AutomaticMove

A.C.A.S component

此腳本不應該直接安裝,它是一個供其他腳本使用的函式庫。欲使用本函式庫,請在腳本 metadata 寫上: // @require https://update.greasyfork.org/scripts/591079/1900970/AutomaticMove.js

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

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyViolentmonkey 後才能安裝該腳本。

您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

(我已經安裝了使用者腳本管理器,讓我安裝!)

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

/* 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);
    }
}