A.C.A.S component
Version vom
Dieses Skript sollte nicht direkt installiert werden. Es handelt sich hier um eine Bibliothek für andere Skripte, welche über folgenden Befehl in den Metadaten eines Skriptes eingebunden wird // @require https://update.greasyfork.org/scripts/591079/1900970/AutomaticMove.js
/* AutomaticMove.js
- Version: 1.0
- Author: Haka
- Description: A.C.A.S component
- GitHub: https://github.com/Psyyke/A.C.A.S/
*/
class AutomaticMove {
static actives = [];
static getUniqueID() {
return ([1e7]+-1e3+4e3+-8e3+-1e11).replace(/[018]/g, c =>
(c ^ crypto.getRandomValues(new Uint8Array(1))[0] & 15 >> c / 4).toString(16)
)
}
constructor(config, callback) {
if(!config) return;
this.id = AutomaticMove.getUniqueID();
AutomaticMove.actives.push({
id: this.id,
move: this
});
this.profile = config.profile;
this.fenMoveArr = config.fenMoveArr;
this.isLegit = config.isLegit;
this.pieceAmount = config.pieceAmount;
this.moveDomCoords = config.moveDomCoords;
this.isPromotion = config.isPromotion;
this.legitModeType = config.legitModeType || 'casual';
this.debugModeActivated = config.debugModeActivated || false;
this.getRandomOwnPieceDomCoord = config.getRandomOwnPieceDomCoord;
this.lastPieceSize = config.lastPieceSize;
this.lastMoveRequestTime = config.lastMoveRequestTime;
this.domain = config.domain;
this.boardMatrix = config.boardMatrix;
this.callback = callback;
this.active = true;
this.isPromotingPawn = false;
this.onFinished = function(...args) {
AutomaticMove.actives = AutomaticMove.actives.filter(x => x.id !== this.id); // remove the move from the active automove list
this.active = false;
this.callback(...args);
};
if(this.isLegit) {
const pieceRanges = [
{ minPieces: 30, maxPieces: Infinity }, // Opening (60+ pieces)
{ minPieces: 23, maxPieces: 29 }, // Early Middlegame (48 to 64 pieces)
{ minPieces: 16, maxPieces: 22 }, // Mid Middlegame (32 to 48 pieces)
{ minPieces: 10, maxPieces: 15 }, // Late Middlegame (16 to 32 pieces)
{ minPieces: 6, maxPieces: 9 }, // Endgame (8 to 16 pieces)
{ minPieces: 3, maxPieces: 5 }, // Very Endgame (2 to 8 pieces)
{ minPieces: 1, maxPieces: 2 }, // Extremely Few Pieces (1 piece)
];
const timeRanges = {
beginner: [
[2000, 4000],
[3000, 15000],
[5000, 25000],
[4000, 30000],
[3000, 15000],
[2000, 10000],
[1000, 4000],
],
casual: [
[900, 3000], // Opening
[1000, 15000], // Early Middlegame
[3000, 20000], // Mid Middlegame
[2000, 13000], // Late Middlegame
[1500, 10000], // Endgame
[1000, 9000], // Very Endgame
[500, 3000], // Extremely Few Pieces
],
intermediate: [
[750, 2000],
[1000, 10000],
[2000, 15000],
[1500, 12000],
[1000, 8000],
[750, 7000],
[500, 2000],
],
advanced: [
[500, 1500],
[1000, 8000],
[750, 8000],
[750, 12000],
[750, 5000],
[750, 3000],
[500, 1200],
],
master: [
[333, 999],
[400, 2000],
[400, 3000],
[400, 2500],
[400, 2000],
[400, 1500],
[333, 750],
],
professional: [
[333, 666],
[333, 666],
[333, 1000],
[333, 1500],
[333, 1000],
[333, 666],
[333, 666],
],
god: [
[50, 333],
[50, 233],
[50, 300],
[50, 250],
[50, 200],
[50, 150],
[50, 100],
]
};
this.timeRanges = pieceRanges.map((range, index) => ({
...range,
timeRange: timeRanges[this.legitModeType][index],
}));
this.shouldHesitate = this.isLegit && Math.random() < 0.15;
this.shouldHesitateTwice = this.isLegit && Math.random() < 0.25;
this.hesitationTypeOne = this.isLegit && Math.random() < 0.35;
const legitTotalMoveTime = this.calculateMoveTime(this.pieceAmount);
const elapsedMoveTime = (Date.now() - this.lastMoveRequestTime); // How long did it take for the engine to calculate the move
const remainingTime = Math.max(legitTotalMoveTime - elapsedMoveTime, 500);
const delays = this.generateDelaysForDesiredTime(remainingTime);
for(const key of Object.keys(delays)) {
this[key] = delays[key];
}
}
this.start();
}
static stopAll() {
for(const x of AutomaticMove.actives) {
if(x.move.active) {
x.move.stop();
}
}
AutomaticMove.actives.length = 0;
}
generateDelaysForDesiredTime(desiredTotalTime) {
// Fixed minimum values
const PROMOTION_DELAY = this.getRandomIntegerBetween(1000, 1111); // just can't be done very fast for some reason at least on Chess.com
if(desiredTotalTime > 6000) {
const timelines = [
{ move: .4, to: .2, hesitation: .15, hesitationResolve: .15, secondHesitationResolve: .15 },
{ move: .1, to: .3, hesitation: .25, hesitationResolve: .15, secondHesitationResolve: .2 },
{ move: .2, to: .25, hesitation: .2, hesitationResolve: .2, secondHesitationResolve: .15 }
];
const timeline = timelines[Math.floor(Math.random() * timelines.length)];
return {
promotionDelay: PROMOTION_DELAY,
moveDelay: desiredTotalTime * timeline.move,
toSquareSelectDelay: desiredTotalTime * timeline.to,
hesitationDelay: desiredTotalTime * timeline.hesitation,
hesitationResolveDelay: desiredTotalTime * timeline.hesitationResolve,
secondHesitationResolveDelay: desiredTotalTime * timeline.secondHesitationResolve
};
}
// There is time for one hesitation
if(desiredTotalTime > 3000) {
const timelines = [
{ move: .3, to: .2, hesitation: .25, hesitationResolve: .25 },
{ move: .1, to: .3, hesitation: .45, hesitationResolve: .15 },
{ move: .2, to: .25, hesitation: .2, hesitationResolve: .35 }
];
const timeline = timelines[Math.floor(Math.random() * timelines.length)];
return {
promotionDelay: PROMOTION_DELAY,
moveDelay: desiredTotalTime * timeline.move,
toSquareSelectDelay: desiredTotalTime * timeline.to,
hesitationDelay: desiredTotalTime * timeline.hesitation,
hesitationResolveDelay: desiredTotalTime * timeline.hesitationResolve,
secondHesitationResolveDelay: -1
};
}
// There is not enough time to hesitate
else {
const timelines = [
{ move: .9, to: .1 },
{ move: .45, to: .55 },
{ move: .6, to: .4 },
{ move: .4, to: .6 },
{ move: .1, to: .9 }
];
const timeline = timelines[Math.floor(Math.random() * timelines.length)];
return {
promotionDelay: PROMOTION_DELAY,
moveDelay: desiredTotalTime * timeline.move,
toSquareSelectDelay: desiredTotalTime * timeline.to,
hesitationDelay: -1, hesitationResolveDelay: -1, secondHesitationResolveDelay: -1
};
}
}
calculateMoveTime(pieceCount) {
for(let range of this.timeRanges) {
if(pieceCount >= range.minPieces && pieceCount <= range.maxPieces) {
return this.getRandomIntegerBetween(range.timeRange[0], range.timeRange[1]);
}
}
return 500;
}
getRandomIntegerBetween(min, max) {
return Math.floor(Math.random() * (max - min + 1)) + min;
}
getRandomIntegerNearAverage(min, max) {
const mid = (min + max) / 2;
const range = (max - min) / 2;
let value = Math.floor(mid + (Math.random() - 0.5) * range * 1.5);
return Math.max(min, Math.min(max, value));
}
delay(ms) {
return this.active ? new Promise(resolve => setTimeout(resolve, ms)) : true;
}
async triggerPieceClick(input) {
const parentExists = AutomaticMove.actives.find(x => x.move === this) ? true : false;
if(!parentExists) {
return;
}
let clientX, clientY;
if(input instanceof Element) {
const rect = input.getBoundingClientRect();
clientX = rect.left + rect.width / 2;
clientY = rect.top + rect.height / 2;
} else if (typeof input === 'object') {
clientX = input[0];
clientY = input[1];
} else {
return;
}
const xDivider = Math.random() < 0.85 ? 4 : Math.random() < 0.15 ? 3 : 2;
const yDivider = Math.random() < 0.65 ? 3 : Math.random() < 0.35 ? 2 : 4;
const randomVariationX = (this.lastPieceSize?.width - 4) / xDivider;
const randomVariationY = (this.lastPieceSize?.height - 4) / yDivider;
const randomOffsetX = (Math.random() - 0.5) * 2 * randomVariationX;
const randomOffsetY = (Math.pow(Math.random(), 0.5) - 0.5) * 2 * randomVariationY;
const randomizedX = clientX + randomOffsetX;
const randomizedY = clientY + randomOffsetY;
const pointerEventOptions = {
bubbles: true,
cancelable: true,
clientX: randomizedX,
clientY: randomizedY,
};
const elementToTrigger = (input instanceof Element) ? input : document.elementFromPoint(clientX, clientY);
if(elementToTrigger) {
switch(this.domain) {
case 'chess.com':
elementToTrigger.dispatchEvent(new PointerEvent('pointerdown', pointerEventOptions));
if(this.isLegit) await this.delay(this.getRandomIntegerNearAverage(35, 125));
elementToTrigger.dispatchEvent(new PointerEvent('pointerup', pointerEventOptions));
break;
case 'lichess.org':
elementToTrigger.dispatchEvent(new MouseEvent('mousedown', pointerEventOptions));
if(this.isLegit) await this.delay(this.getRandomIntegerNearAverage(35, 125));
elementToTrigger.dispatchEvent(new MouseEvent('mouseup', pointerEventOptions));
break;
case 'worldchess.com':
elementToTrigger.dispatchEvent(new MouseEvent('mousedown', pointerEventOptions));
if(this.isLegit) await this.delay(this.getRandomIntegerNearAverage(35, 125));
elementToTrigger.dispatchEvent(new MouseEvent('mouseup', pointerEventOptions));
break;
}
}
if(this.debugModeActivated) {
const dot = document.createElement('div');
dot.style.position = 'absolute';
dot.style.width = '7px';
dot.style.height = '7px';
dot.style.borderRadius = '50%';
dot.style.backgroundColor = 'lime';
dot.style.left = `${randomizedX - 2.5}px`;
dot.style.top = `${randomizedY - 2.5}px`;
const container = document.createElement('div');
container.style.position = 'absolute';
container.style.width = `${Math.round(randomVariationX * 2)}px`;
container.style.height = `${Math.round(randomVariationY * 2)}px`;
container.style.border = '2px dashed green';
container.style.backgroundColor = 'rgba(0, 0, 0, 0.3)';
container.style.left = `${clientX - randomVariationX}px`;
container.style.top = `${clientY - randomVariationY}px`;
document.body.appendChild(container);
document.body.appendChild(dot);
setTimeout(() => {
dot.remove();
container.remove();
}, 1000);
}
}
click(domCoord) {
if(this.active)
this.triggerPieceClick(domCoord);
}
async hesitate() {
const hesitationPieceDomCoord = this.getRandomOwnPieceDomCoord(this.fenMoveArr[0], this.boardMatrix);
if(hesitationPieceDomCoord) {
if(this.hesitationTypeOne) {
this.click(this.moveDomCoords[0]);
await this.delay(this.hesitationDelay);
}
this.click(hesitationPieceDomCoord);
await this.delay(this.hesitationResolveDelay);
if(this.shouldHesitateTwice && this.secondHesitationResolveDelay !== -1) {
const secondHesitationPieceDomCoord = this.getRandomOwnPieceDomCoord(this.fenMoveArr[0], this.boardMatrix);
this.click(secondHesitationPieceDomCoord);
await this.delay(this.secondHesitationResolveDelay);
}
}
this.finishMove(this.toSquareSelectDelay, this.promotionDelay);
}
async finishMove(delay01, delay02) {
this.click(this.moveDomCoords[0]);
await this.delay(delay01);
this.click(this.moveDomCoords[1]);
// Handle promotion click if necessary
if(this.isPromotion) {
this.isPromotingPawn = true;
await this.delay(delay02);
this.click(this.moveDomCoords[1]);
this.isPromotingPawn = false;
}
this.onFinished(true);
}
async playLegit() {
await this.delay(this.moveDelay);
if(this.shouldHesitate && this.hesitationDelay !== -1)
this.hesitate();
else
this.finishMove(this.toSquareSelectDelay, this.promotionDelay);
}
async start() {
if(this.isLegit) {
this.playLegit();
} else {
this.finishMove(5, 1111);
}
}
async stop() {
if(this.isPromotingPawn) {
// Attempt to promote the pawn before closing
this.click(this.moveDomCoords[1]);
}
this.onFinished(false);
}
}