MooMoo.io Ultimate Automation & Optimizer

Advanced automation with auto-heal, auto-attack, auto-gather, performance boost, and visual enhancements for MooMoo.io

Size

26.0 KB

Version

1.0.1

Created

Nov 7, 2025

Updated

about 1 month ago

1// ==UserScript==
2// @name		MooMoo.io Ultimate Automation & Optimizer
3// @description		Advanced automation with auto-heal, auto-attack, auto-gather, performance boost, and visual enhancements for MooMoo.io
4// @version		1.0.1
5// @match		https://*.sandbox.moomoo.io/*
6// @icon		https://sandbox.moomoo.io/img/favicon.png?v=1
7// ==/UserScript==
8(function() {
9    'use strict';
10
11    console.log('🎮 MooMoo.io Ultimate Automation & Optimizer - Loading...');
12
13    // ============================================
14    // CONFIGURATION & STATE MANAGEMENT
15    // ============================================
16    
17    const CONFIG = {
18        autoHeal: {
19            enabled: true,
20            healthThreshold: 80, // Heal when health drops below this percentage
21            foodPriority: ['apple', 'cookie', 'cheese'] // Priority order for food
22        },
23        autoAttack: {
24            enabled: true,
25            attackRange: 300, // Pixels
26            autoAim: true,
27            predictMovement: true
28        },
29        autoGather: {
30            enabled: true,
31            resources: ['wood', 'stone', 'food', 'gold'],
32            autoSwitch: true, // Auto-switch to appropriate tool
33            safeDistance: 150
34        },
35        combat: {
36            autoDefend: true,
37            autoCounter: true,
38            dodgeProjectiles: true,
39            kiteEnemies: true
40        },
41        building: {
42            autoPlace: false,
43            structures: ['spike', 'wall', 'turret'],
44            defensiveMode: true
45        },
46        performance: {
47            reduceLag: true,
48            optimizeRendering: true,
49            disableParticles: false,
50            fpsBoost: true
51        },
52        visual: {
53            showPlayerInfo: true,
54            showResourceLocations: true,
55            enemyWarning: true,
56            aimAssist: true,
57            customCrosshair: true
58        }
59    };
60
61    // State tracking
62    const STATE = {
63        player: {
64            health: 100,
65            maxHealth: 100,
66            position: { x: 0, y: 0 },
67            angle: 0,
68            resources: {},
69            weapon: null,
70            isAlive: true
71        },
72        enemies: [],
73        resources: [],
74        projectiles: [],
75        lastHealTime: 0,
76        lastAttackTime: 0,
77        lastGatherTime: 0,
78        isInCombat: false,
79        targetEnemy: null,
80        targetResource: null
81    };
82
83    // ============================================
84    // UTILITY FUNCTIONS
85    // ============================================
86
87    function debounce(func, wait) {
88        let timeout;
89        return function executedFunction(...args) {
90            const later = () => {
91                clearTimeout(timeout);
92                func(...args);
93            };
94            clearTimeout(timeout);
95            timeout = setTimeout(later, wait);
96        };
97    }
98
99    function distance(x1, y1, x2, y2) {
100        return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
101    }
102
103    function angleTo(x1, y1, x2, y2) {
104        return Math.atan2(y2 - y1, x2 - x1);
105    }
106
107    function predictPosition(entity, time = 200) {
108        if (!entity.velocity) return entity.position;
109        return {
110            x: entity.position.x + entity.velocity.x * time,
111            y: entity.position.y + entity.velocity.y * time
112        };
113    }
114
115    // ============================================
116    // GAME HOOK SYSTEM
117    // ============================================
118
119    function hookIntoGame() {
120        console.log('🔌 Hooking into game...');
121        
122        // Hook WebSocket for game data
123        const originalWebSocket = window.WebSocket;
124        window.WebSocket = function(...args) {
125            const ws = new originalWebSocket(...args);
126            
127            ws.addEventListener('message', function(event) {
128                try {
129                    const data = msgpack.decode(new Uint8Array(event.data));
130                    processGameData(data);
131                } catch (e) {
132                    // Not msgpack data, might be JSON
133                    try {
134                        const data = JSON.parse(event.data);
135                        processGameData(data);
136                    } catch (e2) {
137                        // Ignore
138                    }
139                }
140            });
141            
142            return ws;
143        };
144
145        // Hook canvas rendering for visual enhancements
146        const canvas = document.getElementById('gameCanvas');
147        if (canvas) {
148            const ctx = canvas.getContext('2d');
149            const originalFillRect = ctx.fillRect;
150            const originalStrokeRect = ctx.strokeRect;
151            
152            // Add custom rendering
153            ctx.fillRect = function(...args) {
154                originalFillRect.apply(this, args);
155            };
156            
157            ctx.strokeRect = function(...args) {
158                originalStrokeRect.apply(this, args);
159            };
160        }
161
162        // Hook keyboard events for automation
163        setupKeyboardHooks();
164        
165        console.log('✅ Game hooks installed');
166    }
167
168    function processGameData(data) {
169        if (!data) return;
170        
171        // Update player state
172        if (data.type === 'player' || data[0] === 'p') {
173            updatePlayerState(data);
174        }
175        
176        // Update enemies
177        if (data.type === 'enemies' || data[0] === 'e') {
178            updateEnemies(data);
179        }
180        
181        // Update resources
182        if (data.type === 'resources' || data[0] === 'r') {
183            updateResources(data);
184        }
185        
186        // Update projectiles
187        if (data.type === 'projectiles' || data[0] === 'pr') {
188            updateProjectiles(data);
189        }
190    }
191
192    function updatePlayerState(data) {
193        // Extract player data from game packets
194        STATE.player.isAlive = true;
195        // More parsing would happen here based on actual game protocol
196    }
197
198    function updateEnemies(data) {
199        // Parse enemy data
200        STATE.enemies = [];
201        // More parsing would happen here
202    }
203
204    function updateResources(data) {
205        // Parse resource data
206        STATE.resources = [];
207        // More parsing would happen here
208    }
209
210    function updateProjectiles(data) {
211        // Parse projectile data
212        STATE.projectiles = [];
213        // More parsing would happen here
214    }
215
216    // ============================================
217    // AUTOMATION FEATURES
218    // ============================================
219
220    function autoHeal() {
221        if (!CONFIG.autoHeal.enabled) return;
222        
223        const now = Date.now();
224        if (now - STATE.lastHealTime < 500) return; // Cooldown
225        
226        const healthPercent = (STATE.player.health / STATE.player.maxHealth) * 100;
227        
228        if (healthPercent < CONFIG.autoHeal.healthThreshold) {
229            console.log(`🏥 Auto-healing (Health: ${healthPercent.toFixed(1)}%)`);
230            
231            // Try to use food items in priority order
232            for (const food of CONFIG.autoHeal.foodPriority) {
233                if (useItem(food)) {
234                    STATE.lastHealTime = now;
235                    break;
236                }
237            }
238        }
239    }
240
241    function autoAttack() {
242        if (!CONFIG.autoAttack.enabled) return;
243        
244        const nearestEnemy = findNearestEnemy();
245        if (!nearestEnemy) {
246            STATE.isInCombat = false;
247            STATE.targetEnemy = null;
248            return;
249        }
250        
251        const dist = distance(
252            STATE.player.position.x,
253            STATE.player.position.y,
254            nearestEnemy.position.x,
255            nearestEnemy.position.y
256        );
257        
258        if (dist <= CONFIG.autoAttack.attackRange) {
259            STATE.isInCombat = true;
260            STATE.targetEnemy = nearestEnemy;
261            
262            // Auto-aim
263            if (CONFIG.autoAttack.autoAim) {
264                let targetPos = nearestEnemy.position;
265                
266                // Predict enemy movement
267                if (CONFIG.autoAttack.predictMovement) {
268                    targetPos = predictPosition(nearestEnemy);
269                }
270                
271                const angle = angleTo(
272                    STATE.player.position.x,
273                    STATE.player.position.y,
274                    targetPos.x,
275                    targetPos.y
276                );
277                
278                aimAt(angle);
279            }
280            
281            // Attack
282            const now = Date.now();
283            if (now - STATE.lastAttackTime > 300) { // Attack cooldown
284                attack();
285                STATE.lastAttackTime = now;
286                console.log('⚔️ Auto-attacking enemy');
287            }
288        }
289    }
290
291    function autoGather() {
292        if (!CONFIG.autoGather.enabled || STATE.isInCombat) return;
293        
294        const nearestResource = findNearestResource();
295        if (!nearestResource) return;
296        
297        const dist = distance(
298            STATE.player.position.x,
299            STATE.player.position.y,
300            nearestResource.position.x,
301            nearestResource.position.y
302        );
303        
304        if (dist <= CONFIG.autoGather.safeDistance) {
305            STATE.targetResource = nearestResource;
306            
307            // Auto-switch to appropriate tool
308            if (CONFIG.autoGather.autoSwitch) {
309                switchToTool(nearestResource.type);
310            }
311            
312            // Gather
313            const now = Date.now();
314            if (now - STATE.lastGatherTime > 100) {
315                gather();
316                STATE.lastGatherTime = now;
317                console.log(`⛏️ Auto-gathering ${nearestResource.type}`);
318            }
319        }
320    }
321
322    function autoDodge() {
323        if (!CONFIG.combat.dodgeProjectiles) return;
324        
325        for (const projectile of STATE.projectiles) {
326            const dist = distance(
327                STATE.player.position.x,
328                STATE.player.position.y,
329                projectile.position.x,
330                projectile.position.y
331            );
332            
333            if (dist < 100) {
334                // Calculate dodge direction (perpendicular to projectile)
335                const dodgeAngle = projectile.angle + Math.PI / 2;
336                const dodgeX = Math.cos(dodgeAngle);
337                const dodgeY = Math.sin(dodgeAngle);
338                
339                move(dodgeX, dodgeY);
340                console.log('🏃 Dodging projectile!');
341            }
342        }
343    }
344
345    function autoDefend() {
346        if (!CONFIG.combat.autoDefend || !STATE.isInCombat) return;
347        
348        // Place defensive structures when under attack
349        if (CONFIG.building.defensiveMode && STATE.targetEnemy) {
350            const dist = distance(
351                STATE.player.position.x,
352                STATE.player.position.y,
353                STATE.targetEnemy.position.x,
354                STATE.targetEnemy.position.y
355            );
356            
357            if (dist < 200) {
358                // Place spike between player and enemy
359                placeStructure('spike', STATE.targetEnemy);
360                console.log('🛡️ Placing defensive structure');
361            }
362        }
363    }
364
365    function kiteEnemy() {
366        if (!CONFIG.combat.kiteEnemies || !STATE.targetEnemy) return;
367        
368        const dist = distance(
369            STATE.player.position.x,
370            STATE.player.position.y,
371            STATE.targetEnemy.position.x,
372            STATE.targetEnemy.position.y
373        );
374        
375        const optimalDistance = CONFIG.autoAttack.attackRange * 0.8;
376        
377        if (dist < optimalDistance) {
378            // Move away
379            const angle = angleTo(
380                STATE.targetEnemy.position.x,
381                STATE.targetEnemy.position.y,
382                STATE.player.position.x,
383                STATE.player.position.y
384            );
385            move(Math.cos(angle), Math.sin(angle));
386            console.log('🏃 Kiting enemy');
387        }
388    }
389
390    // ============================================
391    // GAME ACTIONS
392    // ============================================
393
394    function useItem(itemName) {
395        // Simulate key press for item usage
396        const itemKeys = {
397            'apple': '1',
398            'cookie': '2',
399            'cheese': '3',
400            'wood': '4',
401            'stone': '5'
402        };
403        
404        const key = itemKeys[itemName];
405        if (key) {
406            simulateKeyPress(key);
407            return true;
408        }
409        return false;
410    }
411
412    function attack() {
413        simulateClick();
414    }
415
416    function gather() {
417        simulateClick();
418    }
419
420    function aimAt(angle) {
421        // Calculate mouse position from angle
422        const canvas = document.getElementById('gameCanvas');
423        if (!canvas) return;
424        
425        const centerX = canvas.width / 2;
426        const centerY = canvas.height / 2;
427        const distance = 200;
428        
429        const mouseX = centerX + Math.cos(angle) * distance;
430        const mouseY = centerY + Math.sin(angle) * distance;
431        
432        simulateMouseMove(mouseX, mouseY);
433    }
434
435    function move(dx, dy) {
436        // Simulate WASD movement
437        if (Math.abs(dx) > Math.abs(dy)) {
438            simulateKeyPress(dx > 0 ? 'd' : 'a');
439        } else {
440            simulateKeyPress(dy > 0 ? 's' : 'w');
441        }
442    }
443
444    function switchToTool(resourceType) {
445        const toolKeys = {
446            'wood': 'q',
447            'stone': 'q',
448            'food': 'e',
449            'gold': 'q'
450        };
451        
452        const key = toolKeys[resourceType];
453        if (key) {
454            simulateKeyPress(key);
455        }
456    }
457
458    function placeStructure(type, target) {
459        // Switch to building mode and place structure
460        simulateKeyPress('b');
461        setTimeout(() => {
462            simulateClick();
463        }, 50);
464    }
465
466    // ============================================
467    // INPUT SIMULATION
468    // ============================================
469
470    function simulateKeyPress(key) {
471        const event = new KeyboardEvent('keydown', {
472            key: key,
473            code: `Key${key.toUpperCase()}`,
474            keyCode: key.charCodeAt(0),
475            which: key.charCodeAt(0),
476            bubbles: true,
477            cancelable: true
478        });
479        document.dispatchEvent(event);
480        
481        setTimeout(() => {
482            const upEvent = new KeyboardEvent('keyup', {
483                key: key,
484                code: `Key${key.toUpperCase()}`,
485                keyCode: key.charCodeAt(0),
486                which: key.charCodeAt(0),
487                bubbles: true,
488                cancelable: true
489            });
490            document.dispatchEvent(upEvent);
491        }, 100);
492    }
493
494    function simulateClick() {
495        const canvas = document.getElementById('gameCanvas');
496        if (!canvas) return;
497        
498        const event = new MouseEvent('click', {
499            bubbles: true,
500            cancelable: true,
501            view: window
502        });
503        canvas.dispatchEvent(event);
504    }
505
506    function simulateMouseMove(x, y) {
507        const canvas = document.getElementById('gameCanvas');
508        if (!canvas) return;
509        
510        const event = new MouseEvent('mousemove', {
511            clientX: x,
512            clientY: y,
513            bubbles: true,
514            cancelable: true,
515            view: window
516        });
517        canvas.dispatchEvent(event);
518    }
519
520    function setupKeyboardHooks() {
521        // Add keyboard shortcuts for toggling features
522        document.addEventListener('keydown', (e) => {
523            if (e.ctrlKey) {
524                switch(e.key) {
525                    case 'h':
526                        CONFIG.autoHeal.enabled = !CONFIG.autoHeal.enabled;
527                        console.log(`Auto-heal: ${CONFIG.autoHeal.enabled ? 'ON' : 'OFF'}`);
528                        e.preventDefault();
529                        break;
530                    case 'k':
531                        CONFIG.autoAttack.enabled = !CONFIG.autoAttack.enabled;
532                        console.log(`Auto-attack: ${CONFIG.autoAttack.enabled ? 'ON' : 'OFF'}`);
533                        e.preventDefault();
534                        break;
535                    case 'g':
536                        CONFIG.autoGather.enabled = !CONFIG.autoGather.enabled;
537                        console.log(`Auto-gather: ${CONFIG.autoGather.enabled ? 'ON' : 'OFF'}`);
538                        e.preventDefault();
539                        break;
540                }
541            }
542        });
543    }
544
545    // ============================================
546    // HELPER FUNCTIONS
547    // ============================================
548
549    function findNearestEnemy() {
550        if (STATE.enemies.length === 0) return null;
551        
552        let nearest = null;
553        let minDist = Infinity;
554        
555        for (const enemy of STATE.enemies) {
556            const dist = distance(
557                STATE.player.position.x,
558                STATE.player.position.y,
559                enemy.position.x,
560                enemy.position.y
561            );
562            
563            if (dist < minDist) {
564                minDist = dist;
565                nearest = enemy;
566            }
567        }
568        
569        return nearest;
570    }
571
572    function findNearestResource() {
573        if (STATE.resources.length === 0) return null;
574        
575        let nearest = null;
576        let minDist = Infinity;
577        
578        for (const resource of STATE.resources) {
579            if (!CONFIG.autoGather.resources.includes(resource.type)) continue;
580            
581            const dist = distance(
582                STATE.player.position.x,
583                STATE.player.position.y,
584                resource.position.x,
585                resource.position.y
586            );
587            
588            if (dist < minDist) {
589                minDist = dist;
590                nearest = resource;
591            }
592        }
593        
594        return nearest;
595    }
596
597    // ============================================
598    // VISUAL ENHANCEMENTS
599    // ============================================
600
601    function createUI() {
602        const uiContainer = document.createElement('div');
603        uiContainer.id = 'moomoo-automation-ui';
604        uiContainer.style.cssText = `
605            position: fixed;
606            top: 10px;
607            right: 10px;
608            background: rgba(0, 0, 0, 0.8);
609            color: #fff;
610            padding: 15px;
611            border-radius: 10px;
612            font-family: Arial, sans-serif;
613            font-size: 12px;
614            z-index: 10000;
615            min-width: 200px;
616            box-shadow: 0 4px 6px rgba(0, 0, 0, 0.3);
617        `;
618        
619        uiContainer.innerHTML = `
620            <div style="font-size: 14px; font-weight: bold; margin-bottom: 10px; color: #4CAF50;">
621                🎮 MooMoo.io Automation
622            </div>
623            <div style="margin-bottom: 8px;">
624                <label style="display: flex; align-items: center; cursor: pointer;">
625                    <input type="checkbox" id="toggle-heal" ${CONFIG.autoHeal.enabled ? 'checked' : ''} style="margin-right: 8px;">
626                    <span>🏥 Auto-Heal (Ctrl+H)</span>
627                </label>
628            </div>
629            <div style="margin-bottom: 8px;">
630                <label style="display: flex; align-items: center; cursor: pointer;">
631                    <input type="checkbox" id="toggle-attack" ${CONFIG.autoAttack.enabled ? 'checked' : ''} style="margin-right: 8px;">
632                    <span>⚔️ Auto-Attack (Ctrl+K)</span>
633                </label>
634            </div>
635            <div style="margin-bottom: 8px;">
636                <label style="display: flex; align-items: center; cursor: pointer;">
637                    <input type="checkbox" id="toggle-gather" ${CONFIG.autoGather.enabled ? 'checked' : ''} style="margin-right: 8px;">
638                    <span>⛏️ Auto-Gather (Ctrl+G)</span>
639                </label>
640            </div>
641            <div style="margin-bottom: 8px;">
642                <label style="display: flex; align-items: center; cursor: pointer;">
643                    <input type="checkbox" id="toggle-dodge" ${CONFIG.combat.dodgeProjectiles ? 'checked' : ''} style="margin-right: 8px;">
644                    <span>🏃 Auto-Dodge</span>
645                </label>
646            </div>
647            <div style="margin-bottom: 8px;">
648                <label style="display: flex; align-items: center; cursor: pointer;">
649                    <input type="checkbox" id="toggle-kite" ${CONFIG.combat.kiteEnemies ? 'checked' : ''} style="margin-right: 8px;">
650                    <span>🎯 Kite Enemies</span>
651                </label>
652            </div>
653            <div style="margin-top: 12px; padding-top: 12px; border-top: 1px solid rgba(255,255,255,0.2);">
654                <div style="font-size: 11px; color: #aaa;">
655                    Status: <span id="status-text" style="color: #4CAF50;">Active</span>
656                </div>
657                <div style="font-size: 11px; color: #aaa; margin-top: 4px;">
658                    Health: <span id="health-text">100%</span>
659                </div>
660            </div>
661        `;
662        
663        document.body.appendChild(uiContainer);
664        
665        // Add event listeners
666        document.getElementById('toggle-heal').addEventListener('change', (e) => {
667            CONFIG.autoHeal.enabled = e.target.checked;
668            console.log(`Auto-heal: ${CONFIG.autoHeal.enabled ? 'ON' : 'OFF'}`);
669        });
670        
671        document.getElementById('toggle-attack').addEventListener('change', (e) => {
672            CONFIG.autoAttack.enabled = e.target.checked;
673            console.log(`Auto-attack: ${CONFIG.autoAttack.enabled ? 'ON' : 'OFF'}`);
674        });
675        
676        document.getElementById('toggle-gather').addEventListener('change', (e) => {
677            CONFIG.autoGather.enabled = e.target.checked;
678            console.log(`Auto-gather: ${CONFIG.autoGather.enabled ? 'ON' : 'OFF'}`);
679        });
680        
681        document.getElementById('toggle-dodge').addEventListener('change', (e) => {
682            CONFIG.combat.dodgeProjectiles = e.target.checked;
683            console.log(`Auto-dodge: ${CONFIG.combat.dodgeProjectiles ? 'ON' : 'OFF'}`);
684        });
685        
686        document.getElementById('toggle-kite').addEventListener('change', (e) => {
687            CONFIG.combat.kiteEnemies = e.target.checked;
688            console.log(`Kite enemies: ${CONFIG.combat.kiteEnemies ? 'ON' : 'OFF'}`);
689        });
690        
691        console.log('✅ UI created');
692    }
693
694    function updateUI() {
695        const healthText = document.getElementById('health-text');
696        if (healthText) {
697            const healthPercent = (STATE.player.health / STATE.player.maxHealth) * 100;
698            healthText.textContent = `${healthPercent.toFixed(0)}%`;
699            healthText.style.color = healthPercent > 70 ? '#4CAF50' : healthPercent > 30 ? '#FFC107' : '#F44336';
700        }
701        
702        const statusText = document.getElementById('status-text');
703        if (statusText) {
704            if (STATE.isInCombat) {
705                statusText.textContent = 'In Combat';
706                statusText.style.color = '#F44336';
707            } else if (STATE.targetResource) {
708                statusText.textContent = 'Gathering';
709                statusText.style.color = '#FFC107';
710            } else {
711                statusText.textContent = 'Active';
712                statusText.style.color = '#4CAF50';
713            }
714        }
715    }
716
717    function addCustomStyles() {
718        const style = document.createElement('style');
719        style.textContent = `
720            #moomoo-automation-ui * {
721                box-sizing: border-box;
722            }
723            
724            #moomoo-automation-ui input[type="checkbox"] {
725                cursor: pointer;
726                width: 16px;
727                height: 16px;
728            }
729            
730            #moomoo-automation-ui label:hover {
731                background: rgba(255, 255, 255, 0.1);
732                border-radius: 4px;
733                padding: 2px;
734                margin: -2px;
735            }
736        `;
737        document.head.appendChild(style);
738    }
739
740    // ============================================
741    // PERFORMANCE OPTIMIZATION
742    // ============================================
743
744    function optimizePerformance() {
745        if (!CONFIG.performance.reduceLag) return;
746        
747        // Reduce rendering quality for better FPS
748        const canvas = document.getElementById('gameCanvas');
749        if (canvas && CONFIG.performance.fpsBoost) {
750            const ctx = canvas.getContext('2d');
751            ctx.imageSmoothingEnabled = false;
752            console.log('⚡ Performance optimizations applied');
753        }
754    }
755
756    // ============================================
757    // MAIN LOOP
758    // ============================================
759
760    function mainLoop() {
761        try {
762            autoHeal();
763            autoAttack();
764            autoGather();
765            autoDodge();
766            autoDefend();
767            kiteEnemy();
768            updateUI();
769        } catch (error) {
770            console.error('❌ Error in main loop:', error);
771        }
772    }
773
774    // ============================================
775    // INITIALIZATION
776    // ============================================
777
778    function init() {
779        console.log('🚀 Initializing MooMoo.io Ultimate Automation & Optimizer...');
780        
781        // Wait for game to load
782        const checkGameLoaded = setInterval(() => {
783            const canvas = document.getElementById('gameCanvas');
784            if (canvas) {
785                clearInterval(checkGameLoaded);
786                
787                // Initialize components
788                addCustomStyles();
789                createUI();
790                hookIntoGame();
791                optimizePerformance();
792                
793                // Start main loop
794                setInterval(mainLoop, 50); // 20 times per second
795                
796                console.log('✅ MooMoo.io Ultimate Automation & Optimizer - Ready!');
797                console.log('📋 Keyboard Shortcuts:');
798                console.log('   Ctrl+H - Toggle Auto-Heal');
799                console.log('   Ctrl+K - Toggle Auto-Attack');
800                console.log('   Ctrl+G - Toggle Auto-Gather');
801            }
802        }, 1000);
803    }
804
805    // Start the script
806    if (document.readyState === 'loading') {
807        document.addEventListener('DOMContentLoaded', init);
808    } else {
809        init();
810    }
811
812})();
MooMoo.io Ultimate Automation & Optimizer | Robomonkey