Бот для автоматического отстрела «унылоидов» в Steam

Как включить
Открываете консоль. и вбиваете туда скрип который я скинул ниже! и нажимаете enter/ и все) (скрипт не мой)

Вот сам скрип
// ==UserScript==
// @name Saliens bot
// @namespace http://tampermonkey.net/
// @version 15
// @description Beat all the saliens levels
// @author https://github.com/meepen/salien-bot
// @match https://steamcommunity.com/saliengame
// @match https://steamcommunity.com/saliengame/
// @match https://steamcommunity.com/saliengame/play
// @match https://steamcommunity.com/saliengame/play/
// @downloadURL https://github.com/meepen/salien-bot/raw/master/index.user.js
// @updateURL https://github.com/meepen/salien-bot/raw/master/index.user.js
// @grant none
// ==/UserScript==

if (typeof GM_info !== "undefined" && (GM_info.scriptHandler || "Greasemonkey") == "Greasemonkey") {
alert("It's not possible to support Greasemonkey, please try Tampermonkey or ViolentMonkey.");
}

(function(context) {
"use strict";

// when the error is fixed we should remove the following
CSalien.prototype.UpdateCustomizations = function()
{
this.SetBodyType(BODY_TYPES[gSalienData.body_type]);
this.LoadAttachments();
}
const APP = context.gApp;
const GAME = context.gGame;
const SERVER = context.gServer;
const PIXI = context.PIXI;

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) {
APP.renderer.plugins.interaction.mouse.global.x = x;
APP.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;
}

let isJoining = false;
const TryContinue = function TryContinue() {
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
gGame.m_State.button.click();
}
if (GAME.m_State instanceof CPlanetSelectionState && !isJoining) { // Planet Selectiong
GAME.m_State.m_rgPlanetSprites[0].click();
isJoining = true;
setTimeout(() => isJoining = false, 1000);
continued = true;
}
if (GAME.m_State instanceof CBattleSelectionState && !isJoining) {
let bestZoneIdx = GetBestZone();
if(bestZoneIdx) {
console.log(GAME.m_State.m_SalienInfoBox.m_LevelText.text, GAME.m_State.m_SalienInfoBox.m_XPValueText.text);
console.log("join to zone", bestZoneIdx);
isJoining = true;
SERVER.JoinZone(
bestZoneIdx,
(results) => {
GAME.ChangeState(new CBattleState(GAME.m_State.m_PlanetData, bestZoneIdx));
isJoining = false;
console.log(results);
},
() => {
console.log("fail");
isJoining = false;
}
);
}
console.log(bestZoneIdx);
return;
}
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) {
console.log(`zone ${idx} (${bestZoneIdx % k_NumMapTilesW}, ${(bestZoneIdx / k_NumMapTilesW) | 0}) with boss`);
return idx;
}

if(isLevelling) {
if(zone.difficulty > highestDifficulty) {
highestDifficulty = zone.difficulty;
maxProgress = zone.progress;
bestZoneIdx = idx;
} else if(zone.difficulty < highestDifficulty) continue;

if(zone.progress < maxProgress) {
maxProgress = zone.progress;
bestZoneIdx = idx;
}
} else {
if(zone.progress > maxProgress) {
maxProgress = zone.progress;
bestZoneIdx = idx;
}
}

}
}

if(bestZoneIdx !== undefined) {
console.log(`${GAME.m_State.m_PlanetData.state.name} zone ${bestZoneIdx} (${bestZoneIdx % k_NumMapTilesW}, ${(bestZoneIdx / k_NumMapTilesW) | 0}) progress: ${GAME.m_State.m_Grid.m_Tiles[bestZoneIdx].Info.progress} difficulty: ${GAME.m_State.m_Grid.m_Tiles[bestZoneIdx].Info.difficulty}`);
}

return bestZoneIdx;
}
const GetBestPlanet = function GetBestPlanet() {
let bestPlanet;
let maxProgress = 0;

if (!GAME.m_State.m_mapPlanets)
return;

for (let planetKV of GAME.m_State.m_mapPlanets) {
let planet = planetKV[1];
if(planet.state.active && !planet.state.captured && planet.state.capture_progress > maxProgress) {
maxProgress = planet.state.capture_progress;
bestPlanet = planet;
}

}

if(bestPlanet) {
console.log(`selecting planet ${bestPlanet.state.name} with progress: ${bestPlanet.state.capture_progress}`);
return bestPlanet.id;
}
}

// Let's challenge ourselves to be human here!
const CLICKS_PER_SECOND = 15;

const InGame = function InGame() {
return GAME.m_State.m_bRunning;
}

const WORST_SCORE = -1 / 0;
const START_POS = APP.renderer.width;

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);