您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Improved userscript: top 3 moves & threats, persistent settings, debounce/throttle, safer engine lifecycle, promotion handling, better board detection, min/max delay, and real-time evaluation bar. Now using updated Stockfish from a new resource.
// ==UserScript== // @name Chess.com Bot — With Evaluation Bar (Updated Stockfish) newer // @namespace thehackerclient // @version 4.6 // Version incremented // @description Improved userscript: top 3 moves & threats, persistent settings, debounce/throttle, safer engine lifecycle, promotion handling, better board detection, min/max delay, and real-time evaluation bar. Now using updated Stockfish from a new resource. // @match https://www.chess.com/* // @auther thehackerclient // @license MIT // @grant GM_getResourceText // @require https://code.jquery.com/jquery-3.6.0.min.js // @resource stockfish.js https://cdn.jsdelivr.net/gh/niklasf/stockfish.js/stockfish.js // @run-at document-start // ==/UserScript== (function () { 'use strict'; // --------- Config & state --------- const STORAGE_KEY = 'chess_bot_settings_v2'; const DEFAULTS = { autoRun: true, autoMovePiece: false, delayMin: 0.5, delayMax: 2, lastDepth: 18, showPV: true, colors: { move1: 'rgba(235,97,80,0.7)', move2:'rgba(255,165,0,0.6)', move3:'rgba(255,255,0,0.5)', threat:'rgba(0,128,255,0.35)' }, highlightMs: 1400 }; let settings = Object.assign({}, DEFAULTS, loadSettings()); // 🔹 Force autoMovePiece always false at startup settings.autoMovePiece = false; let board = null; // DOM element for chess-board / wc-chess-board let engine = { worker: null }; // stockfish worker wrapper let stockfishObjectURL = null; // Added rawCp and rawMate to the candidate move structure for display purposes let candidateMoves = []; // [{move:'e2e4', score:120, depth:... , pv:[], rawCp: 120, rawMate: null }] let isThinking = false; let canGo = true; let lastFen = ''; // === NEW STATE FOR DYNAMIC CALCULATION STATUS === let currentCalcStatus = { depth: 0, seldepth: 0, nodes: 0, nps: 0, time: 0, isSearching: false }; // =============================================== // debounce/throttle helpers function debounce(fn, wait){ let t; return function(...a){ clearTimeout(t); t = setTimeout(()=>fn.apply(this,a), wait); }; } function throttle(fn, wait){ let last=0; return function(...a){ const now=Date.now(); if(now-last>wait){ last=now; fn.apply(this,a);} }; } // safer query for board element — supports both modern and older chess.com tags function findBoard(){ return $('chess-board')[0] || $('wc-chess-board')[0] || document.querySelector('[data-cy="board"]') || null; } // --------- Persistence (UNCHANGED) --------- function loadSettings(){ try{ const raw = localStorage.getItem(STORAGE_KEY); return raw? JSON.parse(raw): {}; }catch(e){ return {}; } } function saveSettings(){ try{ localStorage.setItem(STORAGE_KEY, JSON.stringify(settings)); }catch(e){} } // --------- Stockfish lifecycle (UNCHANGED) --------- function createStockfishWorker(){ try{ // ⭐️ Updated to use the new resource URL via GM_getResourceText if(stockfishObjectURL === null){ const text = GM_getResourceText('stockfish.js'); stockfishObjectURL = URL.createObjectURL(new Blob([text], {type:'application/javascript'})); } if(engine.worker) engine.worker.terminate(); engine.worker = new Worker(stockfishObjectURL); engine.worker.onmessage = e => handleEngineMessage(e.data); engine.worker.postMessage('ucinewgame'); console.log('Stockfish worker created with new resource'); }catch(err){ console.error('Failed to create Stockfish worker', err); } } function safeRestartEngine(){ isThinking = false; try{ if(engine.worker) engine.worker.terminate(); }catch(e){} createStockfishWorker(); } // --------- Evaluation Bar Logic (UNCHANGED) --------- /** * Updates the visual evaluation bar based on the best move's score. * @param {number} scoreCp - The centipawn score (positive for White, negative for Black). * @param {number | null} mateScore - The number of moves to mate (positive for White, negative for Black), or null if not mate. */ function updateEvaluationBar(scoreCp, mateScore) { const barWhiteEl = document.getElementById('evalBarWhiteAdvantage'); const scoreTextEl = document.getElementById('evalPercent'); if (!barWhiteEl || !scoreTextEl) return; let displayScore; let barHeightPercent; if (mateScore !== null) { // Mate score: mateScore is the number of moves to mate. Positive for White, Negative for Black. displayScore = mateScore > 0 ? `M+${mateScore}` : `M${mateScore}`; // Map mate score to near 100% or near 0% barHeightPercent = mateScore > 0 ? 98 : 2; } else { // Centipawn score: scoreCp is the advantage for White. // For bar visualization, clamp CP value to a visible range (e.g., +/- 800 cp) const clampedCp = Math.max(-800, Math.min(800, scoreCp)); // Simple linear scaling: 16 cp = 1% change (0% at -800, 50% at 0, 100% at +800) barHeightPercent = 50 + (clampedCp / 16); barHeightPercent = Math.max(0, Math.min(100, barHeightPercent)); displayScore = (scoreCp / 100).toFixed(2); if (scoreCp >= 0) displayScore = `+${displayScore}`; } // Update the bar height (White's territory grows from the bottom up, pushing Black's down) barWhiteEl.style.height = `${barHeightPercent}%`; // Update the displayed score scoreTextEl.innerText = displayScore; // Adjust text color for contrast (White text on black background, Black text on white background) const whiteAdvantage = barHeightPercent; const blackAdvantage = 100 - barHeightPercent; // If the advantage is overwhelming for one side, move the text label to the other side for contrast if (whiteAdvantage > 80) { // Mostly white: text to black side scoreTextEl.style.color = '#fff'; scoreTextEl.style.top = '10%'; } else if (blackAdvantage > 80) { // Mostly black: text to white side scoreTextEl.style.color = '#000'; scoreTextEl.style.top = '90%'; } else { // Neutral: centered text scoreTextEl.style.color = '#1a1a1a'; scoreTextEl.style.top = '50%'; } } // --------- Engine message parsing (UPDATED to track status) --------- // This function is for calculating a score value primarily for sorting candidate moves. function parseScore(match){ if(!match) return 0; const type = match[1]; const val = parseInt(match[2]); if(type === 'cp') return val; // Mate score is converted to a large positive/negative value for sorting return val > 0 ? 100000 - val : -100000 - val; } function getInfoToken(msg, key, isInt=false) { const match = msg.match(new RegExp(`${key} (\\S+)`)); if (match) return isInt ? parseInt(match[1]) : match[1]; return null; } function handleEngineMessage(msg){ if(typeof msg !== 'string') return; if(msg.startsWith('info')){ // === UPDATE CALCULATION STATUS IN REAL-TIME === currentCalcStatus.isSearching = true; const depth = getInfoToken(msg, 'depth', true); const seldepth = getInfoToken(msg, 'seldepth', true); const nodes = getInfoToken(msg, 'nodes', true); const nps = getInfoToken(msg, 'nps', true); const time = getInfoToken(msg, 'time', true); if (depth !== null) currentCalcStatus.depth = depth; if (seldepth !== null) currentCalcStatus.seldepth = seldepth; if (nodes !== null) currentCalcStatus.nodes = nodes; if (nps !== null) currentCalcStatus.nps = nps; if (time !== null) currentCalcStatus.time = time; throttledUpdateStatus(); // =============================================== if(msg.includes('pv')){ const pvTokens = msg.split(' pv ')[1].trim().split(/\s+/); if(pvTokens && pvTokens.length){ const move = pvTokens[0]; const scoreMatch = msg.match(/score (cp|mate) (-?\d+)/); const score = parseScore(scoreMatch); // Score for sorting let rawCp = null; let rawMate = null; if (scoreMatch) { const type = scoreMatch[1]; const val = parseInt(scoreMatch[2]); if (type === 'cp') rawCp = val; if (type === 'mate') rawMate = val; } const depthMatch = msg.match(/depth (\d+)/); const depth = depthMatch? parseInt(depthMatch[1]) : settings.lastDepth; const exists = candidateMoves.find(c=>c.move===move); // Store both the sortable score and the raw scores for display if(!exists) candidateMoves.push({move, score, depth, pv: pvTokens, rawCp, rawMate}); else if(depth>exists.depth) { exists.score=score; exists.depth=depth; exists.pv=pvTokens; exists.rawCp=rawCp; exists.rawMate=rawMate; } } } } if(msg.startsWith('bestmove')){ currentCalcStatus.isSearching = false; // Stop searching status throttledUpdateStatus(); // Final status update candidateMoves.sort((a,b) => b.score - a.score); candidateMoves = candidateMoves.slice(0,3); showTopMoves(); // --- Update Evaluation Bar with the best move's score --- if(candidateMoves.length > 0) { const bestMove = candidateMoves[0]; // Use the raw mate score if available, otherwise use the raw CP score. const finalCp = bestMove.rawCp !== null ? bestMove.rawCp : bestMove.score; const finalMate = bestMove.rawMate; updateEvaluationBar(finalCp, finalMate); } const move = msg.split(' ')[1]; if(settings.autoMovePiece && move) performMove(move); isThinking = false; } } // === NEW FUNCTION: Update the calculation status GUI elements === function updateCalculationStatus() { const statusEl = document.getElementById('calcStatus'); const searchStatusEl = document.getElementById('searchStatusText'); if (!statusEl || !searchStatusEl) return; if (currentCalcStatus.isSearching) { searchStatusEl.innerText = 'Calculating...'; searchStatusEl.style.color = '#d9534f'; // Red/Orange for calculating const nodesK = (currentCalcStatus.nodes / 1000).toFixed(0); const npsK = (currentCalcStatus.nps / 1000).toFixed(0); const timeS = (currentCalcStatus.time / 1000).toFixed(1); statusEl.innerHTML = ` <div style="display:flex; justify-content:space-between;"><span>Depth:</span> <strong>${currentCalcStatus.depth} / ${currentCalcStatus.seldepth}</strong></div> <div style="display:flex; justify-content:space-between;"><span>Nodes:</span> <strong>${nodesK}k</strong></div> <div style="display:flex; justify-content:space-between;"><span>NPS:</span> <strong>${npsK}k</strong></div> <div style="display:flex; justify-content:space-between;"><span>Time:</span> <strong>${timeS}s</strong></div> `; } else { searchStatusEl.innerText = 'Idle / Ready'; searchStatusEl.style.color = '#5cb85c'; // Green for ready statusEl.innerHTML = ` <div style="display:flex; justify-content:space-between;"><span>Depth:</span> <strong>-</strong></div> <div style="display:flex; justify-content:space-between;"><span>Nodes:</span> <strong>-</strong></div> <div style="display:flex; justify-content:space-between;"><span>NPS:</span> <strong>-</strong></div> <div style="display:flex; justify-content:space-between;"><span>Time:</span> <strong>-</strong></div> `; } } // Throttle the status update to avoid excessive DOM manipulation const throttledUpdateStatus = throttle(updateCalculationStatus, 150); // =============================================================== // --------- Utilities (omitted for brevity, unchanged) --------- function mapSquareForBoard(sq){ if(!board || !sq || sq.length<2) return sq; const isFlipped = board.classList && board.classList.contains('flipped'); if(!isFlipped) return sq; const file = sq[0]; const rank = sq[1]; const flippedFile = String.fromCharCode('h'.charCodeAt(0) - (file.charCodeAt(0)-'a'.charCodeAt(0))); const flippedRank = (9 - parseInt(rank)).toString(); return flippedFile + flippedRank; } function getBoardSquareEl(sq){ try{ return board.querySelector(`[data-square="${sq}"]`); }catch(e){ return null; } } function attachHighlight(el, cls, color){ if(!el) return null; let overlay = el.querySelector('.' + cls); if(!overlay){ overlay = document.createElement('div'); overlay.className = cls; overlay.style.position='absolute'; overlay.style.top=0; overlay.style.left=0; overlay.style.width='100%'; overlay.style.height='100%'; overlay.style.pointerEvents='none'; overlay.style.zIndex=60; el.appendChild(overlay); } overlay.style.backgroundColor = color; return overlay; } function detachHighlights(selector){ try{ document.querySelectorAll(selector).forEach(n=>n.parentElement && n.parentElement.removeChild(n)); }catch(e){} } // --------- Highlighting & UI (omitted for brevity, largely unchanged) --------- function showTopMoves(){ if(!board || !board.game) return; detachHighlights('.botMoveHighlight'); detachHighlights('.botThreatHighlight'); candidateMoves.forEach((cm, i) => { const from = mapSquareForBoard(cm.move.slice(0,2)); const to = mapSquareForBoard(cm.move.slice(2,4)); const color = i===0? settings.colors.move1 : (i===1? settings.colors.move2 : settings.colors.move3); [from, to].forEach(sq => { const el = getBoardSquareEl(sq); if(el) { const ov = attachHighlight(el, 'botMoveHighlight', color); setTimeout(()=>{ if(ov && ov.parentElement) ov.parentElement.removeChild(ov); }, settings.highlightMs); } }); if(settings.showPV && cm.pv && cm.pv.length){ addPVNote(cm, i); } }); showThreats(); } function addPVNote(cm, index){ try{ const id = `pvNote-${index}`; let note = document.getElementById(id); if(!note){ note = document.createElement('div'); note.id=id; note.style.position='absolute'; note.style.right='6px'; note.style.top=(6 + index*28)+'px'; note.style.padding='6px 8px'; note.style.borderRadius='6px'; note.style.background='rgba(0,0,0,0.6)'; note.style.color='#fff'; note.style.zIndex=120; note.style.fontSize='12px'; board.parentElement.appendChild(note); } let scoreDisplay = cm.rawMate !== null ? (cm.rawMate > 0 ? `M+${cm.rawMate}` : `M${cm.rawMate}`) : (cm.rawCp !== null ? (cm.rawCp/100).toFixed(2) : (cm.score/100).toFixed(2)); note.innerText = `#${index+1} ${cm.move} (${scoreDisplay}) PV: ${cm.pv.slice(0,6).join(' ')}`; setTimeout(()=>{ if(note && note.parentElement) note.parentElement.removeChild(note); }, settings.highlightMs + 5000); }catch(e){} } function showThreats(){ if(!board || !board.game) return; try{ const legalMoves = board.game.getLegalMoves(); const opponent = board.game.getTurn() === 'w' ? 'b' : 'w'; legalMoves.forEach(m=>{ if(m.color===opponent){ const sq = mapSquareForBoard(m.to); const el = getBoardSquareEl(sq); if(el){ const ov = attachHighlight(el, 'botThreatHighlight', settings.colors.threat); setTimeout(()=>{ if(ov && ov.parentElement) ov.parentElement.removeChild(ov); }, settings.highlightMs); } } }); }catch(e){ console.warn('Failed to show threats', e); } } // --- FIX APPLIED HERE (UNCHANGED) --- function performMove(moveUCI){ if(!board || !board.game) return; try{ const from = moveUCI.slice(0,2); const to = moveUCI.slice(2,4); // Stockfish UCI for promotion includes the piece type, e.g., 'e7e8q' const promotionChar = moveUCI.length > 4 ? moveUCI[4] : null; // Map the promotion character to the full piece type (e.g., 'q' -> 'q') let promotionPiece = null; if (promotionChar) { // Ensure it's one of the valid promotion pieces if (['q', 'r', 'b', 'n'].includes(promotionChar.toLowerCase())) { promotionPiece = promotionChar.toLowerCase(); } } const legal = board.game.getLegalMoves(); let moveFound = false; for(const m of legal){ // Check for matching move, ignoring promotion initially if(m.from === from && m.to === to){ // Check if it's a promotion move if(m.promotion){ // The engine move UCI included a promotion, and the legal move is a promotion if(promotionPiece){ m.promotion = promotionPiece; // Set the promotion piece console.log(`[Bot] Performing move: ${moveUCI} with promotion to ${promotionPiece}`); } else { // Default to Queen if the engine's UCI format was incomplete but it's a promotion square m.promotion = 'q'; console.warn(`[Bot] Performing move: ${moveUCI}. Legal move required promotion but none was provided. Defaulting to 'q'.`); } } // Perform the move. board.game.move(Object.assign({}, m, {animate:false, userGenerated:true})); moveFound = true; break; } } if (!moveFound) { console.error(`[Bot] performMove failed: No legal move found for UCI ${moveUCI}.`); } }catch(e){ console.error('[Bot] performMove error:', e); } } // --------- Engine runner & controls (SLIGHTLY UPDATED to reset status) --------- function runChessEngine(depth){ if(!board || !engine.worker || !board.game) return; try{ const fen = board.game.getFEN(); if(isThinking && fen === lastFen && depth===settings.lastDepth) return; lastFen = fen; candidateMoves = []; // Reset calculation status when a new search starts currentCalcStatus = { depth: 0, seldepth: 0, nodes: 0, nps: 0, time: 0, isSearching: true }; throttledUpdateStatus(); engine.worker.postMessage('position fen ' + fen); isThinking = true; engine.worker.postMessage('go depth ' + depth); }catch(e){ console.error('runChessEngine error', e); } } const debouncedRun = debounce((d)=> runChessEngine(d), 300); const autoLoop = throttle(()=>{ if(!board || !board.game) return; if(settings.autoRun && canGo && !isThinking && board.game.getTurn() === board.game.getPlayingAs()){ canGo = false; const delaySeconds = Math.random() * (settings.delayMax - settings.delayMin) + settings.delayMin; setTimeout(()=>{ debouncedRun(settings.lastDepth); canGo = true; }, Math.max(200, delaySeconds*1000)); } }, 200); // --------- GUI (updated for Eval Bar AND Calculation Status) --------- function initGUI(){ board = findBoard(); if(!board) return false; if(document.getElementById('botGUI_v2_wrapper')) return true; // Check for the new wrapper // 1. Create the main wrapper for the GUI and Eval Bar const wrapper = document.createElement('div'); wrapper.id = 'botGUI_v2_wrapper'; wrapper.style.cssText = 'display:flex; align-items:flex-start;'; // 2. Create the existing control panel container const container = document.createElement('div'); container.id = 'botGUI_v2'; // Adjusted margin to allow space for the bar on the right container.style = 'background:rgba(255,255,255,0.95);padding:10px;margin:8px 0 8px 8px;max-width:280px;font-family:Inter,Arial,sans-serif;border-radius:8px;box-shadow:0 6px 20px rgba(0,0,0,0.08)'; container.innerHTML = ` <div style="font-weight:600;margin-bottom:6px;">Chess Bot — Improved</div> <div id="statusSection" style="margin-bottom:10px;padding:6px;border:1px solid #ccc;border-radius:4px;font-size:13px;"> <div style="font-weight:600;margin-bottom:4px;">Calculation Status: <span id="searchStatusText" style="font-weight:700; color:#5cb85c;">Idle / Ready</span></div> <div id="calcStatus"> <div style="display:flex; justify-content:space-between;"><span>Depth:</span> <strong>-</strong></div> <div style="display:flex; justify-content:space-between;"><span>Nodes:</span> <strong>-</strong></div> <div style="display:flex; justify-content:space-between;"><span>NPS:</span> <strong>-</strong></div> <div style="display:flex; justify-content:space-between;"><span>Time:</span> <strong>-</strong></div> </div> </div> <div id="depthText">Depth: <strong>${settings.lastDepth}</strong></div> <input type="range" id="depthSlider" min="1" max="30" value="${settings.lastDepth}" step="1" style="width:100%"> <div style="margin-top:6px;"><input type="checkbox" id="autoRunCB"> <label for="autoRunCB">Auto Run</label></div> <div><input type="checkbox" id="autoMoveCB"> <label for="autoMoveCB">Auto Move</label></div> <div style="margin-top:6px;">Delay (s): <input id="delayMinInput" type="number" min="0" step="0.1" value="${settings.delayMin}" style="width:60px"> - <input id="delayMaxInput" type="number" min="0" step="0.1" value="${settings.delayMax}" style="width:60px"> </div> <div style="margin-top:8px;display:flex;gap:6px;"> <button id="reloadBtn" style="flex:1;padding:6px;border-radius:6px">Reload Engine</button> <button id="analyseBtn" style="flex:1;padding:6px;border-radius:6px">Analyse Now</button> </div> <div style="margin-top:8px;font-size:12px;color:#666">Top 3 moves are highlighted briefly; PVs show on the board edge.</div> `; // 3. Evaluation Bar HTML (UNCHANGED) const evalBarHtml = ` <div id="evalBarWrapper" style="margin: 8px 8px 8px 8px; display: flex; flex-direction: column; align-items: center; max-height: 400px;"> <div style="font-size:12px; color:#666; font-weight:600; text-align:center;">Evaluation</div> <div id="evalBar" style=" height: 300px; width: 24px; border-radius: 4px; overflow: hidden; box-shadow: 0 2px 5px rgba(0,0,0,0.2); position: relative; margin-top: 4px; background-color: #000; /* Black color base (below) */ "> <div id="evalBarWhiteAdvantage" style=" background-color: #fff; position: absolute; bottom: 0; width: 100%; height: 50%; /* Default 50% for equality */ transition: height 0.3s ease-out; "></div> <div id="evalPercent" style=" position: absolute; top: 50%; /* Initial center position */ left: 50%; transform: translate(-50%, -50%); font-weight: 700; color: #1a1a1a; font-size: 11px; text-shadow: 0 0 1px #fff; width: 100%; text-align: center; z-index: 10; transition: all 0.3s ease-out; /* Transition position too */ ">+0.00</div> </div> <div style="font-size:10px; color:#666; margin-top:2px;">W% / B%</div> </div> `; // 4. Append to DOM try{ wrapper.appendChild(container); wrapper.innerHTML += evalBarHtml; // Append eval bar HTML next to the container // Try to append to the board's main parent element board.parentElement.parentElement.appendChild(wrapper); }catch(e){ // Fallback: append both to body document.body.appendChild(wrapper); } // 5. Setup controls (UNCHANGED) document.getElementById('autoRunCB').checked = !!settings.autoRun; document.getElementById('autoMoveCB').checked = !!settings.autoMovePiece; document.getElementById('depthSlider').oninput = e => { settings.lastDepth = parseInt(e.target.value); document.getElementById('depthText').innerHTML = `Depth: <strong>${settings.lastDepth}</strong>`; saveSettings(); }; document.getElementById('autoRunCB').onchange = e => { settings.autoRun = e.target.checked; saveSettings(); }; document.getElementById('autoMoveCB').onchange = e => { settings.autoMovePiece = e.target.checked; saveSettings(); }; document.getElementById('delayMinInput').onchange = e => { settings.delayMin = parseFloat(e.target.value) || 0; if(settings.delayMin > settings.delayMax) settings.delayMax = settings.delayMin; document.getElementById('delayMaxInput').value = settings.delayMax; saveSettings(); }; document.getElementById('delayMaxInput').onchange = e => { settings.delayMax = parseFloat(e.target.value) || 0; if(settings.delayMax < settings.delayMin) settings.delayMin = settings.delayMax; document.getElementById('delayMinInput').value = settings.delayMin; saveSettings(); }; document.getElementById('reloadBtn').onclick = () => { safeRestartEngine(); }; document.getElementById('analyseBtn').onclick = () => { debouncedRun(settings.lastDepth); }; return true; } // --------- Initialization & observers (UNCHANGED) --------- async function waitUntil(conditionFn, interval=100){ return new Promise(resolve=>{ const t = setInterval(()=>{ try{ if(conditionFn()){ clearInterval(t); resolve(); } }catch(e){} }, interval); }); } (async function init(){ await waitUntil(()=> findBoard()); board = findBoard(); await waitUntil(()=> (board = findBoard()) && board.game); createStockfishWorker(); initGUI(); const mo = new MutationObserver(()=>{ board = findBoard(); }); mo.observe(document.body, {childList:true, subtree:true}); setInterval(autoLoop, 150); let lastMoveCount = null; setInterval(()=>{ try{ if(board && board.game){ const moves = board.game.getMoveHistory ? board.game.getMoveHistory().length : (board.game.history? board.game.history.length:0); if(lastMoveCount === null) lastMoveCount = moves; if(moves !== lastMoveCount){ lastMoveCount = moves; // Reset the bar to neutral when a new move is made and analysis hasn't started yet updateEvaluationBar(0, null); if(settings.autoRun) debouncedRun(settings.lastDepth); } } }catch(e){} }, 600); console.log('Improved Chess Bot ready'); })(); })();