximizing map via [M]
if (tempState.clickingMap) {
state.mapWidth = mapWidthStr;
state.mapHeight = mapHeightStr;
(0, _state.saveState)(); // If map has been resized, zoom will be reset - so we initialize it again
debouncedZoomAndCenterMap();
} else {
const isMaximized = mapWidth > tempState.lastMapWidth && mapHeight > tempState.lastMapHeight;
if (!isMaximized) {
$map.style.width = state.mapWidth;
$map.style.height = state.mapHeight; // Also update the zoom scale if map was maximized then minimized
debouncedZoomAndCenterMap();
}
} // Store last map width/height in temp state, so we know if we've minimized or maximized
tempState.lastMapWidth = mapWidth;
tempState.lastMapHeight = mapHeight;
} // We need to observe canvas resizes to tell when the user presses M to open the big map
// At that point, we resize the map to match the canvas
function triggerMapResize() {
if (!document.querySelector('.layout')) {
return;
}
const $map = document.querySelector('.container canvas').parentNode;
const $canvas = $map.querySelector('canvas'); // Get real values of map height/width, excluding padding/margin/etc
const mapWidthStr = window.getComputedStyle($map, null).getPropertyValue('width');
const mapHeightStr = window.getComputedStyle($map, null).getPropertyValue('height');
const mapWidth = Math.round(Number(mapWidthStr.slice(0, -2)));
const mapHeight = Math.round(Number(mapHeightStr.slice(0, -2)));
const canvasWidth = Math.round($canvas.width);
const canvasHeight = Math.round($canvas.height); // If height/width are 0 or unset, we don't care about resizing yet
if (!mapWidth || !mapHeight) {
return;
}
if (canvasWidth !== mapWidth) {
$map.style.width = `${canvasWidth}px`;
}
if (canvasHeight !== mapHeight) {
$map.style.height = `${canvasHeight}px`;
}
} // Scales map by specific zoom amount
// This is multiplicative on the current scale, i.e. zoom once for 110%, then zoom a second time for 110%*110% = 1.1*1.1 = 121%
function handleMapZoom(scaleAmount) {
const $map = document.querySelector('.js-map-zoom');
if (!$map) return; // This generally shouldn't get hit, except maybe when the map resize handler is hit on initialization
$map.getContext('2d').scale(scaleAmount, scaleAmount);
} // Resets then initializes map zoom from state, and recenters map if it's resized
function zoomAndCenterMap() {
const {
mapZoomScaleFactor
} = (0, _state.getState)();
const $map = document.querySelector('.container canvas');
if (!$map) return; // Reset map zoom first, in case it was already set
$map.getContext('2d').resetTransform();
handleMapZoom(mapZoomScaleFactor);
recenterMap();
} // Recenters canvas so player is in the middle of the map
function recenterMap() {
const state = (0, _state.getState)();
const $map = document.querySelector('.container canvas');
if (!$map) return; // Default Hordes minimap canvas size is 194x194
const defaultMapSize = 194;
const mapWidth = parseInt(state.mapWidth);
const mapHeight = parseInt(state.mapHeight); // If map is zoomed, we need to recenter by keeping the scaled map width/height in mind
const widthDifferential = (mapWidth / state.mapZoomScaleFactor - defaultMapSize) / 2;
const heightDifferential = (mapHeight / state.mapZoomScaleFactor - defaultMapSize) / 2;
$map.getContext('2d').translate(widthDifferential, heightDifferential);
}
const debouncedZoomAndCenterMap = (0, _misc.debounce)(zoomAndCenterMap, 20);
},{"../../utils/misc":50,"../../utils/state":52}],38:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _state = require("../../utils/state");
var helpers = _interopRequireWildcard(require("./helpers"));
var _misc = require("../../utils/misc");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function resizableMap() {
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)();
const $map = document.querySelector('.container canvas').parentNode;
const $canvas = $map.querySelector('canvas');
$map.classList.add('js-map-resize'); // Track whether we're clicking (resizing) map or not
// Used to detect if resize changes are manually done, or from minimizing/maximizing map (with [M])
$map.addEventListener('mousedown', () => {
tempState.clickingMap = true;
}); // Sometimes the mouseup event may be registered outside of the map - we account for this
document.body.addEventListener('mouseup', () => {
tempState.clickingMap = false;
});
if (state.mapWidth && state.mapHeight) {
$map.style.width = state.mapWidth;
$map.style.height = state.mapHeight;
helpers.mapResizeHandler(); // Update canvas size on initial load of saved map size
} // On resize of map, resize canvas to match
// Debouncing allows map to be visible while resizing
const debouncedMapResize = (0, _misc.debounce)(helpers.mapResizeHandler, 1);
const resizeObserverMap = new ResizeObserver(debouncedMapResize);
helpers.mapResizeHandler();
resizeObserverMap.observe($map); // We debounce the canvas resize, so it doesn't resize every single
// pixel you move when resizing the DOM. If this were to happen,
// resizing would constantly be interrupted. You'd have to resize a tiny bit,
// lift left click, left click again to resize a tiny bit more, etc.
// Resizing is smooth when we debounce this canvas.
const debouncedTriggerResize = (0, _misc.debounce)(helpers.triggerMapResize, 50);
const resizeObserverCanvas = new ResizeObserver(debouncedTriggerResize);
resizeObserverCanvas.observe($canvas);
}
function zoomMap() {
const state = (0, _state.getState)(); // Wire up zooming
const $map = document.querySelector('.container canvas:not(.js-map-zoom)');
if (!$map) return;
$map.classList.add('js-map-zoom'); // On mouse wheel, zoom in/out 10%
$map.addEventListener('wheel', event => {
if (event.deltaY < 0) {
// Zoom in on mouse scroll up
if (state.mapZoomScaleFactor >= 3) return; // This is a neat problem - in JS, 0.7+0.1 is not 0.8, it's 0.7999999999999999 due to floating point issues- we round here to bypass that
state.mapZoomScaleFactor = Math.round((state.mapZoomScaleFactor + 0.1) * 10) / 10;
(0, _state.saveState)();
helpers.zoomAndCenterMap();
} else {
// Zoom out on mouse scroll down
if (state.mapZoomScaleFactor <= 0.3) return;
state.mapZoomScaleFactor = Math.round((state.mapZoomScaleFactor - 0.1) * 10) / 10;
(0, _state.saveState)();
helpers.zoomAndCenterMap();
}
}); // Initialize current zoom if user has zoomed
helpers.zoomAndCenterMap();
}
var _default = {
name: 'Resizable, zoomable map',
description: 'Allows you to resize the map by clicking and dragging from the bottom left. Also allows you to zoom the map with your mousewheel.',
run: () => {
resizableMap();
zoomMap();
}
};
exports.default = _default;
},{"../../utils/misc":50,"../../utils/state":52,"./helpers":37}],39:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.toggleScreenshotMode = toggleScreenshotMode;
var _screenshotWarningUi = require("./screenshotWarningUi");
function toggleScreenshotMode(keyEvent) {
// All of the UI elements we want to hide
const $expBar = document.querySelector('#expbar'); // Player exp bar
const $actionBar = document.querySelector('.actionbarcontainer'); // Skillbar & player/target hp bar
const $mainUI = document.querySelector('.layout > .container'); // The rest of the UI
// On release of F9 hide/show these UI elements and the screenshot warning
if (keyEvent.keyCode == '120') {
if ($expBar.style.display != 'none') {
$mainUI.style.display = 'none';
$expBar.style.display = 'none';
$actionBar.style.display = 'none';
(0, _screenshotWarningUi.createScreenshotWarning)();
} else {
$mainUI.style.display = 'block';
$expBar.style.display = 'block';
$actionBar.style.display = 'block';
(0, _screenshotWarningUi.removeScreenshotWarning)();
}
}
}
},{"./screenshotWarningUi":41}],40:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _helper = require("./helper");
function screenshotMode() {
window.addEventListener('keyup', _helper.toggleScreenshotMode);
}
var _default = {
name: 'Screenshot Mode',
description: 'F9 key toggles game UI visibly for cleaner screenshots',
run: screenshotMode
};
exports.default = _default;
},{"./helper":39}],41:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.createScreenshotWarning = createScreenshotWarning;
exports.removeScreenshotWarning = removeScreenshotWarning;
var _misc = require("../../utils/misc");
function createScreenshotWarning() {
// If it already exists kill it so we can remake it with a fresh fadeout
if (document.querySelector('js-screenshot-warning')) {
removeScreenshotWarning();
}
const $screenshotWarningContainer = (0, _misc.makeElement)({
element: 'span',
class: 'js-screenshot-warning uimod-screenshot-warning-container'
});
const $screenshotWarning = (0, _misc.makeElement)({
element: 'span',
class: 'uimod-screenshot-warning',
content: 'Press F9 to exit screenshot mode'
});
$screenshotWarningContainer.appendChild($screenshotWarning);
document.body.appendChild($screenshotWarningContainer);
setTimeout(() => {
$screenshotWarningContainer.classList.add('uimod-screenshot-warning-fadeout');
}, 3000);
}
function removeScreenshotWarning() {
const $screenshotWarning = document.querySelector('.js-screenshot-warning'); // If it's already removed for some reason don't bother trying to remove it
if (!$screenshotWarning) {
return;
}
$screenshotWarning.parentNode.removeChild($screenshotWarning);
}
},{"../../utils/misc":50}],42:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
// The last clicked UI window displays above all other UI windows
// This is useful when, for example, your inventory is near the market window,
// and you want the window and the tooltips to display above the market window.
function selectedWindowIsTop() {
Array.from(document.querySelectorAll('.window:not(.js-is-top-initd)')).forEach($window => {
$window.classList.add('js-is-top-initd');
$window.addEventListener('mousedown', () => {
// First, make the other is-top window not is-top
const $otherWindowContainer = document.querySelector('.js-is-top');
if ($otherWindowContainer) {
$otherWindowContainer.classList.remove('js-is-top');
} // Then, make our window's container (the z-index container) is-top
$window.parentNode.classList.add('js-is-top');
});
});
}
var _default = {
name: 'Make Selected Window Top',
description: 'The UI window you click will always be displayed over other UI windows',
run: ({
registerOnDomChange
}) => {
selectedWindowIsTop(); // As windows are opened, we want to enable them to become the top window when they're clicked
registerOnDomChange(selectedWindowIsTop);
}
};
exports.default = _default;
},{}],43:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.addSkillCooldownNumbers = addSkillCooldownNumbers;
var _state = require("../../utils/state");
var _misc = require("../../utils/misc");
function _getCooldownText(cd) {
const timeBetweenCooldownChecks = cd.latestCooldownTimestamp - cd.initialCooldownTimestamp;
const percentCompletedWithinTime = cd.initialCooldownPcntLeft - cd.latestCooldownPcntLeft;
const secondsForOnePercent = timeBetweenCooldownChecks / percentCompletedWithinTime / 1000;
return Math.floor(secondsForOnePercent * cd.latestCooldownPcntLeft);
}
function _handleCooldownUpdate(mutations) {
const tempState = (0, _state.getTempState)();
mutations.forEach(mutation => {
const $cooldownOverlay = mutation.target;
const isValidCooldownOverlay = $cooldownOverlay.parentElement && // This happens for some people for some unknown reason - maybe the overlay is removed from the DOM for some reason?
!$cooldownOverlay.classList.contains('offCd') && $cooldownOverlay.classList.contains('js-cooldown-num-initd'); // TODO: Remove this once we figure out why cooldown doesnt show occasionally
if (!isValidCooldownOverlay || typeof $cooldownOverlay.step !== 'number') {
console.debug('cooldown not valid - overlay, parent', $cooldownOverlay, $cooldownOverlay.parentElement);
}
if (!isValidCooldownOverlay || typeof $cooldownOverlay.step !== 'number') return;
const skillId = $cooldownOverlay.parentNode.id;
const cooldownPercentageLeft = $cooldownOverlay.step; // `step` prop added by game, 100-0 for 100% CD left, 99% CD left, etc
let cdState = tempState.cooldownNums[skillId]; // If cooldown percentage left is greater than the current initial cooldown pcnt left,
// that means the skill cooldown counter is still tracking an old cooldown.
// This can happen rarely if the user casts the ability the instant it comes off cooldown.
// In this scenario, we want to reset the cooldown state.
// If we don't reset the cooldown state, the cooldown number will be wrong because
// `initialCooldownTime` will be from the previous cast, not the current cast.
if (cdState.initialCooldownPcntLeft && cooldownPercentageLeft >= cdState.initialCooldownPcntLeft) {
cdState.initialCooldownTimestamp = null;
cdState.initialCooldownPcntLeft = null;
cdState.latestCooldownTimestamp = null;
cdState.latestCooldownPcntLeft = null;
cdState.calculationCount = 0;
}
if (!cdState.initialCooldownTimestamp) {
cdState.initialCooldownTimestamp = Date.now();
cdState.initialCooldownPcntLeft = cooldownPercentageLeft;
}
cdState.latestCooldownTimestamp = Date.now();
cdState.latestCooldownPcntLeft = cooldownPercentageLeft;
cdState.calculationCount++; // Set the cooldown number in the UI
// NOTE: Changed `calculationCount > 2` to `calculationCount % 3` to stabilize as they're displayed in UI
// Credit for this idea: Luffa
if (cdState.calculationCount > 1 && cdState.calculationCount % 3) {
const $cooldownNum = $cooldownOverlay.querySelector('.js-cooldown-num');
$cooldownNum.innerText = _getCooldownText(cdState);
}
});
} // TODO: This isn't capturing the img inside of the overlay that appears on CD. Why not?
// TODO: Look into seeing if we can identify the percentage based off the image (maybe just map the images to percentages...)
function addSkillCooldownNumbers() {
const tempState = (0, _state.getTempState)(); // Add/update cooldowns
const $skillCooldowns = document.querySelectorAll('#skillbar .overlay:not(.js-cooldown-num-initd):not(.offCd)');
if ($skillCooldowns.length === 0) return;
Array.from($skillCooldowns).forEach($skillOverlay => {
$skillOverlay.classList.add('js-cooldown-num-initd'); // Add cooldown element to overlay
$skillOverlay.appendChild((0, _misc.makeElement)({
element: 'div',
class: 'js-cooldown-num'
}));
const cooldownObserver = new MutationObserver(_handleCooldownUpdate); // Add cooldown number and mutator to state
const skillId = $skillOverlay.parentNode.id;
tempState.cooldownNums[skillId] = {
initialCooldownTimestamp: null,
initialCooldownPcntLeft: null,
latestCooldownTimestamp: null,
latestCooldownPcntLeft: null,
calculationCount: 0
}; // Clear preexisting observer if it exists, then set new one to state
if (tempState.cooldownObservers[skillId]) {
tempState.cooldownObservers[skillId].disconnect();
delete tempState.cooldownObservers[skillId];
}
tempState.cooldownObservers[skillId] = cooldownObserver;
cooldownObserver.observe($skillOverlay, {
childList: true
});
});
}
},{"../../utils/misc":50,"../../utils/state":52}],44:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _state = require("../../utils/state");
var _helpers = require("./helpers");
function skillCooldownNumbers() {
const tempState = (0, _state.getTempState)(); // If not initialized, initialize with initial observer
const $skillBar = document.querySelector('#skillbar:not(.js-cooldowns-skillbar-initd');
if (!$skillBar) return;
$skillBar.classList.add('js-cooldowns-skillbar-initd');
if (tempState.skillBarObserver) {
tempState.skillBarObserver.disconnect();
delete tempState.skillBarObserver;
}
tempState.skillBarObserver = new MutationObserver(_helpers.addSkillCooldownNumbers);
tempState.skillBarObserver.observe($skillBar, {
subtree: true,
childList: true
});
(0, _helpers.addSkillCooldownNumbers)();
}
var _default = {
name: 'Skill cooldown numbers',
description: 'Overlays time left on cooldown over skill icons',
run: () => {
skillCooldownNumbers();
}
};
exports.default = _default;
},{"../../utils/state":52,"./helpers":43}],45:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.getCurrentCharacterLvl = getCurrentCharacterLvl;
exports.getCurrentXp = getCurrentXp;
exports.getNextLevelXp = getNextLevelXp;
exports.resetXpMeterState = resetXpMeterState;
exports.msToString = msToString;
var _state = require("../../utils/state");
function getCurrentCharacterLvl() {
return Number(document.querySelector('#ufplayer .bgmana > .left').textContent.split('Lv. ')[1]);
}
function getCurrentXp() {
return Number(document.querySelector('#expbar .progressBar > .left').textContent.split('/')[0].replace(/,/g, '').trim());
}
function getNextLevelXp() {
return Number(document.querySelector('#expbar .progressBar > .left').textContent.split('/')[1].replace(/,/g, '').replace('EXP', '').trim());
} // user invoked reset of xp meter stats
function resetXpMeterState() {
const state = (0, _state.getState)();
state.xpMeterState.xpGains = []; // array of xp deltas every second
state.xpMeterState.averageXp = 0;
state.xpMeterState.gainedXp = 0;
(0, _state.saveState)();
document.querySelector('.js-xp-time').textContent = '-:-:-';
}
function msToString(ms) {
const pad = value => value < 10 ? `0${value}` : value;
const hours = pad(Math.floor(ms / (1000 * 60 * 60) % 60));
const minutes = pad(Math.floor(ms / (1000 * 60) % 60));
const seconds = pad(Math.floor(ms / 1000 % 60));
return `${hours}:${minutes}:${seconds}`;
}
},{"../../utils/state":52}],46:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = void 0;
var _state = require("../../utils/state");
var helpers = _interopRequireWildcard(require("./helpers"));
var _ui = require("../../utils/ui");
var _xpMeterUi = require("./xpMeterUi");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
// TODO: Consider adding start button to start interval, and stop after X minutes of no EXP
// Or maybe watch XP bar and start it once XP bar first moves?
// Adds XP Meter DOM icon and window, starts continuous interval to get current xp over time
function xpMeter() {
const state = (0, _state.getState)();
const tempState = (0, _state.getTempState)();
_ui.WindowNames.xpMeter = 'xp-meter';
(0, _xpMeterUi.createXpMeter)(); // If it was open when the game last closed keep it open
if ((0, _ui.isWindowOpen)(_ui.WindowNames.xpMeter)) {
(0, _xpMeterUi.toggleXpMeterVisibility)();
} // Wire up icon and xpmeter window
(0, _ui.createNavButton)('xpmeter', 'XP', 'XP Meter', _xpMeterUi.toggleXpMeterVisibility);
document.querySelector('.js-xpmeter-close-icon').addEventListener('click', _xpMeterUi.toggleXpMeterVisibility);
document.querySelector('.js-xpmeter-reset-button').addEventListener('click', helpers.resetXpMeterState);
const currentXp = helpers.getCurrentXp();
const currentCharLvl = helpers.getCurrentCharacterLvl();
if (currentXp !== state.xpMeterState.currentXp) state.xpMeterState.currentXp = currentXp;
if (currentCharLvl !== state.xpMeterState.currentLvl) state.xpMeterState.currentLvl = currentCharLvl;
(0, _state.saveState)();
if (tempState.xpMeterInterval) clearInterval(tempState.xpMeterInterval); // every second we run the operations for xp meter, update xps, calc delta, etc
// TODO Cleanup: This interval may not be cleaned up if the UI mod reinitializes,
// e.g. user is away from tab for a while then comes back
// Should confirm if this is an issue, and try to fix it if possible.
tempState.xpMeterInterval = setInterval(() => {
if (!document.querySelector('#expbar')) {
return;
} // This _shouldn't_ happen, but in case it does, reset xp meter state instead of throwing error
if (!Array.isArray(state.xpMeterState.xpGains)) {
helpers.resetXpMeterState();
}
const currentXp = helpers.getCurrentXp();
const nextLvlXp = helpers.getNextLevelXp();
const currentLvl = helpers.getCurrentCharacterLvl(); // Only update and save state if it has changed
const gainedXp = currentXp - state.xpMeterState.currentXp;
const xpGains = currentXp - state.xpMeterState.currentXp;
const averageXp = state.xpMeterState.xpGains.length > 0 ? state.xpMeterState.xpGains.reduce((a, b) => a + b, 0) / state.xpMeterState.xpGains.length : 0; // Our algorithms and session time depend on an xpGain being pushed every second, even if it is 0
state.xpMeterState.xpGains.push(xpGains); // array of xp deltas every second
if (gainedXp !== 0) state.xpMeterState.gainedXp += gainedXp;
if (currentXp !== state.xpMeterState.currentXp) state.xpMeterState.currentXp = currentXp;
if (averageXp !== state.xpMeterState.averageXp) state.xpMeterState.averageXp = averageXp;
(0, _state.saveState)();
if (document.querySelector('.js-xpmeter')) {
document.querySelector('.js-xpm').textContent = parseInt((state.xpMeterState.averageXp * 60).toFixed(0)).toLocaleString();
document.querySelector('.js-xph').textContent = parseInt((state.xpMeterState.averageXp * 60 * 60).toFixed(0)).toLocaleString();
document.querySelector('.js-xpg').textContent = state.xpMeterState.gainedXp.toLocaleString();
document.querySelector('.js-xpl').textContent = (nextLvlXp - currentXp).toLocaleString();
document.querySelector('.js-xp-s-time').textContent = helpers.msToString(state.xpMeterState.xpGains.length * 1000); // need a positive integer for averageXp to calc time left
if (state.xpMeterState.averageXp > 0) document.querySelector('.js-xp-time').textContent = helpers.msToString((nextLvlXp - currentXp) / state.xpMeterState.averageXp * 1000);
}
if (state.xpMeterState.currentLvl < currentLvl) {
helpers.resetXpMeterState();
state.xpMeterState.currentLvl = currentLvl;
(0, _state.saveState)();
}
}, 1000);
}
var _default = {
name: 'XP Meter',
description: "Tracks your XP/minute and displays how much XP you're getting and lets you know how long until you level up",
run: xpMeter
};
exports.default = _default;
},{"../../utils/state":52,"../../utils/ui":53,"./helpers":45,"./xpMeterUi":47}],47:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.toggleXpMeterVisibility = toggleXpMeterVisibility;
exports.createXpMeter = createXpMeter;
var _ui = require("../../utils/ui");
var _misc = require("../../utils/misc");
function toggleXpMeterVisibility() {
const xpMeterContainer = document.querySelector('.js-xpmeter'); // Make it if it doesn't exist for some reason
if (!xpMeterContainer) {
createXpMeter();
}
xpMeterContainer.style.display = xpMeterContainer.style.display === 'none' ? 'block' : 'none'; // Save whether xpMeter is currently open or closed in the state
if (xpMeterContainer.style.display === 'none') {
(0, _ui.setWindowClosed)(_ui.WindowNames.xpMeter);
} else {
(0, _ui.setWindowOpen)(_ui.WindowNames.xpMeter);
}
}
function createXpMeter() {
const $layoutContainer = document.querySelector('body > div.layout > div.container:nth-child(1)');
const xpMeterHTMLString = `
<div class="l-corner-lr container uimod-xpmeter-1 js-xpmeter" style="display: none">
<div class="window panel-black uimod-xpmeter-2">
<div class="titleframe uimod-xpmeter-2">
<img src="/assets/ui/icons/trophy.svg?v=3282286" class="titleicon svgicon uimod-xpmeter-2">
<div class="textprimary title uimod-xpmeter-2">
<div name="title">Experience / XP</div>
</div>
<img src="/assets/ui/icons/cross.svg?v=3282286" class="js-xpmeter-close-icon btn black svgicon">
</div>
<div class="slot uimod-xpmeter-2" style="">
<div class="wrapper uimod-xpmeter-1">
<div class="bar uimod-xpmeter-3" style="z-index: 0;">
<div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
<span class="left uimod-xpmeter-3">XP per minute:</span>
<span class="right uimod-xpmeter-3 js-xpm">-</span>
</div>
<div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
<span class="left uimod-xpmeter-3">XP per hour:</span>
<span class="right uimod-xpmeter-3 js-xph">-</span>
</div>
<div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
<span class="left uimod-xpmeter-3">XP Gained:</span>
<span class="right uimod-xpmeter-3 js-xpg">-</span>
</div>
<div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
<span class="left uimod-xpmeter-3">XP Left:</span>
<span class="right uimod-xpmeter-3 js-xpl">-</span>
</div>
<div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
<span class="left uimod-xpmeter-3">Session Time: </span>
<span class="right uimod-xpmeter-3 js-xp-s-time">-</span>
</div>
<div class="progressBar bgc1 uimod-xpmeter-3" style="width: 100%; font-size: 1em;">
<span class="left uimod-xpmeter-3">Time to lvl: </span>
<span class="right uimod-xpmeter-3 js-xp-time">-</span>
</div>
</div>
</div>
<div class="grid buttons marg-top uimod-xpmeter-1 js-xpmeter-reset-button">
<div class="btn grey">Reset</div>
</div>
</div>
</div>
</div>
`;
const $xpMeterElement = (0, _misc.makeElement)({
element: 'div',
content: xpMeterHTMLString.trim()
});
$layoutContainer.appendChild($xpMeterElement.firstChild);
}
},{"../../utils/misc":50,"../../utils/ui":53}],48:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.filterAllChat = filterAllChat;
exports.whisperPlayer = whisperPlayer;
exports.partyPlayer = partyPlayer;
exports.addChatMessage = addChatMessage;
var _state = require("./state");
var _misc = require("./misc");
// Filters all chat based on custom filters
function filterAllChat() {
const state = (0, _state.getState)(); // Blocked user filter
Object.keys(state.blockList).forEach(blockedName => {
// Get the `.name` elements from the blocked user, if we haven't already hidden their messages
const $blockedChatNames = Array.from(document.querySelectorAll(`[data-chat-name="${blockedName}"]:not(.js-line-blocked)`)); // Hide each of their messages
$blockedChatNames.forEach($name => {
// Add the class name to $name so we can track whether it's been hidden in our CSS selector $blockedChatNames
$name.classList.add('js-line-blocked');
const $line = $name.parentNode.parentNode.parentNode; // Add the class name to $line so we can visibly hide the entire chat line
$line.classList.add('js-line-blocked');
});
});
}
function enterTextIntoChat(text) {
// Open chat input
const enterEvent = new KeyboardEvent('keydown', {
bubbles: true,
cancelable: true,
keyCode: 13
});
document.body.dispatchEvent(enterEvent); // Place text into chat
const $input = document.querySelector('#chatinput input');
$input.value = text; // Get chat input to recognize slash commands and change the channel
// by triggering the `input` event.
// (Did some debugging to figure out the channel only changes when the
// svelte `input` event listener exists.)
const inputEvent = new KeyboardEvent('input', {
bubbles: true,
cancelable: true
});
$input.dispatchEvent(inputEvent);
}
function submitChat() {
const $input = document.querySelector('#chatinput input');
const kbEvent = new KeyboardEvent('keydown', {
bubbles: true,
cancelable: true,
keyCode: 13
});
$input.dispatchEvent(kbEvent);
} // Automated chat command helpers
// (We've been OK'd to do these by the dev - all automation like this should receive approval from the dev)
function whisperPlayer(playerName) {
enterTextIntoChat(`/${playerName} `);
}
function partyPlayer(playerName) {
enterTextIntoChat(`/partyinvite ${playerName}`);
submitChat();
} // Pushes message to chat
// TODO: The margins for the message are off slightly compared to other messages - why?
function addChatMessage(text) {
const newMessageHTML = `
<div class="linewrap svelte-1vrlsr3">
<span class="time svelte-1vrlsr3">00.00</span>
<span class="textuimod content svelte-1vrlsr3">
<span class="capitalize channel svelte-1vrlsr3">UIMod</span>
</span>
<span class="svelte-1vrlsr3">${text}</span>
</div>
`;
const element = (0, _misc.makeElement)({
element: 'article',
class: 'line svelte-1vrlsr3',
content: newMessageHTML
});
const $chat = document.querySelector('#chat');
$chat.appendChild(element); // Scroll to bottom of chat
$chat.scrollTop = $chat.scrollHeight;
}
},{"./misc":50,"./state":52}],49:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.getTooltipContent = getTooltipContent;
exports.getWindow = getWindow;
var _state = require("./state");
// Gets the node of a tooltip for any element, emulates shift keypress to get tooltip with quality details
// Must be `await`'d to use, e.g. `await getTooltipContent($element)`
// Optionally pass `getDetailedTooltips` as `true` if you want detailed tooltips by holding shift
// ^ is laggier, do not use when looking at more than one item
async function getTooltipContent($elementToHoverOver, getDetailedTooltips) {
const tempState = (0, _state.getTempState)(); // Emulate holding down shift when getting tooltip
// Don't need to emulate if user is already holding it down
if (getDetailedTooltips && !tempState.keyModifiers.shift) {
// Set this so the keymodifiers mod knows our shift press shouldn't be tracked in tempState
tempState.gettingTooltipContentShiftPress = true;
document.body.dispatchEvent(new KeyboardEvent('keydown', {
bubbles: true,
cancelable: true,
key: 'Shift'
}));
}
$elementToHoverOver.dispatchEvent(new Event('pointerenter'));
const closeTooltipPromise = new Promise(resolve => setTimeout(() => {
const resolveWithTooltip = () => {
// If there is no slotdescription at this point, the item element passed very likely has no tooltip
const $tooltip = document.querySelector('.slotdescription');
if (!$tooltip || !$tooltip.cloneNode) {
resolve(false);
} else {
resolve($tooltip.cloneNode(true));
}
if (tempState.gettingTooltipContentShiftPress) {
// Release our emulated shift press
document.body.dispatchEvent(new KeyboardEvent('keyup', {
bubbles: true,
cancelable: true,
key: 'Shift'
}));
tempState.gettingTooltipContentShiftPress = false;
}
$elementToHoverOver.dispatchEvent(new Event('pointerleave'));
}; // Very occasionally the 0ms wait time on our timeout doesn't show the tooltip,
// so we set a second timeout to account for this. Not the most perfect user experience,
// but it rarely hapens, and it's better than getting an error.
if (getDetailedTooltips && !document.querySelector('.slotdescription')) {
setTimeout(resolveWithTooltip, 1);
} else {
resolveWithTooltip();
}
}, 0));
const $tooltip = await closeTooltipPromise;
return $tooltip;
} // Use this to get a specific window, rather than using the svelte class, which is not preferable
// Only returns window if it is visible. Some windows are kept in DOM at all times, but are not visible until opened, e.g. Inventory.
// To get window even if it isn't visible (but is still in DOM), pass `true` to second argument
function getWindow(windowTitle, getInvisibleWindow) {
const $specificWindowTitle = Array.from(document.querySelectorAll('.window [name="title"]')).find($windowTitle => $windowTitle.textContent.toLowerCase() === windowTitle.toLowerCase());
const $window = $specificWindowTitle ? $specificWindowTitle.parentNode.parentNode.parentNode : $specificWindowTitle; // If window is invisible, don't return it unless we are overriding with `getInvisibleWindow`
if (!$window || !$window.offsetParent && !getInvisibleWindow) {
return;
} else {
return $specificWindowTitle ? $specificWindowTitle.parentNode.parentNode.parentNode : $specificWindowTitle;
}
}
},{"./state":52}],50:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.makeElement = makeElement;
exports.debounce = debounce;
exports.uuid = uuid;
// Nicer impl to create elements in one method call
function makeElement(args) {
const $node = document.createElement(args.element);
if (args.class) $node.className = args.class;
if (args.content) $node.innerHTML = args.content;
if (args.src) $node.src = args.src;
if (args.type) $node.type = args.type;
if (args.placeholder) $node.placeholder = args.placeholder;
return $node;
} // Credit: David Walsh
function debounce(func, wait, immediate) {
var timeout;
return function () {
var context = this,
args = arguments;
var later = function () {
timeout = null;
if (!immediate) func.apply(context, args);
};
var callNow = immediate && !timeout;
clearTimeout(timeout);
timeout = setTimeout(later, wait);
if (callNow) func.apply(context, args);
};
} // Credit: https://gist.github.com/jcxplorer/823878
// Generate random UUID string
function uuid() {
var uuid = '',
i,
random;
for (i = 0; i < 32; i++) {
random = Math.random() * 16 | 0;
if (i == 8 || i == 12 || i == 16 || i == 20) {
uuid += '-';
}
uuid += (i == 12 ? 4 : i == 16 ? random & 3 | 8 : random).toString(16);
}
return uuid;
}
},{}],51:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.friendPlayer = friendPlayer;
exports.unfriendPlayer = unfriendPlayer;
exports.blockPlayer = blockPlayer;
exports.unblockPlayer = unblockPlayer;
var _state = require("./state");
var chat = _interopRequireWildcard(require("./chat"));
var ui = _interopRequireWildcard(require("./ui"));
var _friendsList = require("../mods/friendsList");
var _blockList = require("../mods/blockList");
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
function friendPlayer(playerName) {
const state = (0, _state.getState)();
if (state.friendsList[playerName]) {
return;
}
state.friendsList[playerName] = true;
chat.addChatMessage(`${playerName} has been added to your friends list.`);
(0, _state.saveState)(); // If UI is open remake it with new changes
if (ui.isWindowOpen(ui.WindowNames.friendsList)) {
(0, _friendsList.removeFriendsList)();
(0, _friendsList.createFriendsList)();
}
}
function unfriendPlayer(playerName) {
const state = (0, _state.getState)();
if (!state.friendsList[playerName]) {
return;
}
delete state.friendsList[playerName];
delete state.friendNotes[playerName];
chat.addChatMessage(`${playerName} is no longer on your friends list.`);
(0, _state.saveState)(); // If UI is open remake it with new changes
if (ui.isWindowOpen(ui.WindowNames.friendsList)) {
(0, _friendsList.removeFriendsList)();
(0, _friendsList.createFriendsList)();
}
} // Adds player to block list, to be filtered out of chat
function blockPlayer(playerName) {
const state = (0, _state.getState)();
if (state.blockList[playerName]) {
return;
}
state.blockList[playerName] = true;
chat.filterAllChat();
chat.addChatMessage(`${playerName} has been blocked.`);
(0, _state.saveState)(); // If UI is open remake it with new changes
if (ui.isWindowOpen(ui.WindowNames.blockList)) {
(0, _blockList.removeBlockList)();
(0, _blockList.createBlockList)();
}
} // Removes player from block list and makes their messages visible again
function unblockPlayer(playerName) {
const state = (0, _state.getState)();
delete state.blockList[playerName];
chat.addChatMessage(`${playerName} has been unblocked.`);
(0, _state.saveState)(); // Make messages visible again
const $chatNames = Array.from(document.querySelectorAll(`.js-line-blocked[data-chat-name="${playerName}"]`));
$chatNames.forEach($name => {
$name.classList.remove('js-line-blocked');
const $line = $name.parentNode.parentNode.parentNode;
$line.classList.remove('js-line-blocked');
});
}
},{"../mods/blockList":8,"../mods/friendsList":24,"./chat":48,"./state":52,"./ui":53}],52:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.getState = getState;
exports.getTempState = getTempState;
exports.saveState = saveState;
exports.loadState = loadState;
exports.testSaveState = testSaveState;
var _version = require("./version");
const STORAGE_STATE_KEY = 'hordesio-uimodsakaiyo-state';
let state = {
breakingVersion: _version.BREAKING_VERSION,
windowsPos: {},
blockList: {},
friendsList: {},
mapOpacity: 70,
// e.g. 70 = opacity: 0.7
friendNotes: {},
chatTabs: [],
xpMeterState: {
currentXp: 0,
xpGains: [],
// array of xp deltas every second
averageXp: 0,
gainedXp: 0,
currentLvl: 0
},
openWindows: {
friendsList: false,
blockList: false,
xpMeter: false,
merchant: false,
modToggler: false,
uiModOptions: false
},
clanLastActiveMembers: {},
lockedItemSlots: [],
disabledMods: [],
enableWindowDragging: true,
enableFrameDragging: true,
healthBarFadeColor: 'orange',
// 'orange' or 'red'
healthBarFadePercentage: 100,
// 100 or 50
mapZoomScaleFactor: 1.0
}; // tempState is saved only between page refreshes.
const tempState = {
// The last name clicked in chat
chatName: null,
lastMapWidth: 0,
lastMapHeight: 0,
xpMeterInterval: null,
// tracks the interval for fetching xp data
keyModifiers: {
shift: false,
control: false,
alt: false
},
// set by _keyModifiers mod
cooldownNums: {},
cooldownObservers: {}
};
function getState() {
return state;
}
function getTempState() {
return tempState;
}
function saveState() {// localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state));
}
function testSaveState() {
localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state));
}
function loadState() {
const storedStateJson = localStorage.getItem(STORAGE_STATE_KEY);
if (storedStateJson) {
const storedState = JSON.parse(storedStateJson);
if (storedState.breakingVersion !== _version.BREAKING_VERSION) {
localStorage.setItem(STORAGE_STATE_KEY, JSON.stringify(state));
return;
}
for (let [key, value] of Object.entries(storedState)) {
state[key] = value;
}
}
}
},{"./version":54}],53:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.resetUiPositions = resetUiPositions;
exports.setWindowOpen = setWindowOpen;
exports.setWindowClosed = setWindowClosed;
exports.isWindowOpen = isWindowOpen;
exports.createNavButton = createNavButton;
exports.WindowNames = void 0;
var _state = require("./state");
var _misc = require("./misc");
var chat = _interopRequireWildcard(require("./chat"));
function _getRequireWildcardCache() { if (typeof WeakMap !== "function") return null; var cache = new WeakMap(); _getRequireWildcardCache = function () { return cache; }; return cache; }
function _interopRequireWildcard(obj) { if (obj && obj.__esModule) { return obj; } if (obj === null || typeof obj !== "object" && typeof obj !== "function") { return { default: obj }; } var cache = _getRequireWildcardCache(); if (cache && cache.has(obj)) { return cache.get(obj); } var newObj = {}; var hasPropertyDescriptor = Object.defineProperty && Object.getOwnPropertyDescriptor; for (var key in obj) { if (Object.prototype.hasOwnProperty.call(obj, key)) { var desc = hasPropertyDescriptor ? Object.getOwnPropertyDescriptor(obj, key) : null; if (desc && (desc.get || desc.set)) { Object.defineProperty(newObj, key, desc); } else { newObj[key] = obj[key]; } } } newObj.default = obj; if (cache) { cache.set(obj, newObj); } return newObj; }
const WindowNames = {
merchant: 'merchant',
clan: 'clan',
stash: 'stash',
inventory: 'inventory'
};
exports.WindowNames = WindowNames;
function resetUiPositions() {
const state = (0, _state.getState)();
state.windowsPos = {};
(0, _state.saveState)();
chat.addChatMessage('Please refresh the page for the reset frame & window positions to take effect.');
}
function createNavButton(shortname, icon, tooltip, callback) {
const iconClass = 'js-' + shortname + '-icon';
const tooltipClass = 'js-' + shortname + '-tooltip'; // Create the icon
const $newIcon = (0, _misc.makeElement)({
element: 'div',
class: 'btn border black ' + iconClass,
content: icon
}); // Add the icon to the right of Elixir icon
const $elixirIcon = document.querySelector('#sysgem');
$elixirIcon.parentNode.insertBefore($newIcon, $elixirIcon.nextSibling); // Add tooltip onhover
$newIcon.addEventListener('mouseenter', () => {
const $newTooltip = (0, _misc.makeElement)({
element: 'div',
class: 'btn border grey ' + tooltipClass,
content: tooltip
}); // Add the tooltip to the left of Elixir icon
$elixirIcon.parentNode.insertBefore($newTooltip, $elixirIcon);
}); // Remove tooltip after hover
$newIcon.addEventListener('mouseleave', () => {
const $newTooltip = document.querySelector('.' + tooltipClass);
$newTooltip.parentNode.removeChild($newTooltip);
}); // Call the appropriate function when clicked
document.querySelector('.' + iconClass).addEventListener('click', callback);
} // state.openWindows should always only be managed by this file
// Sometimes we want to track when a UI window we don't control is opened/closed
// We use these methods to help facilitate that
// To use these methods correctly, you need to track when the window opens _and_ when it closes
// If you don't _need_ to do both those things, then don't do that, and don't use these methods
function setWindowOpen(windowName) {
const state = (0, _state.getState)();
state.openWindows[windowName] = true;
(0, _state.saveState)();
}
function setWindowClosed(windowName) {
const state = (0, _state.getState)();
state.openWindows[windowName] = false;
(0, _state.saveState)();
}
function isWindowOpen(windowName) {
const state = (0, _state.getState)();
return state.openWindows[windowName];
}
},{"./chat":48,"./misc":50,"./state":52}],54:[function(require,module,exports){
"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.VERSION = exports.BREAKING_VERSION = void 0;
// If this version is different from the user's stored state,
// e.g. they have upgraded the version of this script and there are breaking changes,
// then their stored state will be deleted.
const BREAKING_VERSION = 1; // Used for initialization message in chat, and userscript version
exports.BREAKING_VERSION = BREAKING_VERSION;
const VERSION = '1.5.1';
exports.VERSION = VERSION;
},{}]},{},[1]);