AutomaticMove

A.C.A.S component

Этот скрипт недоступен для установки пользователем. Он является библиотекой, которая подключается к другим скриптам мета-ключом // @require https://update.greasyfork.org/scripts/591079/1900970/AutomaticMove.js

Чтобы установить этот скрипт, вы сначала должны установить расширение браузера, например Tampermonkey, Greasemonkey или Violentmonkey.

Вам потребуется установить расширение, например Tampermonkey или Violentmonkey, чтобы установить этот скрипт.

Чтобы установить этот скрипт, вы сначала должны установить расширение браузера, например Tampermonkey или Violentmonkey.

Чтобы установить этот скрипт, вы сначала должны установить расширение браузера, например Tampermonkey или Userscripts.

Чтобы установить этот скрипт, сначала вы должны установить расширение браузера, например Tampermonkey.

Чтобы установить этот скрипт, вы должны установить расширение — менеджер скриптов.

(у меня уже есть менеджер скриптов, дайте мне установить скрипт!)

Чтобы установить этот стиль, сначала вы должны установить расширение браузера, например Stylus.

Чтобы установить этот стиль, сначала вы должны установить расширение браузера, например Stylus.

Чтобы установить этот стиль, сначала вы должны установить расширение браузера, например Stylus.

Чтобы установить этот стиль, сначала вы должны установить расширение — менеджер стилей.

Чтобы установить этот стиль, сначала вы должны установить расширение — менеджер стилей.

Чтобы установить этот стиль, сначала вы должны установить расширение — менеджер стилей.

(у меня уже есть менеджер стилей, дайте мне установить скрипт!)

/* 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);
    }
}