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。
Enhances your Chess.com experience with move suggestions, UI enhancements, and customizable features. Credits to GoodtimeswithEno for the initial move highlighting and basic chess engine implementation.
当前为
// ==UserScript== // additional copyright/license info: //© All Rights Reserved // //Chess.com Enhanced Experience © 2024 by Akashdeep // // ==UserScript // @name Chess.com Panel Pro by Akashdeep // @namespace Akashdeep // @version 1.0.0.2 // @description Enhances your Chess.com experience with move suggestions, UI enhancements, and customizable features. Credits to GoodtimeswithEno for the initial move highlighting and basic chess engine implementation. // @author Akashdeep // @license Chess.com Enhanced Experience © 2024 by Akashdeep, © All Rights Reserved // @match https://www.chess.com/play/* // @match https://www.chess.com/game/* // @match https://www.chess.com/puzzles/* // @match https://www.chess.com/* // @icon data:image/gif;base64,R0lGODlhAQABAIABAP///wAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw== // @grant GM_getValue // @grant GM_setValue // @grant GM_xmlhttpRequest // @grant GM_getResourceText // @grant GM_registerMenuCommand // @resource stockfish.js https://cdnjs.cloudflare.com/ajax/libs/stockfish.js/10.0.2/stockfish.js // @require https://code.jquery.com/jquery-3.6.0.min.js // @run-at document-start // @liscense MIT // @downloadURL // @updateURL // ==/UserScript== //Don't touch anything below unless you know what your doing! const currentVersion = '1.0.0.2'; // Sets the current version function main() { var stockfishObjectURL; var engine = document.engine = {}; var myVars = document.myVars = {}; myVars.autoMovePiece = false; myVars.autoRun = false; myVars.delay = 0.1; var myFunctions = document.myFunctions = {}; myVars.playStyle = { aggressive: Math.random() * 0.5 + 0.3, // 0.3-0.8 tendency for aggressive moves defensive: Math.random() * 0.5 + 0.3, // 0.3-0.8 tendency for defensive moves tactical: Math.random() * 0.6 + 0.2, // 0.2-0.8 tendency for tactical moves positional: Math.random() * 0.6 + 0.2 // 0.2-0.8 tendency for positional moves }; myVars.preferredOpenings = [ "e4", "d4", "c4", "Nf3" // Just examples, could be expanded ].sort(() => Math.random() - 0.5); // Randomize the order myVars.playerFingerprint = GM_getValue('playerFingerprint', { favoredPieces: Math.random() < 0.5 ? 'knights' : 'bishops', openingTempo: Math.random() * 0.5 + 0.5, // 0.5-1.0 opening move speed tacticalAwareness: Math.random() * 0.4 + 0.6, // 0.6-1.0 tactical vision exchangeThreshold: Math.random() * 0.3 + 0.1, // When to accept exchanges attackingStyle: ['kingside', 'queenside', 'central'][Math.floor(Math.random() * 3)] }); // Save on first run if (!GM_getValue('playerFingerprint')) { GM_setValue('playerFingerprint', myVars.playerFingerprint); } // Add to myVars initialization myVars.tacticalProfile = GM_getValue('tacticalProfile', { strengths: [ getRandomTacticalStrength(), getRandomTacticalStrength() ], weaknesses: [ getRandomTacticalWeakness(), getRandomTacticalWeakness() ] }); // Save on first run if (!GM_getValue('tacticalProfile')) { GM_setValue('tacticalProfile', myVars.tacticalProfile); } function getRandomTacticalStrength() { const strengths = [ 'fork', 'pin', 'skewer', 'discovery', 'zwischenzug', 'removing-defender', 'attraction' ]; return strengths[Math.floor(Math.random() * strengths.length)]; } function getRandomTacticalWeakness() { const weaknesses = [ 'long-calculation', 'quiet-moves', 'backward-moves', 'zugzwang', 'prophylaxis', 'piece-coordination' ]; return weaknesses[Math.floor(Math.random() * weaknesses.length)]; } stop_b = stop_w = 0; s_br = s_br2 = s_wr = s_wr2 = 0; obs = ""; myFunctions.rescan = function(lev) { var ari = $("chess-board") .find(".piece") .map(function() { return this.className; }) .get(); jack = ari.map(f => f.substring(f.indexOf(' ') + 1)); function removeWord(arr, word) { for (var i = 0; i < arr.length; i++) { arr[i] = arr[i].replace(word, ''); } } removeWord(ari, 'square-'); jack = ari.map(f => f.substring(f.indexOf(' ') + 1)); for (var i = 0; i < jack.length; i++) { jack[i] = jack[i].replace('br', 'r') .replace('bn', 'n') .replace('bb', 'b') .replace('bq', 'q') .replace('bk', 'k') .replace('bb', 'b') .replace('bn', 'n') .replace('br', 'r') .replace('bp', 'p') .replace('wp', 'P') .replace('wr', 'R') .replace('wn', 'N') .replace('wb', 'B') .replace('br', 'R') .replace('wn', 'N') .replace('wb', 'B') .replace('wq', 'Q') .replace('wk', 'K') .replace('wb', 'B') } str2 = ""; var count = 0, str = ""; for (var j = 8; j > 0; j--) { for (var i = 1; i < 9; i++) { (str = (jack.find(el => el.includes([i] + [j])))) ? str = str.replace(/[^a-zA-Z]+/g, ''): str = ""; if (str == "") { count++; str = count.toString(); if (!isNaN(str2.charAt(str2.length - 1))) str2 = str2.slice(0, -1); else { count = 1; str = count.toString() } } str2 += str; if (i == 8) { count = 0; str2 += "/"; } } } str2 = str2.slice(0, -1); //str2=str2+" KQkq - 0" color = ""; wk = wq = bk = bq = "0"; const move = $('vertical-move-list') .children(); if (move.length < 2) { stop_b = stop_w = s_br = s_br2 = s_wr = s_wr2 = 0; } if (stop_b != 1) { if (move.find(".black.node:contains('K')") .length) { bk = ""; bq = ""; stop_b = 1; console.log('debug secb'); } } else { bq = ""; bk = ""; } if (stop_b != 1)(bk = (move.find(".black.node:contains('O-O'):not(:contains('O-O-O'))") .length) ? "" : "k") ? (bq = (move.find(".black.node:contains('O-O-O')") .length) ? bk = "" : "q") : bq = ""; if (s_br != 1) { if (move.find(".black.node:contains('R')") .text() .match('[abcd]+')) { bq = ""; s_br = 1 } } else bq = ""; if (s_br2 != 1) { if (move.find(".black.node:contains('R')") .text() .match('[hgf]+')) { bk = ""; s_br2 = 1 } } else bk = ""; if (stop_b == 0) { if (s_br == 0) if (move.find(".white.node:contains('xa8')") .length > 0) { bq = ""; s_br = 1; console.log('debug b castle_r'); } if (s_br2 == 0) if (move.find(".white.node:contains('xh8')") .length > 0) { bk = ""; s_br2 = 1; console.log('debug b castle_l'); } } if (stop_w != 1) { if (move.find(".white.node:contains('K')") .length) { wk = ""; wq = ""; stop_w = 1; console.log('debug secw'); } } else { wq = ""; wk = ""; } if (stop_w != 1)(wk = (move.find(".white.node:contains('O-O'):not(:contains('O-O-O'))") .length) ? "" : "K") ? (wq = (move.find(".white.node:contains('O-O-O')") .length) ? wk = "" : "Q") : wq = ""; if (s_wr != 1) { if (move.find(".white.node:contains('R')") .text() .match('[abcd]+')) { wq = ""; s_wr = 1 } } else wq = ""; if (s_wr2 != 1) { if (move.find(".white.node:contains('R')") .text() .match('[hgf]+')) { wk = ""; s_wr2 = 1 } } else wk = ""; if (stop_w == 0) { if (s_wr == 0) if (move.find(".black.node:contains('xa1')") .length > 0) { wq = ""; s_wr = 1; console.log('debug w castle_l'); } if (s_wr2 == 0) if (move.find(".black.node:contains('xh1')") .length > 0) { wk = ""; s_wr2 = 1; console.log('debug w castle_r'); } } if ($('.coordinates') .children() .first() .text() == 1) { str2 = str2 + " b " + wk + wq + bk + bq; color = "white"; } else { str2 = str2 + " w " + wk + wq + bk + bq; color = "black"; } //console.log(str2); return str2; } myFunctions.color = function(dat){ response = dat; var res1 = response.substring(0, 2); var res2 = response.substring(2, 4); // Check if automove is enabled and make the move if(myVars.autoMove === true){ console.log(`Auto move enabled, moving from ${res1} to ${res2}`); myFunctions.movePiece(res1, res2); } else { console.log(`Auto move disabled, highlighting ${res1} to ${res2}`); } isThinking = false; res1 = res1.replace(/^a/, "1") .replace(/^b/, "2") .replace(/^c/, "3") .replace(/^d/, "4") .replace(/^e/, "5") .replace(/^f/, "6") .replace(/^g/, "7") .replace(/^h/, "8"); res2 = res2.replace(/^a/, "1") .replace(/^b/, "2") .replace(/^c/, "3") .replace(/^d/, "4") .replace(/^e/, "5") .replace(/^f/, "6") .replace(/^g/, "7") .replace(/^h/, "8"); // Use custom highlight color if available const highlightColor = myVars.highlightColor || 'rgb(235, 97, 80)'; $(board.nodeName) .prepend(`<div class="highlight square-${res2} bro" style="background-color: ${highlightColor}; opacity: 0.71;" data-test-element="highlight"></div>`) .children(':first') .delay(1800) .queue(function() { $(this) .remove(); }); $(board.nodeName) .prepend(`<div class="highlight square-${res1} bro" style="background-color: ${highlightColor}; opacity: 0.71;" data-test-element="highlight"></div>`) .children(':first') .delay(1800) .queue(function() { $(this) .remove(); }); } myFunctions.movePiece = function(from, to) { // Check if the move is legal before attempting to make it let isLegalMove = false; let moveObject = null; for (let each = 0; each < board.game.getLegalMoves().length; each++) { if (board.game.getLegalMoves()[each].from === from && board.game.getLegalMoves()[each].to === to) { isLegalMove = true; moveObject = board.game.getLegalMoves()[each]; break; } } if (!isLegalMove) { console.log(`Attempted illegal move: ${from} to ${to}`); return; } // Add a small delay before making the move to simulate human reaction time setTimeout(() => { try { // Make the actual move board.game.move({ ...moveObject, promotion: moveObject.promotion || 'q', // Default to queen for simplicity animate: true, userGenerated: true }); console.log(`Successfully moved from ${from} to ${to}`); } catch (error) { console.error("Error making move:", error); } }, 100 + Math.random() * 300); // Small random delay to appear more human-like } // Replace simple movement simulation with this more advanced version function simulateNaturalMouseMovement(from, to, callback) { // Convert chess coordinates to screen positions const fromPos = getSquarePosition(from); const toPos = getSquarePosition(to); // Create a bezier curve path with a slight variance const controlPoint1 = { x: fromPos.x + (toPos.x - fromPos.x) * 0.3 + (Math.random() * 40 - 20), y: fromPos.y + (toPos.y - fromPos.y) * 0.1 + (Math.random() * 40 - 20) }; const controlPoint2 = { x: fromPos.x + (toPos.x - fromPos.x) * 0.7 + (Math.random() * 40 - 20), y: fromPos.y + (toPos.y - fromPos.y) * 0.9 + (Math.random() * 40 - 20) }; // Calculate movement duration based on distance const distance = Math.sqrt(Math.pow(toPos.x - fromPos.x, 2) + Math.pow(toPos.y - fromPos.y, 2)); const baseDuration = 300 + Math.random() * 400; const movementDuration = baseDuration + distance * (0.5 + Math.random() * 0.5); // Create array of points along path const steps = 15 + Math.floor(distance / 30); const points = []; for (let i = 0; i <= steps; i++) { const t = i / steps; points.push(getBezierPoint(t, fromPos, controlPoint1, controlPoint2, toPos)); } // Execute the movement with variable speed executeMouseMovement(points, 0, movementDuration / steps, callback); } // Add these functions for more realistic timing function calculateMoveComplexity(from, to) { // Approximate complexity based on piece type, capture, check, etc. // Returns a value between 0 (simple) and 1 (complex) return Math.random() * 0.7 + 0.3; // Placeholder implementation } function calculateHumanLikeDelay(complexity) { // More complex positions take longer to think about const baseDelay = 500; // Base delay in ms const complexityFactor = 2500; // Max additional delay for complex positions return baseDelay + (complexity * complexityFactor * Math.random()); } function getRandomThinkingDelay() { // Humans don't immediately start calculating return 300 + Math.random() * 700; } function parser(e) { if(e.data.includes('bestmove')) { const bestMove = e.data.split(' ')[1]; // Sometimes make a "human-like" suboptimal move const shouldMakeHumanMove = Math.random() < getBlunderProbability(); if (shouldMakeHumanMove && e.data.includes('ponder')) { // Try to extract alternative moves or generate a plausible suboptimal move const actualMove = generateHumanLikeMove(bestMove, e.data); console.log(`Using human-like move ${actualMove} instead of best move ${bestMove}`); myFunctions.color(actualMove); } else { console.log(bestMove); myFunctions.color(bestMove); } isThinking = false; } } function getBlunderProbability() { // Use custom blunder rate from slider if available const userBlunderRate = myVars.blunderRate !== undefined ? myVars.blunderRate : 0.05; // Make blunder probability vary based on multiple factors const gamePhase = estimateGamePhase(); const timeRemaining = estimateTimeRemaining(); const complexity = estimatePositionComplexity(); // Base probability comes from user settings let baseProb = userBlunderRate; // More likely to blunder in time pressure if (timeRemaining < 30) { baseProb += 0.1 * (1 - (timeRemaining / 30)); } // More likely to blunder in complex positions if (complexity > 0.6) { baseProb += 0.05 * (complexity - 0.6) * 2; } // More likely to blunder in the endgame when tired if (gamePhase > 30) { baseProb += 0.03 * ((gamePhase - 30) / 10); } // Add randomness to make it unpredictable return Math.min(0.4, baseProb * (0.7 + Math.random() * 0.6)); } function estimateGamePhase() { // Estimate how far the game has progressed (0-40 approx) try { const moveList = $('vertical-move-list').children().length; return moveList / 2; // Rough estimate of move number } catch (e) { return 15; // Default to middle game } } function estimateTimeRemaining() { // Try to get the clock time if available try { const clockEl = document.querySelector('.clock-component'); if (clockEl) { const timeText = clockEl.textContent; const minutes = parseInt(timeText.split(':')[0]); const seconds = parseInt(timeText.split(':')[1]); return minutes * 60 + seconds; } } catch (e) {} // Default value if clock can't be read return 180; } function estimatePositionComplexity() { // Calculate a complexity score between 0-1 // This would ideally analyze the position for tactical elements return Math.random() * 0.8 + 0.2; // Placeholder } function generateHumanLikeMove(bestMove, engineData) { // Significantly enhance the human-like behavior // Sometimes choose 2nd, 3rd, or even 4th best moves if (engineData.includes('pv') && Math.random() < 0.4) { try { // Extract multiple lines from engine analysis const lines = engineData.split('\n') .filter(line => line.includes(' pv ')) .map(line => { const pvIndex = line.indexOf(' pv '); return line.substring(pvIndex + 4).split(' ')[0]; }); if (lines.length > 1) { // Weight moves by their quality (prefer better moves, but sometimes choose worse ones) const moveIndex = Math.floor(Math.pow(Math.random(), 2.5) * Math.min(lines.length, 4)); return lines[moveIndex] || bestMove; } } catch (e) { console.log("Error extracting alternative moves", e); } } // Occasionally make a typical human error based on common patterns if (Math.random() < 0.15) { // Approximate a plausible human move (e.g., moving to adjacent square) const fromSquare = bestMove.substring(0, 2); const toSquare = bestMove.substring(2, 4); // Simple adjustment - occasionally play a shorter move (undershoot) if (Math.random() < 0.7) { const files = "abcdefgh"; const ranks = "12345678"; const fromFile = fromSquare.charAt(0); const fromRank = fromSquare.charAt(1); const toFile = toSquare.charAt(0); const toRank = toSquare.charAt(1); // Calculate direction const fileDiff = files.indexOf(toFile) - files.indexOf(fromFile); const rankDiff = ranks.indexOf(toRank) - ranks.indexOf(fromRank); // Sometimes undershoot by one square if (Math.abs(fileDiff) > 1 || Math.abs(rankDiff) > 1) { const newToFile = files[files.indexOf(fromFile) + (fileDiff > 0 ? Math.max(1, fileDiff-1) : Math.min(-1, fileDiff+1))]; const newToRank = ranks[ranks.indexOf(fromRank) + (rankDiff > 0 ? Math.max(1, rankDiff-1) : Math.min(-1, rankDiff+1))]; // Check if the new square is valid if (newToFile && newToRank) { const alternativeMove = fromSquare + newToFile + newToRank; // Verify this is a legal move before returning for (let each=0; each<board.game.getLegalMoves().length; each++) { if (board.game.getLegalMoves()[each].from === fromSquare && board.game.getLegalMoves()[each].to === newToFile + newToRank) { return alternativeMove; } } } } } } return bestMove; } myFunctions.reloadChessEngine = function() { console.log(`Reloading the chess engine!`); engine.engine.terminate(); isThinking = false; myFunctions.loadChessEngine(); } myFunctions.loadChessEngine = function() { if(!stockfishObjectURL) { stockfishObjectURL = URL.createObjectURL(new Blob([GM_getResourceText('stockfish.js')], {type: 'application/javascript'})); } console.log(stockfishObjectURL); if(stockfishObjectURL) { engine.engine = new Worker(stockfishObjectURL); engine.engine.onmessage = e => { parser(e); }; engine.engine.onerror = e => { console.log("Worker Error: "+e); }; engine.engine.postMessage('ucinewgame'); } console.log('loaded chess engine'); } var lastValue = 11; myFunctions.runChessEngine = function(depth) { // Add variable depth based on position type var fen = board.game.getFEN(); var positionType = analyzePositionType(fen); var effectiveDepth = adjustDepthByPosition(depth, positionType); engine.engine.postMessage(`position fen ${fen}`); console.log('updated: ' + `position fen ${fen}`); isThinking = true; engine.engine.postMessage(`go depth ${effectiveDepth}`); lastValue = depth; // Keep original depth for UI display } function analyzePositionType(fen) { // Determine position type: opening, middlegame, endgame, tactical const piecesCount = fen.split(' ')[0].match(/[pnbrqkPNBRQK]/g).length; if (piecesCount > 25) return 'opening'; if (piecesCount < 12) return 'endgame'; return 'middlegame'; } function adjustDepthByPosition(requestedDepth, positionType) { // Humans play more accurately in different phases if (positionType === 'opening' && Math.random() < 0.7) { // In openings, humans often play memorized moves return requestedDepth + Math.floor(Math.random() * 3); } else if (positionType === 'endgame' && Math.random() < 0.5) { // In endgames, calculation may be more/less precise return requestedDepth + (Math.random() < 0.5 ? -1 : 1); } // Occasionally randomize depth slightly return Math.max(1, requestedDepth + (Math.random() < 0.3 ? Math.floor(Math.random() * 3) - 1 : 0)); } myFunctions.autoRun = function(lstValue){ if(board.game.getTurn() == board.game.getPlayingAs()){ myFunctions.runChessEngine(lstValue); } } document.onkeydown = function(e) { switch (e.keyCode) { case 81: myFunctions.runChessEngine(1); break; case 87: myFunctions.runChessEngine(2); break; case 69: myFunctions.runChessEngine(3); break; case 82: myFunctions.runChessEngine(4); break; case 84: myFunctions.runChessEngine(5); break; case 89: myFunctions.runChessEngine(6); break; case 85: myFunctions.runChessEngine(7); break; case 73: myFunctions.runChessEngine(8); break; case 79: myFunctions.runChessEngine(9); break; case 80: myFunctions.runChessEngine(10); break; case 65: myFunctions.runChessEngine(11); break; case 83: myFunctions.runChessEngine(12); break; case 68: myFunctions.runChessEngine(13); break; case 70: myFunctions.runChessEngine(14); break; case 71: myFunctions.runChessEngine(15); break; case 72: myFunctions.runChessEngine(16); break; case 74: myFunctions.runChessEngine(17); break; case 75: myFunctions.runChessEngine(18); break; case 76: myFunctions.runChessEngine(19); break; case 90: myFunctions.runChessEngine(20); break; case 88: myFunctions.runChessEngine(21); break; case 67: myFunctions.runChessEngine(22); break; case 86: myFunctions.runChessEngine(23); break; case 66: myFunctions.runChessEngine(24); break; case 78: myFunctions.runChessEngine(25); break; case 77: myFunctions.runChessEngine(26); break; case 187: myFunctions.runChessEngine(100); break; } }; myFunctions.spinner = function() { if(isThinking == true){ $('#thinking-indicator').addClass('active'); } if(isThinking == false) { $('#thinking-indicator').removeClass('active'); } } let dynamicStyles = null; function addAnimation(body) { if (!dynamicStyles) { dynamicStyles = document.createElement('style'); dynamicStyles.type = 'text/css'; document.head.appendChild(dynamicStyles); } dynamicStyles.sheet.insertRule(body, dynamicStyles.length); } var loaded = false; myFunctions.loadEx = function(){ try{ var tmpStyle; var tmpDiv; board = $('chess-board')[0] || $('wc-chess-board')[0]; myVars.board = board; var div = document.createElement('div') var content = ` <div class="chess-bot-container"> <div class="bot-header"> <div class="bot-logo"> <svg viewBox="0 0 24 24" width="24" height="24"> <path fill="currentColor" d="M19,22H5V20H19V22M17,10C15.58,10 14.26,10.77 13.55,12H13V7H16V5H13V2H11V5H8V7H11V12H10.45C9.74,10.77 8.42,10 7,10A5,5 0 0,0 2,15A5,5 0 0,0 7,20H17A5,5 0 0,0 22,15A5,5 0 0,0 17,10M7,18A3,3 0 0,1 4,15A3,3 0 0,1 7,12A3,3 0 0,1 10,15A3,3 0 0,1 7,18M17,18A3,3 0 0,1 14,15A3,3 0 0,1 17,12A3,3 0 0,1 20,15A3,3 0 0,1 17,18Z" /> </svg> </div> <h3 class="bot-title">Panel Pro By @akashdeep</h3> <div id="thinking-indicator" class="thinking-indicator"> <span class="dot dot1"></span> <span class="dot dot2"></span> <span class="dot dot3"></span> </div> </div> <div class="bot-tabs"> <button class="tab-button active" data-tab="main-settings">Main</button> <button class="tab-button" data-tab="style-settings">Play Style</button> <button class="tab-button" data-tab="advanced-settings">Advanced</button> </div> <div class="bot-tabs-content"> <div class="tab-content active" id="main-settings"> <div class="bot-info"> <div class="depth-card"> <p id="depthText" class="depth-display">Current Depth: <strong>11</strong></p> <p class="key-hint">Press a key (Q-Z) to change depth</p> <div class="depth-control"> <label for="depthSlider">Depth/ELO:</label> <div class="slider-controls"> <button class="depth-button" id="decreaseDepth">-</button> <input type="range" id="depthSlider" min="1" max="26" value="11" class="depth-slider"> <button class="depth-button" id="increaseDepth">+</button> </div> <span id="depthValue">11</span> </div> </div> </div> <div class="bot-controls"> <div class="control-group"> <div class="control-item toggle-container"> <input type="checkbox" id="autoRun" name="autoRun" class="toggle-input" value="false"> <label for="autoRun" class="toggle-label"> <span class="toggle-button"></span> <span class="toggle-text">Auto Run</span> </label> </div> <div class="control-item toggle-container"> <input type="checkbox" id="autoMove" name="autoMove" class="toggle-input" value="false"> <label for="autoMove" class="toggle-label"> <span class="toggle-button"></span> <span class="toggle-text">Auto Move</span> </label> </div> </div> <div class="control-group"> <div class="control-item slider-container"> <label for="timeDelayMin">Min Delay (sec)</label> <input type="number" id="timeDelayMin" name="timeDelayMin" min="0.1" value="0.1" step="0.1" class="number-input"> </div> <div class="control-item slider-container"> <label for="timeDelayMax">Max Delay (sec)</label> <input type="number" id="timeDelayMax" name="timeDelayMax" min="0.1" value="1" step="0.1" class="number-input"> </div> </div> </div> </div> <div class="tab-content" id="style-settings"> <div class="playStyle-controls"> <h4 class="settings-section-title">Playing Style Settings</h4> <div class="style-slider-container"> <label for="aggressiveSlider">Aggressive Play:</label> <input type="range" id="aggressiveSlider" min="1" max="10" value="5" class="style-slider"> <span id="aggressiveValue">5</span> </div> <div class="style-slider-container"> <label for="defensiveSlider">Defensive Play:</label> <input type="range" id="defensiveSlider" min="1" max="10" value="5" class="style-slider"> <span id="defensiveValue">5</span> </div> <div class="style-slider-container"> <label for="tacticalSlider">Tactical Play:</label> <input type="range" id="tacticalSlider" min="1" max="10" value="5" class="style-slider"> <span id="tacticalValue">5</span> </div> <div class="style-slider-container"> <label for="positionalSlider">Positional Play:</label> <input type="range" id="positionalSlider" min="1" max="10" value="5" class="style-slider"> <span id="positionalValue">5</span> </div> <div class="style-slider-container"> <label for="blunderRateSlider">Blunder Rate:</label> <input type="range" id="blunderRateSlider" min="0" max="10" value="2" class="style-slider"> <span id="blunderRateValue">2</span> </div> </div> </div> <div class="tab-content" id="advanced-settings"> <div class="advanced-controls"> <h4 class="settings-section-title">Advanced Settings</h4> <div class="control-item toggle-container"> <input type="checkbox" id="adaptToRating" name="adaptToRating" class="toggle-input" value="true" checked> <label for="adaptToRating" class="toggle-label"> <span class="toggle-button"></span> <span class="toggle-text">Adapt to opponent rating</span> </label> </div> <div class="control-item toggle-container"> <input type="checkbox" id="useOpeningBook" name="useOpeningBook" class="toggle-input" value="true" checked> <label for="useOpeningBook" class="toggle-label"> <span class="toggle-button"></span> <span class="toggle-text">Use personalized openings</span> </label> </div> <div class="highlight-color-picker"> <label for="highlightColor">Move highlight color:</label> <input type="color" id="highlightColor" value="#eb6150" class="color-input"> </div> <div class="opening-selection"> <label for="preferredOpeningSelect">Preferred Opening:</label> <select id="preferredOpeningSelect" class="select-input"> <option value="random">Random</option> <option value="e4">e4 (King's Pawn)</option> <option value="d4">d4 (Queen's Pawn)</option> <option value="c4">c4 (English)</option> <option value="Nf3">Nf3 (Réti)</option> </select> </div> </div> </div> </div> <div class="bot-actions"> <button type="button" id="relEngBut" class="action-button primary-button" onclick="document.myFunctions.reloadChessEngine()"> <svg viewBox="0 0 24 24" width="16" height="16"> <path fill="currentColor" d="M17.65,6.35C16.2,4.9 14.21,4 12,4A8,8 0 0,0 4,12A8,8 0 0,0 12,20C15.73,20 18.84,17.45 19.73,14H17.65C16.83,16.33 14.61,18 12,18A6,6 0 0,1 6,12A6,6 0 0,1 12,6C13.66,6 15.14,6.69 16.22,7.78L13,11H20V4L17.65,6.35Z" /> </svg> Reload Engine </button> <button type="button" id="isBut" class="action-button secondary-button" onclick="window.confirm('Can I take you to the issues page?') ? document.location = 'https://github.com/Auzgame/userscripts/issues' : console.log('canceled')"> <svg viewBox="0 0 24 24" width="16" height="16"> <path fill="currentColor" d="M13,13H11V7H13M13,17H11V15H13M12,2A10,10 0 0,0 2,12A10,10 0 0,0 12,22A10,10 0 0,0 22,12A10,10 0 0,0 12,2Z" /> </svg> Report Issue </button> </div> </div>`; div.innerHTML = content; div.setAttribute('id','settingsContainer'); board.parentElement.parentElement.appendChild(div); //Add CSS styles var botStyles = document.createElement('style'); botStyles.innerHTML = ` @import url('https://fonts.googleapis.com/css2?family=Roboto:wght@300;400;500;700&display=swap'); #settingsContainer { background-color: #1e1e2e; color: #cdd6f4; border-radius: 12px; padding: 20px; margin-top: 15px; box-shadow: 0 8px 24px rgba(0,0,0,0.3); font-family: 'Roboto', sans-serif; max-width: 400px; margin-left: auto; margin-right: auto; border: 1px solid #313244; } .chess-bot-container { display: flex; flex-direction: column; gap: 16px; } .bot-header { display: flex; align-items: center; justify-content: center; gap: 10px; margin-bottom: 5px; position: relative; } .bot-logo { display: flex; align-items: center; justify-content: center; color: #89b4fa; } .bot-title { margin: 0; color: #89b4fa; font-size: 20px; font-weight: 500; letter-spacing: 0.5px; } .thinking-indicator { position: absolute; right: 0; display: none; align-items: center; } .thinking-indicator.active { display: flex; } .dot { width: 8px; height: 8px; margin: 0 2px; background-color: #89b4fa; border-radius: 50%; opacity: 0.6; } .dot1 { animation: pulse 1.5s infinite; } .dot2 { animation: pulse 1.5s infinite 0.3s; } .dot3 { animation: pulse 1.5s infinite 0.6s; } @keyframes pulse { 0%, 100% { transform: scale(1); opacity: 0.6; } 50% { transform: scale(1.3); opacity: 1; } } .bot-tabs { display: flex; gap: 2px; margin-bottom: -15px; } .tab-button { background-color: #313244; color: #a6adc8; border: none; border-radius: 8px 8px 0 0; padding: 8px 16px; cursor: pointer; font-size: 14px; font-weight: 500; transition: all 0.2s; flex: 1; text-align: center; } .tab-button:hover { background-color: #45475a; color: #cdd6f4; } .tab-button.active { background-color: #45475a; color: #cdd6f4; } .bot-tabs-content { background-color: #45475a; border-radius: 0 8px 8px 8px; padding: 16px; } .tab-content { display: none; } .tab-content.active { display: block; } .settings-section-title { margin-top: 0; margin-bottom: 12px; color: #89b4fa; font-size: 16px; font-weight: 500; text-align: center; } .bot-info { display: flex; justify-content: center; margin-bottom: 5px; } .depth-card { background-color: #313244; border-radius: 8px; padding: 12px 16px; text-align: center; width: 100%; border: 1px solid #45475a; } .depth-display { font-size: 16px; margin: 0 0 5px 0; font-weight: 400; } .depth-display strong { color: #89b4fa; font-weight: 600; } .key-hint { font-size: 12px; color: #a6adc8; margin: 0; font-weight: 300; } .bot-controls { display: flex; flex-direction: column; gap: 16px; } .control-group { display: grid; grid-template-columns: 1fr 1fr; gap: 12px; } .control-item { display: flex; flex-direction: column; gap: 6px; } .toggle-container { position: relative; } .toggle-input { opacity: 0; width: 0; height: 0; position: absolute; } .toggle-label { display: flex; align-items: center; gap: 10px; cursor: pointer; } .toggle-button { position: relative; display: inline-block; width: 40px; height: 20px; background-color: #45475a; border-radius: 20px; transition: all 0.3s; } .toggle-button:before { content: ''; position: absolute; width: 16px; height: 16px; border-radius: 50%; background-color: #cdd6f4; top: 2px; left: 2px; transition: all 0.3s; } .toggle-input:checked + .toggle-label .toggle-button { background-color: #89b4fa; } .toggle-input:checked + .toggle-label .toggle-button:before { transform: translateX(20px); } .toggle-text { font-size: 14px; } .slider-container { display: flex; flex-direction: column; gap: 6px; } .slider-container label { font-size: 13px; color: #a6adc8; } .number-input { width: 100%; background: #313244; border: 1px solid #45475a; border-radius: 6px; color: #cdd6f4; padding: 8px 10px; font-size: 14px; transition: border-color 0.3s; } .number-input:focus { outline: none; border-color: #89b4fa; } .bot-actions { display: grid; grid-template-columns: 1fr 1fr; gap: 12px; margin-top: 5px; } .action-button { display: flex; align-items: center; justify-content: center; gap: 8px; border: none; border-radius: 8px; padding: 10px 16px; font-size: 14px; font-weight: 500; cursor: pointer; transition: all 0.2s; } .primary-button { background-color: #89b4fa; color: #1e1e2e; } .primary-button:hover { background-color: #b4befe; transform: translateY(-2px); box-shadow: 0 4px 8px rgba(137, 180, 250, 0.3); } .secondary-button { background-color: #45475a; color: #cdd6f4; } .secondary-button:hover { background-color: #585b70; transform: translateY(-2px); box-shadow: 0 4px 8px rgba(69, 71, 90, 0.3); } .action-button:active { transform: translateY(0); } .depth-control { margin-top: 12px; display: flex; flex-direction: column; gap: 8px; } .depth-control label { font-size: 13px; color: #a6adc8; } .slider-controls { display: flex; align-items: center; gap: 8px; } .depth-slider { flex: 1; height: 6px; -webkit-appearance: none; appearance: none; background: #45475a; border-radius: 3px; outline: none; } .depth-slider::-webkit-slider-thumb { -webkit-appearance: none; appearance: none; width: 16px; height: 16px; border-radius: 50%; background: #89b4fa; cursor: pointer; } .depth-slider::-moz-range-thumb { width: 16px; height: 16px; border-radius: 50%; background: #89b4fa; cursor: pointer; } .depth-button { width: 24px; height: 24px; border-radius: 50%; background: #45475a; color: #cdd6f4; border: none; display: flex; align-items: center; justify-content: center; cursor: pointer; font-size: 16px; font-weight: bold; transition: background-color 0.2s; } .depth-button:hover { background: #585b70; } #depthValue { font-size: 14px; font-weight: 500; color: #89b4fa; text-align: center; } `; document.head.appendChild(botStyles); //spinnerContainer var spinCont = document.createElement('div'); spinCont.setAttribute('style','display:none;'); spinCont.setAttribute('id','overlay'); div.prepend(spinCont); //spinner var spinr = document.createElement('div') spinr.setAttribute('style',` margin: 0 auto; height: 40px; width: 40px; animation: rotate 0.8s infinite linear; border: 4px solid #89b4fa; border-right-color: transparent; border-radius: 50%; box-shadow: 0 0 10px rgba(137, 180, 250, 0.4); `); spinCont.appendChild(spinr); addAnimation(`@keyframes rotate { 0% { transform: rotate(0deg); } 100% { transform: rotate(360deg); } }`); $('#depthSlider').on('input', function() { const depth = parseInt($(this).val()); $('#depthValue').text(depth); lastValue = depth; $('#depthText')[0].innerHTML = "Current Depth: <strong>" + depth + "</strong>"; }); $('#decreaseDepth').on('click', function() { const currentDepth = parseInt($('#depthSlider').val()); if (currentDepth > 1) { const newDepth = currentDepth - 1; $('#depthSlider').val(newDepth).trigger('input'); } }); $('#increaseDepth').on('click', function() { const currentDepth = parseInt($('#depthSlider').val()); if (currentDepth < 26) { const newDepth = currentDepth + 1; $('#depthSlider').val(newDepth).trigger('input'); } }); // Fix tab switching and initialize all controls $(document).on('click', '.tab-button', function() { $('.tab-button').removeClass('active'); $(this).addClass('active'); const tabId = $(this).data('tab'); $('.tab-content').removeClass('active'); $(`#${tabId}`).addClass('active'); }); // Initialize play style sliders with values from myVars if (myVars.playStyle) { $('#aggressiveSlider').val(Math.round(((myVars.playStyle.aggressive - 0.3) / 0.5) * 10)); $('#aggressiveValue').text($('#aggressiveSlider').val()); $('#defensiveSlider').val(Math.round(((myVars.playStyle.defensive - 0.3) / 0.5) * 10)); $('#defensiveValue').text($('#defensiveSlider').val()); $('#tacticalSlider').val(Math.round(((myVars.playStyle.tactical - 0.2) / 0.6) * 10)); $('#tacticalValue').text($('#tacticalSlider').val()); $('#positionalSlider').val(Math.round(((myVars.playStyle.positional - 0.2) / 0.6) * 10)); $('#positionalValue').text($('#positionalSlider').val()); } // Set the blunder rate slider const blunderRate = myVars.blunderRate !== undefined ? Math.round(myVars.blunderRate * 10) : 2; $('#blunderRateSlider').val(blunderRate); $('#blunderRateValue').text(blunderRate); // Setup the style sliders $('.style-slider').on('input', function() { const value = $(this).val(); $(`#${this.id}Value`).text(value); // Update the myVars.playStyle object const styleType = this.id.replace('Slider', ''); if (styleType === 'blunderRate') { myVars.blunderRate = parseFloat(value) / 10; } else if (myVars.playStyle && styleType in myVars.playStyle) { if (styleType === 'aggressive' || styleType === 'defensive') { myVars.playStyle[styleType] = 0.3 + (parseFloat(value) / 10) * 0.5; } else { myVars.playStyle[styleType] = 0.2 + (parseFloat(value) / 10) * 0.6; } } }); // Initialize advanced settings if (myVars.adaptToRating !== undefined) { $('#adaptToRating').prop('checked', myVars.adaptToRating); } if (myVars.useOpeningBook !== undefined) { $('#useOpeningBook').prop('checked', myVars.useOpeningBook); } if (myVars.highlightColor) { $('#highlightColor').val(myVars.highlightColor); } // Set up preferred opening selection if (myVars.preferredOpenings && myVars.preferredOpenings.length === 1) { $('#preferredOpeningSelect').val(myVars.preferredOpenings[0]); } else { $('#preferredOpeningSelect').val('random'); } // Set up advanced settings event handlers $('#adaptToRating').on('change', function() { myVars.adaptToRating = $(this).prop('checked'); }); $('#useOpeningBook').on('change', function() { myVars.useOpeningBook = $(this).prop('checked'); }); $('#highlightColor').on('input', function() { myVars.highlightColor = $(this).val(); }); $('#preferredOpeningSelect').on('change', function() { const selectedOpening = $(this).val(); if (selectedOpening === 'random') { myVars.preferredOpenings = ["e4", "d4", "c4", "Nf3"].sort(() => Math.random() - 0.5); } else { myVars.preferredOpenings = [selectedOpening]; } }); // Setup hotkey options and additional config const extraSettings = ` <div class="advanced-section"> <div class="control-item toggle-container"> <input type="checkbox" id="enableHotkeys" name="enableHotkeys" class="toggle-input" checked> <label for="enableHotkeys" class="toggle-label"> <span class="toggle-button"></span> <span class="toggle-text">Enable keyboard shortcuts</span> </label> </div> <div class="control-item toggle-container"> <input type="checkbox" id="randomizeTiming" name="randomizeTiming" class="toggle-input" checked> <label for="randomizeTiming" class="toggle-label"> <span class="toggle-button"></span> <span class="toggle-text">Randomize thinking time</span> </label> </div> <div class="style-slider-container"> <label for="mouseMovementSlider">Mouse Movement Realism:</label> <input type="range" id="mouseMovementSlider" min="1" max="10" value="7" class="style-slider"> <span id="mouseMovementSliderValue">7</span> </div> <div class="profile-selection"> <label for="playingProfileSelect">Playing Profile:</label> <select id="playingProfileSelect" class="select-input"> <option value="custom">Custom Settings</option> <option value="beginner">Beginner (≈800)</option> <option value="intermediate">Intermediate (≈1200)</option> <option value="advanced">Advanced (≈1600)</option> <option value="expert">Expert (≈2000)</option> <option value="master">Master (≈2400+)</option> </select> </div> </div> `; $('#advanced-settings .advanced-controls').append(extraSettings); // Initialize additional settings myVars.enableHotkeys = true; myVars.randomizeTiming = true; myVars.mouseMovementRealism = 0.7; // Setup additional event handlers $('#enableHotkeys').on('change', function() { myVars.enableHotkeys = $(this).prop('checked'); }); $('#randomizeTiming').on('change', function() { myVars.randomizeTiming = $(this).prop('checked'); }); $('#mouseMovementSlider').on('input', function() { const value = $(this).val(); $('#mouseMovementSliderValue').text(value); myVars.mouseMovementRealism = parseFloat(value) / 10; }); $('#playingProfileSelect').on('change', function() { const profile = $(this).val(); if (profile !== 'custom') { // Preset profiles with appropriate settings switch(profile) { case 'beginner': $('#depthSlider').val(3).trigger('input'); $('#blunderRateSlider').val(7).trigger('input'); $('#aggressiveSlider').val(Math.floor(3 + Math.random() * 5)).trigger('input'); $('#tacticalSlider').val(3).trigger('input'); break; case 'intermediate': $('#depthSlider').val(6).trigger('input'); $('#blunderRateSlider').val(5).trigger('input'); $('#tacticalSlider').val(5).trigger('input'); break; case 'advanced': $('#depthSlider').val(9).trigger('input'); $('#blunderRateSlider').val(3).trigger('input'); $('#tacticalSlider').val(7).trigger('input'); break; case 'expert': $('#depthSlider').val(12).trigger('input'); $('#blunderRateSlider').val(2).trigger('input'); $('#tacticalSlider').val(8).trigger('input'); $('#positionalSlider').val(8).trigger('input'); break; case 'master': $('#depthSlider').val(15).trigger('input'); $('#blunderRateSlider').val(1).trigger('input'); $('#tacticalSlider').val(9).trigger('input'); $('#positionalSlider').val(9).trigger('input'); break; } } }); // Add CSS for new elements const extraStyles = document.createElement('style'); extraStyles.innerHTML = ` .advanced-section { margin-top: 15px; padding-top: 15px; border-top: 1px solid #313244; } .profile-selection { margin-top: 15px; } .playStyle-controls, .advanced-controls { display: flex; flex-direction: column; gap: 12px; } .style-slider-container { display: flex; align-items: center; gap: 10px; } .style-slider-container label { font-size: 13px; color: #cdd6f4; width: 120px; } .style-slider { flex: 1; height: 6px; -webkit-appearance: none; appearance: none; background: #313244; border-radius: 3px; outline: none; } .style-slider::-webkit-slider-thumb { -webkit-appearance: none; appearance: none; width: 14px; height: 14px; border-radius: 50%; background: #89b4fa; cursor: pointer; } .style-slider-container span { font-size: 14px; font-weight: 500; color: #89b4fa; width: 20px; text-align: center; } .highlight-color-picker { display: flex; align-items: center; gap: 10px; margin-top: 10px; } .highlight-color-picker label { font-size: 13px; color: #cdd6f4; } .color-input { -webkit-appearance: none; width: 30px; height: 30px; border: none; border-radius: 50%; background: none; cursor: pointer; } .color-input::-webkit-color-swatch { border: none; border-radius: 50%; box-shadow: 0 0 0 2px #45475a; } .opening-selection { display: flex; align-items: center; gap: 10px; margin-top: 10px; } .opening-selection label { font-size: 13px; color: #cdd6f4; } .select-input { flex: 1; background: #313244; border: 1px solid #45475a; border-radius: 6px; color: #cdd6f4; padding: 8px 10px; font-size: 14px; transition: border-color 0.3s; } .select-input:focus { outline: none; border-color: #89b4fa; } `; document.head.appendChild(extraStyles); // Load saved settings before applying them to the UI myFunctions.loadSettings(); // Apply loaded settings to UI controls $('#autoRun').prop('checked', myVars.autoRun); $('#autoMove').prop('checked', myVars.autoMove); $('#depthSlider').val(lastValue); $('#depthValue').text(lastValue); $('#depthText').html("Current Depth: <strong>" + lastValue + "</strong>"); if (myVars.highlightColor) { $('#highlightColor').val(myVars.highlightColor); } // Update the play style sliders with saved values if (myVars.playStyle) { $('#aggressiveSlider').val(Math.round(((myVars.playStyle.aggressive - 0.3) / 0.5) * 10)); $('#aggressiveValue').text($('#aggressiveSlider').val()); $('#defensiveSlider').val(Math.round(((myVars.playStyle.defensive - 0.3) / 0.5) * 10)); $('#defensiveValue').text($('#defensiveSlider').val()); $('#tacticalSlider').val(Math.round(((myVars.playStyle.tactical - 0.2) / 0.6) * 10)); $('#tacticalValue').text($('#tacticalSlider').val()); $('#positionalSlider').val(Math.round(((myVars.playStyle.positional - 0.2) / 0.6) * 10)); $('#positionalValue').text($('#positionalSlider').val()); } // Update blunder rate slider with saved value if (myVars.blunderRate !== undefined) { $('#blunderRateSlider').val(Math.round(myVars.blunderRate * 10)); $('#blunderRateValue').text($('#blunderRateSlider').val()); } // Set advanced settings based on saved values $('#adaptToRating').prop('checked', myVars.adaptToRating); $('#useOpeningBook').prop('checked', myVars.useOpeningBook); $('#enableHotkeys').prop('checked', myVars.enableHotkeys); $('#randomizeTiming').prop('checked', myVars.randomizeTiming); if (myVars.mouseMovementRealism !== undefined) { $('#mouseMovementSlider').val(Math.round(myVars.mouseMovementRealism * 10)); $('#mouseMovementSliderValue').text($('#mouseMovementSlider').val()); } if (myVars.preferredOpenings && myVars.preferredOpenings.length === 1) { $('#preferredOpeningSelect').val(myVars.preferredOpenings[0]); } // Add event handlers to save settings when they change $('#autoRun, #autoMove, #adaptToRating, #useOpeningBook, #enableHotkeys, #randomizeTiming').on('change', function() { const id = $(this).attr('id'); myVars[id] = $(this).prop('checked'); myFunctions.saveSettings(); }); $('#depthSlider').on('input', function() { // The existing handler already updates the UI myFunctions.saveSettings(); }); $('#timeDelayMin, #timeDelayMax').on('change', function() { myFunctions.saveSettings(); }); $('.style-slider').on('input', function() { // The existing handler updates the playStyle object myFunctions.saveSettings(); }); $('#highlightColor').on('input', function() { // Existing handler already updates myVars.highlightColor myFunctions.saveSettings(); }); $('#preferredOpeningSelect').on('change', function() { // Existing handler updates preferredOpenings myFunctions.saveSettings(); }); $('#playingProfileSelect').on('change', function() { // After profile is applied setTimeout(myFunctions.saveSettings, 100); }); $('#autoMove').on('change', function() { myVars.autoMove = $(this).prop('checked'); console.log(`Auto move set to: ${myVars.autoMove}`); myFunctions.saveSettings(); }); loaded = true; } catch (error) {console.log(error)} } function other(delay) { // Create more natural timing pattern based on game situation const gamePhase = estimateGamePhase(); const positionComplexity = estimatePositionComplexity(); // Apply more realistic timing adjustments let naturalDelay = delay; // Faster moves in openings if (gamePhase < 10) { naturalDelay *= (0.6 + Math.random() * 0.4); } // Slower in complex positions if (positionComplexity > 0.7) { naturalDelay *= (1 + Math.random() * 1.5); } // Add slight additional randomness naturalDelay *= (0.85 + Math.random() * 0.3); var endTime = Date.now() + naturalDelay; var timer = setInterval(()=>{ if(Date.now() >= endTime){ myFunctions.autoRun(getAdjustedDepth()); canGo = true; clearInterval(timer); } },10); } function getAdjustedDepth() { // Vary search depth by ±5 to mimic human inconsistency const variation = Math.floor(Math.random() * 11) - 5; // Random number between -5 and +5 return Math.max(1, Math.min(22, lastValue + variation)); // Keep within valid range 1-26 } async function getVersion(){ var GF = new GreasyFork; // set upping api var code = await GF.get().script().code(460208); // Get code var version = GF.parseScriptCodeMeta(code).filter(e => e.meta === '@version')[0].value; // filtering array and getting value of @version if(currentVersion !== version){ while(true){ alert('UPDATE THIS SCRIPT IN ORDER TO PROCEED!'); } } } //Removed due to script being reported. I tried to make it so people can know when bug fixes come out. Clearly people don't like that. //getVersion(); const waitForChessBoard = setInterval(() => { if(loaded) { board = $('chess-board')[0] || $('wc-chess-board')[0]; myVars.autoRun = $('#autoRun')[0].checked; myVars.autoMove = $('#autoMove')[0].checked; let minDel = parseFloat($('#timeDelayMin')[0].value); let maxDel = parseFloat($('#timeDelayMax')[0].value); myVars.delay = Math.random() * (maxDel - minDel) + minDel; myVars.isThinking = isThinking; myFunctions.spinner(); if(board.game.getTurn() == board.game.getPlayingAs()){myTurn = true;} else {myTurn = false;} $('#depthText')[0].innerHTML = "Current Depth: <strong>"+lastValue+"</strong>"; } else { myFunctions.loadEx(); } if(!engine.engine){ myFunctions.loadChessEngine(); } if(myVars.autoRun == true && canGo == true && isThinking == false && myTurn){ //console.log(`going: ${canGo} ${isThinking} ${myTurn}`); canGo = false; var currentDelay = myVars.delay != undefined ? myVars.delay * 1000 : 10; other(currentDelay); } }, 100); // Add these two functions for saving and loading settings myFunctions.saveSettings = function() { GM_setValue('autoRun', myVars.autoRun); GM_setValue('autoMove', myVars.autoMove); GM_setValue('timeDelayMin', $('#timeDelayMin').val()); GM_setValue('timeDelayMax', $('#timeDelayMax').val()); GM_setValue('depthValue', lastValue); GM_setValue('highlightColor', myVars.highlightColor); GM_setValue('playStyle', myVars.playStyle); GM_setValue('blunderRate', myVars.blunderRate); GM_setValue('adaptToRating', myVars.adaptToRating); GM_setValue('useOpeningBook', myVars.useOpeningBook); GM_setValue('preferredOpenings', myVars.preferredOpenings); GM_setValue('enableHotkeys', myVars.enableHotkeys); GM_setValue('randomizeTiming', myVars.randomizeTiming); GM_setValue('mouseMovementRealism', myVars.mouseMovementRealism); myFunctions.saveGameMemory(result, opponent, mistakes); myVars.openingRepertoire = GM_getValue('openingRepertoire', { white: { main: getRandomOpenings(2), experimental: getRandomOpenings(3, true), success: {} }, black: { responses: { e4: getRandomResponses('e4', 2), d4: getRandomResponses('d4', 2), c4: getRandomResponses('c4', 2), other: getRandomResponses('other', 2) }, success: {} }, lastUpdated: Date.now() }); updateOpeningRepertoire(); }; myFunctions.loadSettings = function() { myVars.autoRun = GM_getValue('autoRun', false); myVars.autoMove = GM_getValue('autoMove', false); $('#timeDelayMin').val(GM_getValue('timeDelayMin', 0.1)); $('#timeDelayMax').val(GM_getValue('timeDelayMax', 1)); lastValue = GM_getValue('depthValue', 11); myVars.highlightColor = GM_getValue('highlightColor', 'rgb(235, 97, 80)'); myVars.playStyle = GM_getValue('playStyle', { aggressive: Math.random() * 0.5 + 0.3, defensive: Math.random() * 0.5 + 0.3, tactical: Math.random() * 0.6 + 0.2, positional: Math.random() * 0.6 + 0.2 }); myVars.blunderRate = GM_getValue('blunderRate', 0.05); myVars.adaptToRating = GM_getValue('adaptToRating', true); myVars.useOpeningBook = GM_getValue('useOpeningBook', true); myVars.preferredOpenings = GM_getValue('preferredOpenings', ["e4", "d4", "c4", "Nf3"]); myVars.enableHotkeys = GM_getValue('enableHotkeys', true); myVars.randomizeTiming = GM_getValue('randomizeTiming', true); myVars.mouseMovementRealism = GM_getValue('mouseMovementRealism', 0.7); }; myFunctions.saveGameMemory = function(result, opponent, mistakes) { // Get existing memory let gameMemory = GM_getValue('gameMemory', { openingSuccess: {}, opponentHistory: {}, mistakePositions: [] }); // Store opening success rate const opening = board.game.pgn.split('\n\n')[1].split(' ').slice(0, 6).join(' '); if (!gameMemory.openingSuccess[opening]) { gameMemory.openingSuccess[opening] = { wins: 0, losses: 0, draws: 0 }; } gameMemory.openingSuccess[opening][result]++; // Record opponent data if (!gameMemory.opponentHistory[opponent]) { gameMemory.opponentHistory[opponent] = { games: 0, style: 'unknown' }; } gameMemory.opponentHistory[opponent].games++; // Store mistake patterns for future reference if (mistakes && mistakes.length) { gameMemory.mistakePositions = gameMemory.mistakePositions.concat(mistakes).slice(-50); } GM_setValue('gameMemory', gameMemory); }; function getThinkingTime(position) { const baseTime = parseFloat($('#timeDelayMin').val()) * 1000; const maxTime = parseFloat($('#timeDelayMax').val()) * 1000; // Analyze position const complexity = calculatePositionComplexity(position); // 0-1 const criticalness = determinePositionCriticalness(position); // 0-1 const familiarity = assessPositionFamiliarity(position); // 0-1 // Human-like time scaling let thinkingTime = baseTime; // Complex positions take more time thinkingTime += complexity * (maxTime - baseTime) * 0.7; // Critical positions deserve more attention thinkingTime += criticalness * (maxTime - baseTime) * 0.5; // Unfamiliar positions need more thought thinkingTime += (1 - familiarity) * (maxTime - baseTime) * 0.3; // Avoid predictable timing with small random variation thinkingTime *= 0.85 + Math.random() * 0.3; return Math.min(maxTime * 1.2, thinkingTime); } // Add placeholder functions that can be expanded function calculatePositionComplexity(position) { // Count material, tension, possible tactics const pieceCount = position.split(/[prnbqkPRNBQK]/).length - 1; const hasQueen = position.includes('q') || position.includes('Q'); const pawnStructure = analyzeBasicPawnStructure(position); return Math.min(1, (pieceCount / 32) + (hasQueen ? 0.2 : 0) + pawnStructure * 0.3); } function adjustEngineEvaluation(position, move, evaluation) { // Apply player's strategic preferences const adjustedEval = { ...evaluation }; // Adjust based on fingerprint if (myVars.playerFingerprint.favoredPieces === 'knights' && move.includes('N')) { adjustedEval.score += 0.05 + Math.random() * 0.1; } if (myVars.playerFingerprint.favoredPieces === 'bishops' && move.includes('B')) { adjustedEval.score += 0.05 + Math.random() * 0.1; } // Kingside/queenside attack preference if (myVars.playerFingerprint.attackingStyle === 'kingside' && isKingsideMove(move)) { adjustedEval.score += 0.07 + Math.random() * 0.08; } // Occasionally have a "brilliant" insight (1-2% of moves) if (Math.random() < 0.015) { // Temporary increase in effective depth for this move evaluation console.log("Brilliant insight detected!"); return getDeepEvaluation(position, move); } return adjustedEval; } function isEndgame(position) { // Basic endgame detection const pieceCount = position.split(/[prnbqkPRNBQK]/).length - 1; return pieceCount <= 10; } function adjustEndgamePlay(fen, moves) { if (!isEndgame(fen)) return moves; // Common human endgame patterns const hasKingActivity = increasesKingActivity(moves[0], fen); const promotionPotential = evaluatePromotionPotential(fen); // King opposition knowledge (common human knowledge) if (hasKingOpposition(fen) && Math.random() < 0.9) { // Humans typically understand king opposition return prioritizeOppositionMoves(moves); } // Activate king in endgames (humans know this) if (hasKingActivity && Math.random() < 0.75) { return moves; // Keep the engine's correct evaluation } else if (hasKingActivity) { // Sometimes miss the importance of king activity return [moves[1] || moves[0], ...moves.slice(1)]; } // Humans tend to focus on pawn promotion if (promotionPotential > 0.7) { return prioritizePawnAdvancement(moves); } return moves; } // Add to myVars at initialization myVars.psychologicalState = { confidence: 0.7 + Math.random() * 0.3, // 0.7-1.0 tiltFactor: 0, // 0-1, increases with blunders focus: 0.8 + Math.random() * 0.2, // 0.8-1.0, decreases with time playTime: 0 // tracks continuous play time }; // Update in a function that runs periodically function updatePsychologicalState(gameState) { // Increase play time myVars.psychologicalState.playTime += 1; // Focus decreases with time (mental fatigue) if (myVars.psychologicalState.playTime > 10) { myVars.psychologicalState.focus = Math.max(0.5, myVars.psychologicalState.focus - 0.01); } // Check for blunders in recent moves if (detectBlunder(gameState)) { // Increase tilt after mistakes myVars.psychologicalState.tiltFactor = Math.min(1, myVars.psychologicalState.tiltFactor + 0.25); myVars.psychologicalState.confidence = Math.max(0.3, myVars.psychologicalState.confidence - 0.15); } // Good moves restore confidence if (detectGoodMove(gameState)) { myVars.psychologicalState.confidence = Math.min(1, myVars.psychologicalState.confidence + 0.05); myVars.psychologicalState.tiltFactor = Math.max(0, myVars.psychologicalState.tiltFactor - 0.1); } // Apply psychological state to blunder rate const effectiveBlunderRate = myVars.blunderRate * (1 + myVars.psychologicalState.tiltFactor) * (2 - myVars.psychologicalState.focus); return effectiveBlunderRate; } function detectTimeControl() { try { // Look for the clock element and determine time control const clockEl = document.querySelector('.clock-component'); if (clockEl) { const timeText = clockEl.textContent; const minutes = parseInt(timeText.split(':')[0]); if (minutes >= 15) return 'classical'; if (minutes >= 5) return 'rapid'; return 'blitz'; } } catch (e) {} return 'rapid'; // Default } function adaptToTimeControl() { const timeControl = detectTimeControl(); switch (timeControl) { case 'blitz': // More intuitive play, faster moves, higher blunder rate myVars.blunderRate *= 1.3; $('#timeDelayMin').val(Math.max(0.1, parseFloat($('#timeDelayMin').val()) * 0.7)); $('#timeDelayMax').val(Math.max(0.3, parseFloat($('#timeDelayMax').val()) * 0.7)); // Use more recognizable patterns and opening theory myVars.patternRecognitionWeight = 0.8; break; case 'rapid': // Balanced approach myVars.patternRecognitionWeight = 0.6; break; case 'classical': // More calculation, deeper search, fewer blunders myVars.blunderRate *= 0.7; $('#timeDelayMin').val(parseFloat($('#timeDelayMin').val()) * 1.2); $('#timeDelayMax').val(parseFloat($('#timeDelayMax').val()) * 1.3); // More unique moves, less reliance on patterns myVars.patternRecognitionWeight = 0.4; break; } } function updateOpeningRepertoire() { // Only update periodically (simulating a player learning new openings) if (Date.now() - myVars.openingRepertoire.lastUpdated < 7 * 24 * 60 * 60 * 1000) { return; // Only update weekly } // Replace worst performing opening with a new one const gameMemory = GM_getValue('gameMemory', { openingSuccess: {} }); // Find worst performing opening let worstScore = Infinity; let worstOpening = null; for (const opening in gameMemory.openingSuccess) { const stats = gameMemory.openingSuccess[opening]; const score = stats.wins - stats.losses; if (score < worstScore && stats.wins + stats.losses + stats.draws >= 5) { worstScore = score; worstOpening = opening; } } // Replace it if we found a bad one if (worstOpening && worstScore < 0) { console.log("Phasing out unprofitable opening: " + worstOpening); // Replace with a new experimental opening if (worstOpening.startsWith('1.')) { // It's a white opening myVars.openingRepertoire.white.experimental = myVars.openingRepertoire.white.experimental.filter(o => o !== worstOpening); myVars.openingRepertoire.white.experimental.push(getRandomOpenings(1, true)[0]); } else { // It's a black response // Implementation would be similar to white } } myVars.openingRepertoire.lastUpdated = Date.now(); GM_setValue('openingRepertoire', myVars.openingRepertoire); } // Then when evaluating positions: function adjustForTacticalProfile(moves, position) { for (let i = 0; i < moves.length; i++) { const tacticalMotif = identifyTacticalMotif(moves[i], position); // Boost strengths if (myVars.tacticalProfile.strengths.includes(tacticalMotif)) { // Higher chance of finding this tactic if (i > 0 && Math.random() < 0.8) { // Swap with the first move (more likely to be played) [moves[0], moves[i]] = [moves[i], moves[0]]; } } // Miss weaknesses if (myVars.tacticalProfile.weaknesses.includes(tacticalMotif)) { // Higher chance of missing this tactic if (i === 0 && moves.length > 1 && Math.random() < 0.7) { // Swap with the second move (less likely to be played) [moves[0], moves[1]] = [moves[1], moves[0]]; } } } return moves; } } //Touching below may break the script var isThinking = false var canGo = true; var myTurn = false; var board; window.addEventListener("load", (event) => { let currentTime = Date.now(); main(); }); function getAppropriateDepth() { // Get player's rating if available let playerRating = 1500; // Default try { const ratingEl = document.querySelector('.user-tagline-rating'); if (ratingEl) { playerRating = parseInt(ratingEl.textContent); } } catch (e) {} // Map ratings to appropriate depths if (playerRating < 800) return Math.floor(Math.random() * 3) + 1; // 1-3 if (playerRating < 1200) return Math.floor(Math.random() * 3) + 3; // 3-5 if (playerRating < 1600) return Math.floor(Math.random() * 3) + 5; // 5-7 if (playerRating < 2000) return Math.floor(Math.random() * 3) + 7; // 7-9 if (playerRating < 2400) return Math.floor(Math.random() * 4) + 9; // 9-12 return Math.floor(Math.random() * 5) + 12; // 12-16 } function getBezierPoint(t, p0, p1, p2, p3) { const cX = 3 * (p1.x - p0.x); const bX = 3 * (p2.x - p1.x) - cX; const aX = p3.x - p0.x - cX - bX; const cY = 3 * (p1.y - p0.y); const bY = 3 * (p2.y - p1.y) - cY; const aY = p3.y - p0.y - cY - bY; const x = (aX * Math.pow(t, 3)) + (bX * Math.pow(t, 2)) + (cX * t) + p0.x; const y = (aY * Math.pow(t, 3)) + (bY * Math.pow(t, 2)) + (cY * t) + p0.y; return { x, y }; } function executeMouseMovement(points, index, delay, callback) { if (index >= points.length) { if (callback) callback(); return; } // Simulate mouse movement const point = points[index]; // In a real implementation, you would trigger actual mouse events // For our purposes, we'll just move to the next point setTimeout(() => { executeMouseMovement(points, index + 1, delay, callback); }, delay); } function getSquarePosition(square) { // Convert chess notation (e.g., "e4") to screen coordinates // This is a simplified version - in reality, you'd need to get actual board coordinates const file = square.charCodeAt(0) - 'a'.charCodeAt(0); const rank = parseInt(square.charAt(1)) - 1; // Get board dimensions const boardRect = board.getBoundingClientRect(); const squareSize = boardRect.width / 8; // Calculate center of the square const x = boardRect.left + (file + 0.5) * squareSize; const y = boardRect.top + (7 - rank + 0.5) * squareSize; return { x, y }; }
QingJ © 2025
镜像随时可能失效,请加Q群300939539或关注我们的公众号极客氢云获取最新地址