Скрипт для игры распродажи Steam 2018 лето
Вот и началась большая Летняя распродажа Steam.
Большинство продуктов получили скидку.
А вот хорошо или нет - решать Вам.
Получайте по три карточки,смайлики и выигрываем игру каждый день за мини-игру.
И через консоль запустить скрипт который прилагаю в конце поста.
Сам пользуюсь им уже очень давно.
Одно могу сказать - что из-за лагов стима могут возникать ошибки.
Если старый код не работает обновленный тут: http://simp.ly/publish/wL8qXv
(function(context) { "use strict"; const pixi = gApp; const GAME = gGame; const SERVER = gServer; const Option = function Option(name, def) { if (window.localStorage[name] === undefined) { context.localStorage[name] = def; } return context.localStorage[name]; } Option("forceLevellingMode", false); const SetMouse = function SetMouse(x, y) { pixi.renderer.plugins.interaction.mouse.global.x = x; pixi.renderer.plugins.interaction.mouse.global.y = y; } const EnemyManager = function EnemyManager() { return GAME.m_State.m_EnemyManager; } const AttackManager = function AttackManager() { return GAME.m_State.m_AttackManager; } const TryContinue = function Continue() { let continued = false; if (GAME.m_State.m_VictoryScreen) { GAME.m_State.m_VictoryScreen.children.forEach(function(child) { if (child.visible && child.x == 155 && child.y == 300) {// TODO: not this continued = true; child.click(); } }) } if (GAME.m_State.m_LevelUpScreen) { continued = false; GAME.m_State.m_LevelUpScreen.children.forEach(function(child) { if (child.visible && child.x == 155 && child.y == 300) {// TODO: not this continued = true; child.click(); } }) } if(GAME.m_State instanceof CBootState) { //First screen GAME.ChangeState( new CBattleSelectionState( context.gPlayerInfo.active_planet ) ); continued = true; } return continued; } const CanAttack = function CanAttack(attackname) { let Manager = AttackManager().m_mapCooldowns.get(attackname); let lastUsed = Manager.m_rtAttackLastUsed; let canAttack = Manager.BAttack(); Manager.m_rtAttackLastUsed = lastUsed; return canAttack; } const GetBestZone = function GetBestZone() { let bestZoneIdx; let highestDifficulty = -1; let isLevelling = context.gPlayerInfo.level < 9 || Option("forceLevellingMode"); let maxProgress = isLevelling ? 10000 : 0; for (let idx = 0; idx < GAME.m_State.m_Grid.m_Tiles.length; idx++) { let zone = GAME.m_State.m_Grid.m_Tiles[idx].Info; if (!zone.captured) { if (zone.boss) { return idx; } if (isLevelling && zone.difficulty > highestDifficulty) { highestDifficulty = zone.difficulty maxProgress = zone.progress; bestZoneIdx = idx; } else if (isLevelling ? zone.progress < maxProgress : zone.progress > maxProgress) { maxProgress = zone.progress; bestZoneIdx = idx; } } } if(bestZoneIdx !== undefined) { console.log(`zone ${bestZoneIdx} progress: ${GAME.m_State.m_Grid.m_Tiles[bestZoneIdx].Info.progress} difficulty: ${highestDifficulty}`); } return bestZoneIdx; } // Let's challenge ourselves to be human here! const CLICKS_PER_SECOND = 10; const InGame = function InGame() { return GAME.m_State.m_bRunning; } const InZoneSelect = function InZoneSelect() { return GAME.m_State instanceof CBattleSelectionState; } const WORST_SCORE = -1 / 0; const START_POS = pixi.renderer.width; // context.lastZoneIndex; let isJoining = false; const EnemySpeed = function EnemySpeed(enemy) { return enemy.m_Sprite.vx; } const EnemyDistance = function EnemyDistance(enemy) { return (enemy.m_Sprite.x - k_nDamagePointx) / (START_POS - k_nDamagePointx); } const EnemyCenter = function EnemyCenter(enemy) { return [ enemy.m_Sprite.x + enemy.m_Sprite.width / 2, enemy.m_Sprite.y + enemy.m_Sprite.height / 2 ]; } class Attack { constructor() { this.nextAttackDelta = 0; } shouldAttack(delta, enemies) { throw new Error("shouldAttack not implemented"); } process(enemies) { throw new Error("process not implemented"); } getAttackName() { throw new Error("no current attack name"); } canAttack() { return CanAttack(this.getAttackName()); } getAttackData() { return AttackManager().m_AttackData[this.getAttackName()]; } } // Basic clicking attack, attack closest class ClickAttack extends Attack { shouldAttack(delta) { // Can't do basic attack when station is down if (GAME.m_State.m_PlayerHealth <= 0) return false; this.nextAttackDelta -= delta; return this.nextAttackDelta <= 0;; } score(enemy) { if (enemy.m_bDead) return WORST_SCORE; return 1 - EnemyDistance(enemy); } process(enemies) { let target, target_score = WORST_SCORE; enemies.forEach((enemy) => { if (!enemy.m_Sprite.visible) return; let now_score = this.score(enemy); if (now_score > target_score) { target = enemy, target_score = now_score; } }); if (target) this.attack(target); } attack(enemy) { enemy.m_Sprite.click(); this.nextAttackDelta = 1 / CLICKS_PER_SECOND; } } class ProjectileAttack extends Attack { shouldAttack(delta) { return CanAttack(this.getAttackName()); } score(enemy) { if (enemy.m_bDead) return WORST_SCORE; return enemy.m_nHealth; } process(enemies) { let target, target_score = WORST_SCORE; enemies.forEach((enemy) => { if (!enemy.m_Sprite.visible) return; let now_score = this.score(enemy); if (now_score > target_score) { target = enemy, target_score = now_score; } }); if (target) this.attack.apply(this, EnemyCenter(target)); } attack(x, y) { SetMouse(x, y) AttackManager().m_mapKeyCodeToAttacks.get(this.getAttackData().keycode)() } } // the '1' button (SlimeAttack PsychicAttack BeastAttack - depends on body type of your salien) class SpecialAttack extends ProjectileAttack { getAttackName() { if (gSalien.m_BodyType == "slime") return "slimeattack"; else if (gSalien.m_BodyType == "beast") return "beastattack"; else return "psychicattack"; } } class BombAttack extends ProjectileAttack { getAttackName() { return "explosion"; } } class BlackholeAttack extends ProjectileAttack { getAttackName() { return "blackhole"; } } class FreezeAttack extends Attack { getCurrent() { return "flashfreeze"; } shouldAttack(delta, enemies) { let shouldAttack = false; if (CanAttack(this.getCurrent())) { enemies.forEach((enemy) => { if (EnemyDistance(enemy) <= 0.05) { shouldAttack = true; } }); } return shouldAttack; } getData() { return AttackManager().m_AttackData[this.getCurrent()]; } process() { AttackManager().m_mapKeyCodeToAttacks.get(this.getData().keycode)() } } let attacks = [ new ClickAttack(), new SpecialAttack(), new FreezeAttack(), new BombAttack(), new BlackholeAttack() ] if (context.BOT_FUNCTION) { pixi.ticker.remove(context.BOT_FUNCTION); context.BOT_FUNCTION = undefined; } context.BOT_FUNCTION = function ticker(delta) { delta /= 100; if(GAME.m_IsStateLoading || !context.gPlayerInfo) { return; } if (InZoneSelect() && !isJoining) { let bestZoneIdx = GetBestZone(); if(bestZoneIdx > -1) { isJoining = true; console.log("join to zone", bestZoneIdx); SERVER.JoinZone( bestZoneIdx, function (results) { GAME.ChangeState(new CBattleState(GAME.m_State.m_PlanetData, bestZoneIdx)); }, GameLoadError ); return; } } if (!InGame()) { if (TryContinue()) { console.log("continued!"); } return; } isJoining = false; let state = EnemyManager(); let enemies = state.m_rgEnemies; for (let attack of attacks) if (attack.shouldAttack(delta, enemies)) attack.process(enemies); let buttonsOnErrorMessage = document.getElementsByClassName("btn_grey_white_innerfade btn_medium"); if(buttonsOnErrorMessage.length > 0) { buttonsOnErrorMessage[0].click(); } } pixi.ticker.add(context.BOT_FUNCTION); })(window);