AutomaticMove

A.C.A.S component

此脚本不应直接安装。它是供其他脚本使用的外部库,要使用该库请加入元指令 // @require https://update.greasyfork.org/scripts/591079/1900970/AutomaticMove.js

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴Greasemonkey 油猴子Violentmonkey 暴力猴,才能安装此脚本。

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

您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey 篡改猴Violentmonkey 暴力猴,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 篡改猴Userscripts ,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 篡改猴,才能安装此脚本。

您需要先安装一款用户脚本管理器扩展后才能安装此脚本。

(我已经安装了用户脚本管理器,让我安装!)

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展,比如 Stylus,才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

您需要先安装一款用户样式管理器扩展后才能安装此样式。

(我已经安装了用户样式管理器,让我安装!)

/* 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);
    }
}