// ==UserScript==
// @name [Pokeclicker] Enhanced Auto Clicker
// @namespace Pokeclicker Scripts
// @author Ephenia (Original/Credit: Ivan Lay, Novie53, andrew951, Kaias26, kevingrillet)
// @description Clicks through battles appropriately depending on the game state. Also, includes a toggle button to turn Auto Clicking on or off and various insightful statistics. Now also includes an automatic Gym battler as well as Auto Dungeon with different modes, as well as being able to adjust the speed at which the Auto CLicker can click at.
// @copyright https://github.com/Ephenia
// @license GPL-3.0 License
// @version 2.8
// @homepageURL https://github.com/Ephenia/Pokeclicker-Scripts/
// @supportURL https://github.com/Ephenia/Pokeclicker-Scripts/issues
// @match https://www.pokeclicker.com/
// @icon https://www.google.com/s2/favicons?domain=pokeclicker.com
// @grant none
// @run-at document-idle
// @downloadURL none
// ==/UserScript==
var clickState;
var awaitAutoClick;
var autoClickerLoop;
var autoClickDPS;
var clickDPS;
var reqDPS;
var enemySpeedRaw;
var enemySpeed;
var allSelectedGym = 0;
var gymState;
var gymSelect;
var dungeonState;
var dungeonSelect;
var foundBoss = false;
var foundBossX;
var foundBossY;
var delayAutoClick;
window.testDPS = 0;
window.defeatDPS = 0;
function initAutoClicker() {
const battleView = document.getElementsByClassName('battle-view')[0];
var elemAC = document.createElement("table");
elemAC.innerHTML = `
`
}
window.testDPS = 0;
window.defeatDPS = 0;
}, 1000);
}
function autoClicker() {
autoClickerLoop = setInterval(function () {
// Click while in a normal battle
if (App.game.gameState == GameConstants.GameState.fighting) {
Battle.clickAttack();
}
//Auto Gym checking
if (gymState) {
autoGym();
}
//Auto Dungeon checking
if (dungeonState && DungeonRunner.fighting() == false && DungeonBattle.catching() == false) {
autoDungeon();
}
//Reset the values for the boss coordinates if we timeout or turn off autoDungeon
if ((!dungeonState && foundBoss) || (dungeonState && DungeonRunner.dungeonFinished() && foundBoss)) {
foundBoss = false
bossCoords.length = 0
}
// Click while in a gym battle
if (App.game.gameState === GameConstants.GameState.gym) {
GymBattle.clickAttack();
}
// Click while in "Tomporary Battle" (battle ultra wormhole)
if (App.game.gameState === GameConstants.GameState.temporaryBattle) {
TemporaryBattleBattle.clickAttack();
}
// Click while in a dungeon - will also interact with non-battle tiles (e.g. chests)
if (App.game.gameState === GameConstants.GameState.dungeon) {
if (DungeonRunner.fighting() && !DungeonBattle.catching()) {
DungeonBattle.clickAttack();
}
}
}, delayAutoClick); // The app hard-caps click attacks at 50
}
function changeClickDelay(event) {
const delay = +event.target.value;
delayAutoClick = delay;
localStorage.setItem("delayAutoClick", delay);
overideClickAttack();
if (clickState) {
clearInterval(autoClickerLoop);
autoClicker();
}
let clickSec = (1000 / delayAutoClick);
document.getElementById('auto-click-delay-info').innerText = `Click Attack Delay: ${clickDelayFixed(clickSec)}/s`;
}
function clickDelayFixed(int) {
if (int != parseInt(int)) { int = int.toFixed(2) }
return int;
}
function overideClickAttack() {
// Overiding the game's function for Click Attack
Battle.clickAttack = function () {
// click attacks disabled and we already beat the starter
if (App.game.challenges.list.disableClickAttack.active() && player.starter() != GameConstants.Starter.None) {
return;
}
// TODO: figure out a better way of handling this
// Limit click attack speed, Only allow 1 attack per 50ms (20 per second)
const now = Date.now();
if (this.lastClickAttack > now - delayAutoClick) {
return;
}
this.lastClickAttack = now;
if (!this.enemyPokemon()?.isAlive()) {
return;
}
GameHelper.incrementObservable(App.game.statistics.clickAttacks);
this.enemyPokemon().damage(App.game.party.calculateClickAttack(true));
window.testDPS++;
if (!this.enemyPokemon().isAlive()) {
this.defeatPokemon();
window.defeatDPS++;
}
}
}
function autoGym() {
//Checking if Gyms exist here and grabbing them
const getGyms = player.town().content.filter((c) => ['Gym'].includes(c.constructor.name));
if (getGyms.length != 0) {
const townName = player.town().name;
if (!MapHelper.isTownCurrentLocation(townName)) {
MapHelper.moveToTown(townName)
}
/*Don't think this can ever happen
if (player.region != player.town().region) {
player.region = player.town().region
}*/
if (App.game.gameState != GameConstants.GameState.gym) {
//Checking if Champion exists here and grabbing them
const getChamp = player.town().content.filter((c) => ['Champion'].includes(c.constructor.name));
const gymChampLen = (getGyms.length + getChamp.length) - 1;
//Checking if Champion is unlocked
let champUnlocked;
try { champUnlocked = getChamp[0].isUnlocked() } catch (err) { champUnlocked = false };
//If "All" is selected we attempt to fight and loop through all Gyms, including the Champion if available and unlocked
if (gymSelect === 5) {
//Reset if exceeded
if (allSelectedGym === 5 || allSelectedGym > gymChampLen) {
allSelectedGym = 0;
}
if (champUnlocked && allSelectedGym === gymChampLen) {
//We fight the Champion if Champion exists and is unlocked
GymRunner.startGym(getChamp[0]);
} else if (getGyms[allSelectedGym].isUnlocked()) {
//We fight Gyms instead if they're unlocked
GymRunner.startGym(getGyms[allSelectedGym]);
}
allSelectedGym++;
} else {
//Making sure we don't fight Gyms that don't exist and fight the lowest if we pick higher
const selGym = Math.min(gymSelect, gymChampLen);
//#5 is purely for the Champion and typically E4 where there's 5 total
//Whatever value is selected, if it's above the # of gyms, we fight a champion if available
if (gymSelect >= gymChampLen && champUnlocked) {
GymRunner.startGym(getChamp[0]);
} else if (getGyms[selGym].isUnlocked()) {
//Fighting the selected Gym here
GymRunner.startGym(getGyms[selGym])
}
}
}
}
}
var bossCoords = []
function autoDungeon() {
//Rewrite
if (player.town().hasOwnProperty("dungeon") == true && player.town().dungeon !== undefined) {
var getTokens = App.game.wallet.currencies[GameConstants.Currency.dungeonToken]();
var dungeonCost = player.town().dungeon.tokenCost;
const townName = player.town().name;
if (!MapHelper.isTownCurrentLocation(townName)) {
MapHelper.moveToTown(townName)
}
//Don't think this condition is ever possible
/*if (player.region != player.town().region) {
player.region = player.town().region
}*/
if (getTokens >= dungeonCost && App.game.gameState != GameConstants.GameState.dungeon) {
DungeonRunner.initializeDungeon(player.town().dungeon)
}
if (App.game.gameState === GameConstants.GameState.dungeon) {
var dungeonBoard = DungeonRunner.map.board()[DungeonRunner.map.playerPosition().floor];
//The boss can be found at any time
if (foundBoss == false) {
bossCoords = scan(dungeonBoard)
}
//Wander around until we can move to the boss tile
//Pathfinding should be implemented here, A* looks like the best algorithm
else if (foundBoss == true && dungeonSelect == 1) {
wander(dungeonBoard, bossCoords)
}
else if (dungeonSelect == 0) {
fullClear(dungeonBoard, bossCoords)
}
}
}
}
function scan(dungeonBoard) {
/*var bossCoords = []
var playerCoords = []*/
for (var i = 0; i < dungeonBoard.length; i++) {
for (var j = 0; j < dungeonBoard[i].length; j++) {
if (dungeonBoard[i][j].type() == GameConstants.DungeonTile.boss || dungeonBoard[i][j].type() == GameConstants.DungeonTile.ladder) {
foundBoss = true
return [i, j]
}
//Required for pathfinding, if ever implemented
/*if (dungeonBoard[i][j].hasPlayer == true){
playerCoords = [i, j]
}*/
}
}
}
function wander(dungeonBoard, bossCoords) {
var moves = []
//Attempt to move to the boss if the coordinates are within movable range
DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0])
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) {
foundBoss = false
bossCoords.length = 0
DungeonRunner.startBossFight()
}
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) {
foundBoss = false
bossCoords.length = 0
DungeonRunner.nextFloor()
}
//Iterates through the board and compiles all possible moves
for (var i = 0; i < dungeonBoard.length; i++) {
for (var j = 0; j < dungeonBoard[i].length; j++) {
//The entrance doesn't count as visited on first entering a dungeon so this OR is required
if (dungeonBoard[i][j].isVisited == true || dungeonBoard[i][j].type() == GameConstants.DungeonTile.entrance) {
//This is required because if the column doesn't exist it throws an attribute of undefined error
if (dungeonBoard[i + 1] != undefined) {
if (dungeonBoard[i + 1][j] != undefined) {
if (dungeonBoard[i + 1][j].isVisited == false) moves.push([i + 1, j])
}
}
if (dungeonBoard[i - 1] != undefined) {
if (dungeonBoard[i - 1][j] != undefined) {
if (dungeonBoard[i - 1][j].isVisited == false) moves.push([i - 1, j])
}
}
if (dungeonBoard[i][j + 1] != undefined) {
if (dungeonBoard[i][j + 1].isVisited == false) moves.push([i, j + 1])
}
if (dungeonBoard[i][j - 1] != undefined) {
if (dungeonBoard[i][j - 1].isVisited == false) moves.push([i, j - 1])
}
}
}
}
//Select a random move from compiled list of possible ones
var moveTo = moves[getRandomInt(moves.length)]
//Coordinates saved in couples of [y, x] so we swap them when we want to move
DungeonRunner.map.moveToCoordinates(moveTo[1], moveTo[0])
//Reset moves array
moves.length = 0
}
function fullClear(dungeonBoard, bossCoords) {
//Get number of invisible tiles, if 0 we have the map
const invisTile = document.getElementById('dungeonMap').querySelectorAll('.tile-invisible').length;
//Chests
const getChests = document.getElementById('dungeonMap').querySelectorAll('.tile-chest').length;
//Enemies
const getEnemy = document.getElementById('dungeonMap').querySelectorAll('.tile-enemy').length;
for (var i = 0; i < dungeonBoard.length; i++) {
for (var j = 0; j < dungeonBoard[i].length; j++) {
//Basically just attempts to move to all tiles that aren't cleared
if (dungeonBoard[i][j].isVisited == false) {
DungeonRunner.map.moveToCoordinates(j, i);
}
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.chest) {
DungeonRunner.openChest();
}
}
}
//If we cleared the entire floor, move to the boss room and start the fight
if (invisTile == 0 && getChests == 0 && getEnemy == 0 && foundBoss == true) {
DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0]);
foundBoss = false;
bossCoords.length = 0;
if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) {
DungeonRunner.startBossFight();
} else if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) {
DungeonRunner.nextFloor();
}
}
}
if (!validParse(localStorage.getItem('autoClickState'))) {
localStorage.setItem("autoClickState", false);
}
if (!validParse(localStorage.getItem('storedClickDPS'))) {
localStorage.setItem("storedClickDPS", 0);
}
if (!validParse(localStorage.getItem('autoGymState'))) {
localStorage.setItem("autoGymState", false);
}
if (!validParse(localStorage.getItem('selectedGym'))) {
localStorage.setItem("selectedGym", 0);
}
if (!validParse(localStorage.getItem('autoDungeonState'))) {
localStorage.setItem("autoDungeonState", false);
}
if (!validParse(localStorage.getItem('selectedDungeon'))) {
localStorage.setItem("selectedDungeon", 0);
}
if (!validParse(localStorage.getItem('delayAutoClick'))) {
localStorage.setItem("delayAutoClick", 50);
}
clickState = JSON.parse(localStorage.getItem('autoClickState'));
gymState = JSON.parse(localStorage.getItem('autoGymState'));
gymSelect = JSON.parse(localStorage.getItem('selectedGym'));
try {
dungeonState = JSON.parse(localStorage.getItem('autoDungeonState'));
} catch (error) {
dungeonState = false
localStorage.setItem("autoDungeonState", false);
}
dungeonSelect = JSON.parse(localStorage.getItem('selectedDungeon'));
delayAutoClick = JSON.parse(localStorage.getItem('delayAutoClick'));
clickDPS = clickState ? JSON.parse(localStorage.getItem('storedClickDPS')) : 0;
function loadScript() {
var oldInit = Preload.hideSplashScreen
Preload.hideSplashScreen = function () {
var result = oldInit.apply(this, arguments)
initAutoClicker()
return result
}
}
var scriptName = 'enhancedautoclicker'
if (document.getElementById('scriptHandler') != undefined) {
var scriptElement = document.createElement('div')
scriptElement.id = scriptName
document.getElementById('scriptHandler').appendChild(scriptElement)
if (localStorage.getItem(scriptName) != null) {
if (localStorage.getItem(scriptName) == 'true') {
loadScript()
}
}
else {
localStorage.setItem(scriptName, 'true')
loadScript()
}
}
else {
loadScript();
}
function validParse(key) {
try {
if (key === null) {
throw new Error;
}
JSON.parse(key);
return true;
} catch (e) {
return false;
}
}
function addGlobalStyle(css) {
var head, style;
head = document.getElementsByTagName('head')[0];
if (!head) { return; }
style = document.createElement('style');
style.type = 'text/css';
style.innerHTML = css;
head.appendChild(style);
}