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AutomaticMove

A.C.A.S component

Versão de: 12/08/2026. Veja: a última versão.

Este script não deve ser instalado diretamente. Este script é uma biblioteca de outros scripts para incluir com o diretório meta // @require https://update.greasyfork.org/scripts/591079/1900970/AutomaticMove.js

Você precisará instalar uma extensão como Tampermonkey, Greasemonkey ou Violentmonkey para instalar este script.

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

Você precisará instalar uma extensão como Tampermonkey ou Violentmonkey para instalar este script.

Você precisará instalar uma extensão como Tampermonkey ou Userscripts para instalar este script.

Você precisará instalar uma extensão como o Tampermonkey para instalar este script.

Você precisará instalar um gerenciador de scripts de usuário para instalar este script.

(Eu já tenho um gerenciador de scripts de usuário, me deixe instalá-lo!)

Você precisará instalar uma extensão como o Stylus para instalar este estilo.

Você precisará instalar uma extensão como o Stylus para instalar este estilo.

Você precisará instalar uma extensão como o Stylus para instalar este estilo.

Você precisará instalar um gerenciador de estilos de usuário para instalar este estilo.

Você precisará instalar um gerenciador de estilos de usuário para instalar este estilo.

Você precisará instalar um gerenciador de estilos de usuário para instalar este estilo.

(Eu já possuo um gerenciador de estilos de usuário, me deixar fazer a instalação!)

/* 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);
    }
}