AutomaticMove

A.C.A.S component

Version au 12/08/2026. Voir la dernière version.

Ce script ne doit pas être installé directement. C'est une librairie destinée à être incluse dans d'autres scripts avec la méta-directive // @require https://update.greasyfork.org/scripts/591079/1900946/AutomaticMove.js

Vous devrez installer une extension telle que Tampermonkey, Greasemonkey ou Violentmonkey pour installer ce script.

You will need to install an extension such as Tampermonkey or Violentmonkey to install this script.

Vous devrez installer une extension telle que Tampermonkey ou Violentmonkey pour installer ce script.

Vous devrez installer une extension telle que Tampermonkey ou Userscripts pour installer ce script.

Vous devrez installer une extension telle que Tampermonkey pour installer ce script.

Vous devrez installer une extension de gestionnaire de script utilisateur pour installer ce script.

(J'ai déjà un gestionnaire de scripts utilisateur, laissez-moi l'installer !)

Vous devrez installer une extension telle que Stylus pour installer ce style.

Vous devrez installer une extension telle que Stylus pour installer ce style.

Vous devrez installer une extension telle que Stylus pour installer ce style.

Vous devrez installer une extension du gestionnaire de style pour utilisateur pour installer ce style.

Vous devrez installer une extension du gestionnaire de style pour utilisateur pour installer ce style.

Vous devrez installer une extension du gestionnaire de style pour utilisateur pour installer ce style.

(J'ai déjà un gestionnaire de style utilisateur, laissez-moi l'installer!)

/* 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() {
        const existingAutomoves = AutomaticMove.actives
            .filter(x => x.move.active);

        for (const x of existingAutomoves) {
            x.move.stop();
        }
    }

    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);
    }
}