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builder.js
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builder.js
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// ==UserScript==
// @name Tribal Wars Builder Bot
// @description Automatically updates the desired buildings as soon as possible. Comes with automatic storage and farm update when needed.
// @author Igor Ruivo
// @include http*tribalwars*screen=main*
// @version 0.0.1
// @supportURL https://github.com/igor-ruivo/tw-scripts
// @grant GM_getResourceText
// @grant GM_addStyle
// @grant GM_getValue
// @grant unsafeWindow
// ==/UserScript==
//configs
const useGold = false;
const hoursToUseGold = 4;
const forceOrder = false;
const buildStorageWhenNeeded = true;
const buildFarmWhenNeeded = true;
const maxStoragePercentage = 90;
const maxFarmPercentage = 95;
const maxStorageLevel = 30;
const maxFarmLevel = 30;
const maxBuildQueueLength = 5;
const buildQueueOffset = 2;
const offsetTimeInMillis = 3000;
let levels;
let userBuildList;
let clickedTask = {};
(function () {
'use strict';
window.sessionStorage.prevWin = window.location.href;
setTimeout(function () {
document.getElementById("checkbox")?.click();
}, 2 * 1000);
const delay = Math.floor(Math.random() * 4000 + 43000);
setTimeout(function () {
console.log("A acabar tarefas gratuitas...");
completeFreeTasks();
}, offsetTimeInMillis);
setTimeout(function () {
console.log("A utilizar ouro...");
if(useGold) {
spendGold();
}
}, offsetTimeInMillis * 2);
setTimeout(function () {
nextIteration();
console.log("Reload dentro de " + Math.round(delay / 1000) + " segundos...");
}, offsetTimeInMillis * 3);
setTimeout(function () {
const nextVillageButton = document.getElementById("village_switch_right");
nextVillageButton ? nextVillageButton.click() : window.location.reload(true);
}, delay + offsetTimeInMillis * 3);
})();
function getDate() {
const date = new Date;
const minutes = date.getMinutes();
const hours = date.getHours();
return (hours < 10 ? "0" : "") + hours + ":" + (minutes < 10 ? "0" : "") + minutes;
}
function nextIteration() {
levels = loadBuildingsAndLevels();
userBuildList = loadUserBuildList();
const nextBuildTask = getNextBuildTask();
if (nextBuildTask) {
nextBuildTask.click();
console.log(getDate() + " - A upar " + clickedTask.building + " para nível " + clickedTask.level + ".");
}
else {
console.log(getDate() + " - De momento não é possível construir nada.");
}
}
function buildingAlreadyInQueue(build) {
return userBuildList.some(b => b.building === build && b.village === getCurrentVillage()) ||
!!document.getElementById("buildqueue")?.querySelector(".buildorder_" + build);
}
function checkStorageForUpgrade(currentLevel) {
if (currentLevel < maxStorageLevel) {
const storageSpace = document.getElementById("storage").innerText;
const wood = document.getElementById("wood").innerText;
const stone = document.getElementById("stone").innerText;
const iron = document.getElementById("iron").innerText;
const maxResource = Math.max(Math.max(wood, stone), iron);
const currentStoragePercentage = Math.round(maxResource / storageSpace * 100);
console.log("Armazém a " + currentStoragePercentage + "% (Nível " + currentLevel + ")");
if (currentStoragePercentage >= maxStoragePercentage && !buildingAlreadyInQueue("storage")) {
userBuildList.unshift({ building: "storage", level: 30 });
console.log("Armazém adicionado à lista...");
}
}
}
function checkFarmForUpgrade(currentLevel) {
if (currentLevel < maxFarmLevel) {
const maxPopulation = document.getElementById("pop_max_label").innerText;
const currentPopulation = document.getElementById("pop_current_label").innerText;
const currentFarmPercentage = Math.round(currentPopulation / maxPopulation * 100);
console.log("Fazenda a " + currentFarmPercentage + "% (Nível " + currentLevel + ")");
if (currentFarmPercentage >= maxFarmPercentage && !buildingAlreadyInQueue("farm")) {
userBuildList.unshift({ building: "farm", level: 30 });
console.log("Fazenda adicionada à lista...");
}
}
}
function getCurrentVillage() {
const villageName = document.getElementById("menu_row2").querySelector("b").innerText.split(" ")[0];
return villageName.slice(1, villageName.indexOf(")"));
}
function removeCompletedTasks(list) {
const newBuildList = [];
for (let i = 0; i < list.length; i++) {
const currentBuilding = list[i];
if (getCurrentVillage() === currentBuilding.village && currentBuilding.level >= levels[currentBuilding.building]) {
newBuildList.push(currentBuilding);
}
}
return newBuildList;
}
function completeFreeTasks() {
const target = Array.from(document.getElementsByClassName("btn-instant-free"))
.filter(e => e.style.display !== 'none')[0];
if(target) {
target.click();
setTimeout(function () {
window.location.reload(true);
}, 1000);
}
}
function spendGold() {
const gold = Number(document.getElementById("premium_points").innerText.replaceAll(",", "").replaceAll(".", ""));
if(gold >= 10) {
const candidates = Array.from(document.getElementById("buildqueue").children).filter(e => e.classList.contains("sortable_row") && e.querySelector(".order_feature"));
for(let i = 0; i < candidates.length; i++) {
const hours = Number(candidates[i].children[1].children[0].innerText.split(":")[0]);
if(hours >= hoursToUseGold) {
candidates[i].querySelector(".order_feature").click();
return;
}
}
}
}
function getNextBuildTask() {
if (buildStorageWhenNeeded) {
checkStorageForUpgrade(levels["storage"] - 1);
}
if (buildFarmWhenNeeded) {
checkFarmForUpgrade(levels["farm"] - 1);
}
if ($('[id="buildqueue"]').find('tr').length >= buildQueueOffset + maxBuildQueueLength) {
console.log("Já há " + maxBuildQueueLength + " ordens ou mais na fila de construção. Não vou fazer nada agora.");
return undefined;
}
console.log(levels);
for (let i = 0; i < userBuildList.length; i++) {
const building = userBuildList[i].building;
const level = levels[building];
console.log("A tentar upar " + building + " para nível " + level + "...");
const nextLink = buildLinkName(building, level);
const linkElement = document.getElementById(nextLink);
if (linkElement) {
const isClickable = linkElement.offsetWidth > 0 || linkElement.offsetHeight > 0;
if (isClickable) {
clickedTask = { building: building, level: level };
return linkElement;
}
if (forceOrder) {
return undefined;
}
}
}
return undefined;
}
function buildLinkName(building, level) {
return "main_buildlink_" + building + "_" + level;
}
function loadBuildingsAndLevels() {
const levels = {};
const buildElements = Array.from(document.getElementsByClassName("btn btn-build"));
buildElements.forEach(b => {
levels[b.getAttribute('data-building')] = b.getAttribute('data-level-next')
});
return levels;
}
function loadUserBuildList() {
const buildList = [];
//change
//buildList.push({ village: "405|439", building: "barracks", level: 25 });
//buildList.push({ village: "405|439", building: "stable", level: 20 });
//buildList.push({ village: "405|439", building: "market", level: 25 });
buildList.push({ village: "405|439", building: "wood", level: 30 });
buildList.push({ village: "405|439", building: "stone", level: 30 });
buildList.push({ village: "405|439", building: "iron", level: 30 });
buildList.push({ village: "403|439", building: "smith", level: 5 });
buildList.push({ village: "403|439", building: "stable", level: 3 });
buildList.push({ village: "403|439", building: "wood", level: 30 });
buildList.push({ village: "403|439", building: "stone", level: 30 });
buildList.push({ village: "403|439", building: "iron", level: 30 });
return removeCompletedTasks(buildList);
}