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// ============================================================================
// MoleTweak - 摩尔庄园 5.5.0 修改器
// 功能: 1) 修改摩尔豆(gold)和贝壳(vipGold)
// 2) 修改等级(curLevel)和经验(xp)
// 3) 作物瞬间成熟 / 关闭枯萎
// 4) VIP金币/经验加成倍率
// ============================================================================
#import <UIKit/UIKit.h>
#import <objc/runtime.h>
#import <objc/message.h>
// SDK 9.3 TBD 不导出 memset,自己实现一个,使用 __asm__ 重命名,避免 clang 优化为 builtin
__attribute__((visibility("hidden"), used))
void *memset(void *b, int c, size_t len) {
unsigned char *p = (unsigned char *)b;
while (len-- > 0) *p++ = (unsigned char)c;
return b;
}
__attribute__((visibility("hidden"), used))
void *memcpy(void *dst, const void *src, size_t len) {
unsigned char *d = (unsigned char *)dst;
const unsigned char *s = (const unsigned char *)src;
while (len-- > 0) *d++ = *s++;
return dst;
}
// =============== 修改器全局开关 (NSUserDefaults 持久化) ===============
static NSString * const kSuiteName = @"com.xiaochoumao.moletweak";
static NSString * const kKeyEnabled = @"tweak_enabled";
static NSString * const kKeyGold = @"override_gold"; // 0 = 不改
static NSString * const kKeyVipGold = @"override_vipgold"; // 0 = 不改
static NSString * const kKeyXp = @"override_xp"; // 0 = 不改
static NSString * const kKeyLevel = @"override_level"; // 0 = 不改
static NSString * const kKeyInstant = @"instant_crop"; // BOOL
static NSString * const kKeyNoWither= @"no_wither"; // BOOL
static NSString * const kKeyXpMul = @"xp_multiplier"; // float
static NSString * const kKeyGoldMul = @"gold_multiplier"; // float
// v2 新增
static NSString * const kKeyInstantBuild = @"instant_build"; // BOOL 建筑瞬完成
static NSString * const kKeyFreeShop = @"free_shop"; // BOOL 购物不扣钱
static NSString * const kKeyForceVip = @"force_vip"; // BOOL VIP 强制激活
static NSString * const kKeyVipLevel = @"vip_level"; // int VIP 等级 (1-10)
static NSString * const kKeyNoCD = @"no_cooldown"; // BOOL 全局冷却归零
// v3 程序员后门 (默认全 OFF,避免与游戏正常逻辑冲突)
static NSString * const kKeyAntiCheat = @"kill_anticheat"; // BOOL 关掉反作弊检测
static NSString * const kKeyMagicBypass = @"magic_bypass"; // BOOL 魔法密码任意通过
static NSString * const kKeySecretBtn = @"secret_button"; // BOOL 秘密按钮显形
static NSString * const kKeyEasterEgg = @"easter_egg"; // BOOL 彩蛋激活
// v5 隐藏入口/日志重定向
static NSString * const kKeyShowHidden = @"show_hidden"; // BOOL 显示主菜单 hiddenMenuPosition
static NSString * const kKeyLogToFile = @"log_to_file"; // BOOL NSLog 重定向到文件
// v6 服务器停服功能修复
static NSString * const kKeyFixGoldenIsland = @"fix_golden_island"; // BOOL 修复黄金岛(加勒比寻宝活动)
// v11 新发现
static NSString * const kKeyAllAchieve = @"all_achievements"; // BOOL 全部成就检查通过
// v12 物品/小游戏
static NSString * const kKeyAllUnlock = @"all_items_unlocked"; // BOOL 所有物品视为已解锁
// v13 玩家自定义/任务重置/时间魔法/隐藏 NPC
static NSString * const kKeyAvatarIcon = @"avatar_icon_id"; // int 头像 ID (1-61)
static NSString * const kKeyTotalRooms = @"total_rooms"; // int 总房间数
static NSString * const kKeyTotalWorkers= @"total_workers"; // int 工人数
static NSString * const kKeyTimeMagic = @"time_magic"; // BOOL 启用时间欺骗
static NSString * const kKeyFakeTime = @"fake_timestamp"; // NSString unix epoch 秒
// v14 一键奖励/重置/Layer 召唤
static NSString * const kKeyTickets = @"reward_tickets"; // int 奖励券数
// v15 黄金岛航行进度
static NSString * const kKeyGoldenWin = @"golden_island_win"; // BOOL 直接设到终点(curIsland=5)
// v20 商店购买直通
static NSString * const kKeyInstantPurchase = @"instant_purchase"; // BOOL 点购买就成功(跳 StoreKit)
// v21 molecheats 对齐 —— 新增开关 (来自 mole_cheats.rs 已验证选择器)
static NSString * const kKeyMaxFacility = @"max_facility"; // BOOL 工人/空闲工人/房间 getter 恒 99
static NSString * const kKeyHarvestMult = @"harvest_mult"; // BOOL 收菜结算加成 getter 恒 1000 (=10x)
static NSString * const kKeyFreeQuest = @"free_quest"; // BOOL 任务/催熟所需贝壳 → 0
static NSString * const kKeySeabedBest = @"seabed_best"; // BOOL 海底寻宝 generateRandomRewardId 必中稀有
static NSString * const kKeyMinigameReward = @"minigame_reward"; // BOOL 钓鱼/挖矿 getReward* 恒大值
// ivar 直写宏 - 用 object_getClass(runtime 函数,无类型推断问题)而非 [obj class]
#define MT_IVAR_F(o, name, val) do { \
Ivar __v = class_getInstanceVariable(object_getClass(o), name); \
if (__v) { *(float *)((char *)(__bridge void *)o + ivar_getOffset(__v)) = (val); } \
} while (0)
#define MT_IVAR_D(o, name, val) do { \
Ivar __v = class_getInstanceVariable(object_getClass(o), name); \
if (__v) { *(double *)((char *)(__bridge void *)o + ivar_getOffset(__v)) = (val); } \
} while (0)
#define MT_IVAR_I(o, name, val) do { \
Ivar __v = class_getInstanceVariable(object_getClass(o), name); \
if (__v) { *(int *)((char *)(__bridge void *)o + ivar_getOffset(__v)) = (val); } \
} while (0)
#define MT_IVAR_UL(o, name, val) do { \
Ivar __v = class_getInstanceVariable(object_getClass(o), name); \
if (__v) { *(unsigned long *)((char *)(__bridge void *)o + ivar_getOffset(__v)) = (val); } \
} while (0)
// iOS 6 兼容: 用 plist 文件直接持久化(不用 initWithSuiteName,iOS 7+ 才有)
static NSString *MTPlistPath() {
static NSString *path = nil;
static dispatch_once_t once;
dispatch_once(&once, ^{
NSArray *paths = NSSearchPathForDirectoriesInDomains(NSLibraryDirectory, NSUserDomainMask, YES);
NSString *dir = [[paths firstObject] stringByAppendingPathComponent:@"Preferences"];
[[NSFileManager defaultManager] createDirectoryAtPath:dir
withIntermediateDirectories:YES attributes:nil error:nil];
path = [[dir stringByAppendingPathComponent:@"com.xiaochoumao.moletweak.plist"] copy];
});
return path;
}
static NSMutableDictionary *MTSettings() {
static NSMutableDictionary *cache = nil;
static dispatch_once_t once;
dispatch_once(&once, ^{
NSDictionary *d = [NSDictionary dictionaryWithContentsOfFile:MTPlistPath()];
cache = d ? [d mutableCopy] : [NSMutableDictionary dictionary];
});
return cache;
}
static BOOL MT_BOOL(NSString *k, BOOL def){ id v=[MTSettings() objectForKey:k]; return v?[v boolValue]:def; }
static int MT_INT (NSString *k, int def){ id v=[MTSettings() objectForKey:k]; return v?[v intValue]:def; }
static float MT_FLT (NSString *k, float def){ id v=[MTSettings() objectForKey:k]; return v?[v floatValue]:def; }
static void MT_SET (NSString *k, id v){
[MTSettings() setObject:v forKey:k];
[MTSettings() writeToFile:MTPlistPath() atomically:YES];
}
// =============== 单例实例引用(由 init hook 抓取) ===============
static __weak id gGameDataRef = nil;
static __weak id gWrapperManagerRef = nil;
static __weak id gNewGameManagerRef = nil;
static __weak id gGameManagerRef = nil;
// =============== 实时 raw 值缓存(由 getter hook 更新) ===============
// 这些是游戏内部真实的当前数值,菜单 UI 用它显示"当前"绿色字。
static volatile int gRawGold = 0;
static volatile int gRawVipGold = 0;
static volatile int gRawXp = 0;
static volatile int gRawLevel = 0;
static volatile unsigned int gRawVipLevel = 0;
static volatile float gRawGoldMul = 1.0f;
static volatile float gRawXpMul = 1.0f;
// =============== 前向声明(供早期 %hook 块调用,真实实现在文件下方) ===============
static id MTGameData(void);
static id MTUserInfoData(void);
static id MTNewGameManager(void);
static id MTGameManager(void);
static id MTWrapperManager(void);
// ============================================================================
// 1) 玩家数据 hook (UserInfoData)
// ============================================================================
%hook UserInfoData
// --- 摩尔豆 (gold) ---
- (int)gold {
int orig = %orig;
gRawGold = orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
int over = MT_INT(kKeyGold, 0);
return over > 0 ? over : orig;
}
- (void)setGold:(int)g {
if (!MT_BOOL(kKeyEnabled, YES)) { %orig; return; }
int over = MT_INT(kKeyGold, 0);
%orig(over > 0 ? over : g);
}
- (void)addGold:(int)delta {
if (!MT_BOOL(kKeyEnabled, YES)) { %orig; return; }
// 免费购物: 减少 (扣钱) 时直接吞掉
if (MT_BOOL(kKeyFreeShop, NO) && delta < 0) return;
// 加成倍率
float mul = MT_FLT(kKeyGoldMul, 1.0f);
if (mul > 1.0f && delta > 0) delta = (int)(delta * mul);
%orig(delta);
}
// --- 贝壳 (vipGold) ---
- (int)vipGold {
int orig = %orig;
gRawVipGold = orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
int over = MT_INT(kKeyVipGold, 0);
return over > 0 ? over : orig;
}
- (void)setVipGold:(int)v {
if (!MT_BOOL(kKeyEnabled, YES)) { %orig; return; }
int over = MT_INT(kKeyVipGold, 0);
%orig(over > 0 ? over : v);
}
- (void)addVipGold:(int)delta {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO) && delta < 0) return;
%orig;
}
// --- 等级 (curLevel) ---
- (unsigned char)curLevel {
unsigned char orig = %orig;
gRawLevel = orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
int over = MT_INT(kKeyLevel, 0);
if (over > 0 && over <= 255) return (unsigned char)over;
return orig;
}
- (void)setCurLevel:(int)lv {
if (!MT_BOOL(kKeyEnabled, YES)) { %orig; return; }
int over = MT_INT(kKeyLevel, 0);
%orig(over > 0 ? over : lv);
}
// --- 经验 (xp) ---
- (int)xp {
int orig = %orig;
gRawXp = orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
int over = MT_INT(kKeyXp, 0);
return over > 0 ? over : orig;
}
- (void)setXp:(int)x {
if (!MT_BOOL(kKeyEnabled, YES)) { %orig; return; }
int over = MT_INT(kKeyXp, 0);
%orig(over > 0 ? over : x);
}
- (void)addXp:(int)delta {
if (!MT_BOOL(kKeyEnabled, YES)) { %orig; return; }
float mul = MT_FLT(kKeyXpMul, 1.0f);
if (mul > 1.0f && delta > 0) delta = (int)(delta * mul);
%orig(delta);
}
// --- 加密校验 (绕过) ---
- (int)encryptVipGold {
if (MT_BOOL(kKeyEnabled, YES) && MT_INT(kKeyVipGold, 0) > 0)
return MT_INT(kKeyVipGold, 0);
return %orig;
}
- (int)encryptCurLevel {
if (MT_BOOL(kKeyEnabled, YES) && MT_INT(kKeyLevel, 0) > 0)
return MT_INT(kKeyLevel, 0);
return %orig;
}
%end
// ============================================================================
// 2) 场景级数据 (NewSceneData)
// ============================================================================
%hook NewSceneData
- (unsigned long)getGold {
unsigned long orig = %orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
int over = MT_INT(kKeyGold, 0);
return over > 0 ? (unsigned long)over : orig;
}
- (unsigned long)getXp {
unsigned long orig = %orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
int over = MT_INT(kKeyXp, 0);
return over > 0 ? (unsigned long)over : orig;
}
- (unsigned long)getLevel {
unsigned long orig = %orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
int over = MT_INT(kKeyLevel, 0);
return over > 0 ? (unsigned long)over : orig;
}
// 服务器同步 / MD5 校验绕过
- (BOOL)checkUserinfoMd5:(id)arg {
// molecheats 对齐: 归入 kill_anticheat 开关(不再默认恒开)
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyAntiCheat, NO)) return YES;
return %orig;
}
- (int)CheckUserInfoData:(id)arg {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyAntiCheat, NO)) return 0;
return %orig;
}
%end
// ============================================================================
// 3) VIP 加成 (VipInfoData)
// ============================================================================
%hook VipInfoData
- (float)gold_add {
float orig = %orig;
gRawGoldMul = orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
float mul = MT_FLT(kKeyGoldMul, 1.0f);
return mul > 1.0f ? mul : orig;
}
- (float)exp_add {
float orig = %orig;
gRawXpMul = orig;
if (!MT_BOOL(kKeyEnabled, YES)) return orig;
float mul = MT_FLT(kKeyXpMul, 1.0f);
return mul > 1.0f ? mul : orig;
}
%end
// ============================================================================
// 4) 作物瞬熟 (Farm) - 关键 hook 是 innerupdate:
// ============================================================================
// 弱引用集合,跟踪所有 Farm 实例,用于菜单按钮"立即成熟全部作物"
static NSHashTable *gFarmTable = nil;
static NSLock *gFarmLock = nil;
static void MTFarmTableEnsure(void) {
static dispatch_once_t once;
dispatch_once(&once, ^{
gFarmTable = [NSHashTable hashTableWithOptions:NSHashTableWeakMemory];
gFarmLock = [[NSLock alloc] init];
});
}
// 把 farm 实例的 matureTime ivar 强制改为接近 0,让游戏内部成熟逻辑立即触发
static void MTForceMature(id farm) {
if (!farm) return;
Ivar mt = class_getInstanceVariable([farm class], "matureTime");
if (mt) {
char *base = (char *)(__bridge void *)farm;
float *p = (float *)(base + ivar_getOffset(mt));
if (*p > 0.01f) *p = 0.001f;
}
Ivar wt = class_getInstanceVariable([farm class], "witherTime");
if (wt && MT_BOOL(kKeyNoWither, NO)) {
char *base = (char *)(__bridge void *)farm;
float *p = (float *)(base + ivar_getOffset(wt));
*p = 9999999.0f;
}
}
%hook Farm
// 周期性 update - 每帧调用,这是真正驱动作物状态的方法
- (void)innerupdate:(float)dt {
// 维护实例集合
MTFarmTableEnsure();
[gFarmLock lock]; [gFarmTable addObject:self]; [gFarmLock unlock];
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstant, NO)) {
MTForceMature(self);
}
%orig;
}
// 成熟所需时间 (秒) - 返回 0 即"已成熟"
- (double)getMatureTime {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstant, NO)) return 0.0;
return %orig;
}
// 枯萎时间 - 返回非常大,即"永不枯萎"
- (double)getWitherTime {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoWither, NO))
return 999999999.0;
return %orig;
}
// 防止枯萎处理被触发
- (void)cropWitherHandler:(BOOL)b {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoWither, NO)) return;
%orig;
}
- (void)dealloc {
if (gFarmLock) {
[gFarmLock lock]; [gFarmTable removeObject:self]; [gFarmLock unlock];
}
%orig;
}
%end
// 立即遍历所有 Farm 实例,触发 cropMatureHandler 强制收割可成熟的作物
static void MTHarvestAllNow(void) {
if (!gFarmTable) return;
NSArray *farms = nil;
[gFarmLock lock]; farms = [gFarmTable allObjects]; [gFarmLock unlock];
SEL handler = NSSelectorFromString(@"cropMatureHandler");
for (id farm in farms) {
MTForceMature(farm);
if ([farm respondsToSelector:handler]) {
((void(*)(id, SEL))objc_msgSend)(farm, handler);
}
}
}
// ============================================================================
// 5) 通知时间 (NotificationTimes)
// ============================================================================
%hook NotificationTimes
- (double)cropMatureTime {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstant, NO))
return [[NSDate date] timeIntervalSince1970]; // 当前时间 = 已成熟
return %orig;
}
- (double)cropWitherTime {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoWither, NO))
return [[NSDate date] timeIntervalSince1970] + 365.0*24.0*3600.0;
return %orig;
}
- (double)buildingFinishTime {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstantBuild, NO))
return [[NSDate date] timeIntervalSince1970];
return %orig;
}
%end
// ============================================================================
// v2-A) 建筑/装修瞬完成 (Building / NewSceneRestaurant / NewSceneShop)
// ============================================================================
%hook Building
- (void)innerupdate:(float)dt {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstantBuild, NO)) {
MT_IVAR_F(self, "buildTime_", 0.001f);
MT_IVAR_D(self, "lastCoolDownTime_", 0.001);
}
%orig;
}
- (double)getBuildTime:(id)a {
// v21 审查修复: 真机方法返回 double, 原 int 声明会漏写 d0/r1 → instant_build 读到垃圾值不生效
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstantBuild, NO)) return 0.0;
return %orig;
}
// 全局冷却归零 (Building 类共享)
- (double)getCurLevelCoolTime {
// v21 审查修复: 冷却 getter 真机返回 double(兄弟 getLastCooldownTime/getLastGameCoolTime 本就是 double)
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoCD, NO)) return 0.0;
return %orig;
}
- (double)getLastCooldownTime {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoCD, NO)) return 0.0;
return %orig;
}
- (double)getLastGameCoolTime {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoCD, NO)) return 0.0;
return %orig;
}
%end
%hook NewSceneRestaurant
- (void)innerupdate:(float)dt {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstantBuild, NO)) {
MT_IVAR_UL(self, "beginUpgradeTime_", 1); // 1 而非 0,避免 (now-0) 异常
}
%orig;
}
- (double)getOutCoolTime {
// v21 审查修复: 真机方法返回 double, 原 unsigned int 声明失效
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoCD, NO)) return 0.0;
return %orig;
}
%end
%hook NewSceneShop
- (void)innerupdate:(float)dt {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstantBuild, NO)) {
MT_IVAR_I(self, "buildTime_", 0);
MT_IVAR_I(self, "saleTime_", 0);
}
%orig;
}
%end
// ============================================================================
// v2-B) 免费购物 (InAppPurchaseManager)
// ============================================================================
%hook InAppPurchaseManager
// v20: 点购买直接成功 — 跳过 SKPaymentQueue,自己给玩家加贝壳
// purchase: types = v12@0:4@8 (void)(NSString* productId)
- (void)purchase:(id)productIdentifier {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyInstantPurchase, NO)) {
// 1. 解析 productId 尾部数字作为贝壳数(默认 100)
int amount = 100;
if ([productIdentifier isKindOfClass:[NSString class]]) {
NSString *pid = (NSString *)productIdentifier;
// 提取最后一组连续数字
NSCharacterSet *digits = [NSCharacterSet decimalDigitCharacterSet];
NSString *lastNum = nil;
NSScanner *sc = [NSScanner scannerWithString:pid];
while (![sc isAtEnd]) {
[sc scanUpToCharactersFromSet:digits intoString:nil];
NSString *s = nil;
if ([sc scanCharactersFromSet:digits intoString:&s]) lastNum = s;
}
if (lastNum) {
int n = [lastNum intValue];
if (n > 0 && n < 100000) amount = n;
}
}
// 2. 直接 [UserInfoData addVipGold:n] 给玩家加贝壳
id ui = MTUserInfoData();
if (ui) {
SEL addVip = NSSelectorFromString(@"addVipGold:");
if ([ui respondsToSelector:addVip]) {
((void (*)(id, SEL, int))objc_msgSend)(ui, addVip, amount);
}
}
// 3. 持久化
id gd = MTGameData();
SEL save = NSSelectorFromString(@"saveUserInfoData");
if (gd && [gd respondsToSelector:save]) {
((void (*)(id, SEL))objc_msgSend)(gd, save);
}
// 4. 调游戏自己的 onPurchaseSuccessful 弹"购买成功"
SEL succ = NSSelectorFromString(@"onPurchaseSuccessful");
id me = self;
if ([me respondsToSelector:succ]) {
((void (*)(id, SEL))objc_msgSend)(me, succ);
}
// 5. 调 productPurchased 让游戏更新 UI
SEL prod = NSSelectorFromString(@"productPurchased");
if ([me respondsToSelector:prod]) {
((void (*)(id, SEL))objc_msgSend)(me, prod);
}
// v20.1: 关键 — 商店是通过 purchaseWithCallback:selector:productId: 进来的
// 它把回调 target/sel 存到了 self->targetCallback_ / self->selector_ ivar
// 同时设 self->isInPurchase_ = YES,商店 UI 会一直转圈等回调
// 我们必须:① 清 isInPurchase_ 标志 ② 主动调回调让 UI 关掉加载圈
Ivar ivCb = class_getInstanceVariable([me class], "targetCallback_");
Ivar ivSel = class_getInstanceVariable([me class], "selector_");
Ivar ivIn = class_getInstanceVariable([me class], "isInPurchase_");
Ivar ivRes = class_getInstanceVariable([me class], "result_");
if (ivIn) {
*(char *)((char *)(__bridge void *)me + ivar_getOffset(ivIn)) = 0; // isInPurchase_ = NO
}
if (ivRes) {
*(char *)((char *)(__bridge void *)me + ivar_getOffset(ivRes)) = 1; // result_ = YES
}
id cbTarget = nil;
SEL cbSel = NULL;
if (ivCb) cbTarget = object_getIvar(me, ivCb);
if (ivSel) cbSel = *(SEL *)((char *)(__bridge void *)me + ivar_getOffset(ivSel));
if (cbTarget && cbSel && [cbTarget respondsToSelector:cbSel]) {
// 商店的 purchaseCallback 不带参,直接调
((void (*)(id, SEL))objc_msgSend)(cbTarget, cbSel);
}
// 6. 隐藏可能存在的加载指示器
SEL hideInd = NSSelectorFromString(@"hideIndicator");
if ([me respondsToSelector:hideInd]) {
((void (*)(id, SEL))objc_msgSend)(me, hideInd);
}
SEL hideIndU = NSSelectorFromString(@"HideIndicator");
if ([me respondsToSelector:hideIndU]) {
((void (*)(id, SEL))objc_msgSend)(me, hideIndU);
}
NSLog(@"[MoleTweak] InstantPurchase: pid=%@ amount=%d cb=%@ sel=%s",
productIdentifier, amount, cbTarget, cbSel ? sel_getName(cbSel) : "(nil)");
return; // 不调 %orig,跳过 StoreKit
}
%orig;
}
// v20.1: 商店 UI 入口直接走这个,先存回调再调 purchase:
// types = v20@0:4@8:12@16 = (void)(id target, SEL sel, id productId)
// 我们让原方法存好回调,然后我们的 purchase: hook 触发回调
// — 不需要 hook 这个方法,默认行为已经会调到 purchase: 即可
- (BOOL)canPurchase:(id)pid {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) return YES;
return %orig;
}
- (BOOL)hasAlreadyPurchased:(id)pid {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) return YES;
return %orig;
}
// 配合 LocalIAPStore.dylib 使用:伪 transaction 收据校验时强制返 YES,游戏自己走奖励发放路径
- (BOOL)validateReceipt:(id)receipt {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) return YES;
return %orig;
}
// 越狱用户的 IAP 权限检查 — 总返 YES
- (BOOL)checkRightInJailBroken:(id)arg {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) return YES;
return %orig;
}
// 当前玩家 ID 校验 — 总返 YES
- (BOOL)checkIsCurrentUserId {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) return YES;
return %orig;
}
// 越狱 IAP 超时/失败处理也吞掉,避免卡进度
- (void)onCheckIAPTimeoutForJailBrokenUser {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) {
// 强制走"成功"路径,而不是超时
SEL succ = NSSelectorFromString(@"onPurchaseSuccessful");
id me = self;
if ([me respondsToSelector:succ]) ((void(*)(id,SEL))objc_msgSend)(me, succ);
return;
}
%orig;
}
- (void)onCheckIAPFailedForJailBrokenUser {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) {
SEL succ = NSSelectorFromString(@"onPurchaseSuccessful");
id me = self;
if ([me respondsToSelector:succ]) ((void(*)(id,SEL))objc_msgSend)(me, succ);
return;
}
%orig;
}
%end
// ============================================================================
// v2-C) VIP 强制激活 + 最高级
// ============================================================================
%hook WrapperManager
- (id)init {
id r = %orig;
if (r) gWrapperManagerRef = r;
return r;
}
- (BOOL)checkIsVipUser {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) return YES;
return %orig;
}
// 全物品解锁:任何物品都视为已解锁
- (BOOL)isUnlockedItem:(int)itemId {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyAllUnlock, NO)) return YES;
return %orig;
}
%end
// 记录 NewGameManager / GameManager 实例
%hook NewGameManager
- (id)init { id r = %orig; if (r) gNewGameManagerRef = r; return r; }
%end
%hook GameManager
- (id)init { id r = %orig; if (r) gGameManagerRef = r; return r; }
%end
%hook UserVIPInfoData
// init 后立即改 ivar — 因服务器停服 setVipLevel: 永远不被调
- (id)init {
id r = %orig;
if (r && MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) {
int over = MT_INT(kKeyVipLevel, 10);
if (over <= 0 || over > 10) over = 10;
Ivar v = class_getInstanceVariable(object_getClass(r), "vipLevel_");
if (v) *(unsigned int *)((char *)(__bridge void *)r + ivar_getOffset(v)) = (unsigned int)over;
Ivar vv = class_getInstanceVariable(object_getClass(r), "vipValue_");
if (vv) *(unsigned int *)((char *)(__bridge void *)r + ivar_getOffset(vv)) = 999999;
}
return r;
}
- (void)setVipLevel:(unsigned int)lv {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) {
int over = MT_INT(kKeyVipLevel, 10);
if (over > 0 && over <= 10) lv = (unsigned int)over;
}
%orig(lv);
}
- (unsigned int)vipLevel {
Ivar v = class_getInstanceVariable(object_getClass(self), "vipLevel_");
unsigned int orig = v ? *(unsigned int *)((char *)(__bridge void *)self + ivar_getOffset(v)) : 0;
gRawVipLevel = orig;
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) {
int over = MT_INT(kKeyVipLevel, 10);
if (over > 0) return (unsigned int)over;
}
return orig;
}
- (unsigned int)vipValue {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) return 999999;
return %orig;
}
%end
// === VIP 修复关键点: GameData.getVipInfoDataOfCurrentUser ===
// 大多数 VIP 检查最终走这个方法拿到当前玩家的 VipInfoData (返 nil 表示非 VIP)
%hook GameData
// 记录 GameData 实例引用(单例没有显式 +类方法,只能 hook init 抓)
- (id)init {
id r = %orig;
if (r) gGameDataRef = r;
return r;
}
- (id)getVipInfoDataOfCurrentUser {
id orig = %orig;
if (orig) return orig;
if (!MT_BOOL(kKeyEnabled, YES) || !MT_BOOL(kKeyForceVip, NO)) return orig;
// 用 getVipInfoDataWithLevel: 拿到最高级 VIP 配置
SEL sel = NSSelectorFromString(@"getVipInfoDataWithLevel:");
id me = self;
if ([me respondsToSelector:sel]) {
int lv = MT_INT(kKeyVipLevel, 10);
if (lv <= 0 || lv > 10) lv = 10;
id v = ((id (*)(id, SEL, int))objc_msgSend)(me, sel, lv);
if (v) return v;
}
return orig;
}
%end
// === GoldSprite.isVip 也是 VIP 状态判断点 ===
%hook GoldSprite
- (BOOL)isVip {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) return YES;
return %orig;
}
%end
// === UserInfoLayer:UI 层 VIP 显示状态 ===
// isInitVip_ (BOOL ivar at offset 396) = NO 时游戏不会渲染 VIP UI
// 我们 hook init / onEnter / updateUI4VIP 强制设它为 YES
%hook UserInfoLayer
- (id)init {
id r = %orig;
if (r && MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) {
Ivar v = class_getInstanceVariable(object_getClass(r), "isInitVip_");
if (v) *(char *)((char *)(__bridge void *)r + ivar_getOffset(v)) = 1;
}
return r;
}
- (void)updateUI4VIP {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) {
Ivar v = class_getInstanceVariable(object_getClass(self), "isInitVip_");
if (v) *(char *)((char *)(__bridge void *)self + ivar_getOffset(v)) = 1;
}
%orig;
}
- (void)isShowVIPFunctionsButton:(BOOL)show {
// 强制总是显示 VIP 功能按钮
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyForceVip, NO)) {
%orig(YES);
return;
}
%orig;
}
%end
// ============================================================================
// v7-IAP) SKPaymentTransaction 状态强制 Purchased
// 不依赖 LocalIAPStore.dylib —— 即使它没注入也能让所有内购看起来成功
// ============================================================================
%hook SKPaymentTransaction
- (int)transactionState {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFreeShop, NO)) {
// SKPaymentTransactionStatePurchasing=0, Purchased=1, Failed=2, Restored=3, Deferred=4
return 1; // 强制 Purchased
}
return %orig;
}
%end
// ============================================================================
// v2-D) NPC 冷却归零
// ============================================================================
%hook YaliNpcActor
- (BOOL)checkCooltimeOver {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoCD, NO)) return YES;
return %orig;
}
%end
%hook MCNpcActor
- (double)getCurLevelCooltime:(id)a {
// v21 审查修复: 真机方法返回 double(带参), 原 int 声明失效
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyNoCD, NO)) return 0.0;
return %orig;
}
%end
// ============================================================================
// v5-A) hiddenMenuPosition 高亮 (MainMenuScene)
// ============================================================================
%hook MainMenuScene
- (void)onEnter {
%orig;
if (!MT_BOOL(kKeyEnabled, YES) || !MT_BOOL(kKeyShowHidden, NO)) return;
// 异步:等场景完全 onEnter 完
id me = self;
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(0.5 * NSEC_PER_SEC)),
dispatch_get_main_queue(), ^{
SEL hmpSel = NSSelectorFromString(@"hiddenMenuPosition");
if (![me respondsToSelector:hmpSel]) return;
// 用 NSInvocation 安全地调用返回 CGPoint 的方法
NSMethodSignature *sig = [me methodSignatureForSelector:hmpSel];
if (!sig) return;
NSInvocation *inv = [NSInvocation invocationWithMethodSignature:sig];
inv.selector = hmpSel;
inv.target = me;
[inv invoke];
CGPoint pos;
[inv getReturnValue:&pos];
// pos 是 cocos2d 坐标(原点左下),转 UIKit 坐标(原点左上)
UIWindow *win = [UIApplication sharedApplication].keyWindow;
UIView *host = win.rootViewController.view ?: (UIView *)win;
if (!host) return;
CGSize scr = host.bounds.size;
CGFloat uiX = pos.x;
CGFloat uiY = scr.height - pos.y;
UIView *halo = [[UIView alloc] initWithFrame:CGRectMake(uiX - 35, uiY - 35, 70, 70)];
halo.layer.borderColor = [UIColor redColor].CGColor;
halo.layer.borderWidth = 4;
halo.layer.cornerRadius = 35;
halo.userInteractionEnabled = NO;
halo.backgroundColor = [UIColor colorWithRed:1 green:0 blue:0 alpha:0.18];
[host addSubview:halo];
// 文字标注坐标
UILabel *lbl = [[UILabel alloc] initWithFrame:CGRectMake(uiX + 40, uiY - 14, 200, 28)];
lbl.text = [NSString stringWithFormat:@"hiddenMenu (%.0f, %.0f)", pos.x, pos.y];
lbl.font = [UIFont boldSystemFontOfSize:11];
lbl.textColor = [UIColor redColor];
lbl.backgroundColor = [UIColor colorWithWhite:1 alpha:0.85];
lbl.layer.cornerRadius = 4;
lbl.clipsToBounds = YES;
[host addSubview:lbl];
// 闪烁动画(通过反复改 alpha)
[UIView animateWithDuration:0.5 delay:0
options:UIViewAnimationOptionRepeat | UIViewAnimationOptionAutoreverse
animations:^{ halo.alpha = 0.3; }
completion:nil];
// 8 秒后移除
dispatch_after(dispatch_time(DISPATCH_TIME_NOW, (int64_t)(8.0 * NSEC_PER_SEC)),
dispatch_get_main_queue(), ^{
[halo removeFromSuperview];
[lbl removeFromSuperview];
});
});
}
%end
// ============================================================================
// v6-A) 黄金岛修复 (Caribbean 加勒比寻宝活动)
// ============================================================================
// 服务器停服后 GameData.caribbeanData 永远 nil → CaribbeanMainLayer 拿不到数据 → 黑屏/卡住
// 修复策略:本地构造一个有效的 CaribbeanDiscoveringData 让 UI 能渲染
// (GameData.caribbeanData getter 的 hook 合并到下面 v3-A 的 GameData 块)
// 让加勒比 UI 不再因网络失败弹错误
%hook CaribbeanMainLayer
- (void)showNetWorkError {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFixGoldenIsland, NO)) return; // 吞错误
%orig;
}
%end
// 让 NetworkManager 收到 nil/空数据时不报错
%hook NetworkManager
- (int)getCaribbeanStateInfo:(id)arg {
if (MT_BOOL(kKeyEnabled, YES) && MT_BOOL(kKeyFixGoldenIsland, NO)) {
// 不发请求(避免长时间等待),直接走"成功"路径
return 0;
}
return %orig;
}
%end
// ============================================================================
// v9-XiaoTuLv) 一键加载丝尔特 demo 庄园 (重写,稳定版)
// 资源文件: xiaotulv_map (72KB) + xiaotulv_userinfo (3KB) 在 .app 目录
// 核心: hook init 记录 GameData / NewGameManager 实例,绕开单例查找
// 全局 ref 在文件顶部声明
// ============================================================================
static id MTGameData(void) {
if (gGameDataRef) return gGameDataRef;
// fallback: 试单例方法
Class GD = NSClassFromString(@"GameData");
if (!GD) return nil;
NSArray *names = @[ @"sharedGameData", @"shared", @"sharedInstance", @"instance" ];
for (NSString *n in names) {
SEL s = NSSelectorFromString(n);
if ([GD respondsToSelector:s]) {
id g = ((id (*)(id, SEL))objc_msgSend)(GD, s);
if (g) { gGameDataRef = g; return g; }
}
}
return nil;
}
static id MTNewGameManager(void) {
if (gNewGameManagerRef) return gNewGameManagerRef;
Class C = NSClassFromString(@"NewGameManager");
if (!C) return nil;
SEL s = @selector(sharedManager);
if ([C respondsToSelector:s]) {
id m = ((id (*)(id, SEL))objc_msgSend)(C, s);
if (m) { gNewGameManagerRef = m; return m; }
}
return nil;
}
static id MTGameManager(void) {
if (gGameManagerRef) return gGameManagerRef;
Class C = NSClassFromString(@"GameManager");
if (!C) return nil;
SEL s = @selector(sharedManager);
if ([C respondsToSelector:s]) {
id m = ((id (*)(id, SEL))objc_msgSend)(C, s);
if (m) { gGameManagerRef = m; return m; }
}
return nil;
}