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feat: add human-like behavioral layer (humanize option)
Bezier mouse curves, per-character typing with mistype simulation, smooth micro-step scrolling, idle micro-movements between actions. Supports both sync and async Playwright APIs. Patches page, frame, context, browser, and Locator class methods. Two presets: 'default' (normal speed) and 'careful' (slower, deliberate). Configurable via HumanConfig dataclass / interface with full override support. Bug fixes (from PR review): - fill()/clear(): platform-aware select-all (Meta+a on macOS, Control+a elsewhere) - sync Locator check()/uncheck(): wrap mouse_move in RawMouse-compatible object - resolve_config(): raise error on unknown preset name - Lazy-load human.config via __getattr__ in __init__.py - humanPreset typed as 'default' | 'careful' literal union - browser.newPage() patches implicit context Tests: Python 36/36, JS Vitest 34/34, visual Python 17/17, JS 13/13
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"""cloakbrowser-human — Async human-like mouse movement and clicking.
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Mirrors mouse.py but uses ``await`` for all Playwright calls and
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``async_sleep_ms`` instead of ``sleep_ms``.
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"""
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from __future__ import annotations
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import math
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import random
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from typing import Any, Protocol
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from .config import HumanConfig, rand, rand_range, rand_int_range, async_sleep_ms
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from .mouse import Point, _ease_in_out, _bezier, _random_control_points, click_target # noqa: reuse pure math
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class AsyncRawMouse(Protocol):
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async def move(self, x: float, y: float) -> None: ...
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async def down(self) -> None: ...
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async def up(self) -> None: ...
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async def wheel(self, delta_x: float, delta_y: float) -> None: ...
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async def async_human_move(
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raw: AsyncRawMouse,
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start_x: float, start_y: float,
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end_x: float, end_y: float,
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cfg: HumanConfig,
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) -> None:
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dist = math.hypot(end_x - start_x, end_y - start_y)
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if dist < 1:
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return
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steps = max(cfg.mouse_min_steps, min(cfg.mouse_max_steps, round(dist / cfg.mouse_steps_divisor)))
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start = Point(start_x, start_y)
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end = Point(end_x, end_y)
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cp1, cp2 = _random_control_points(start, end)
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burst_counter = 0
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burst_size = rand_int_range(cfg.mouse_burst_size)
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for i in range(steps + 1):
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progress = i / steps
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eased_t = _ease_in_out(progress)
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pt = _bezier(start, cp1, cp2, end, eased_t)
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wobble_amp = math.sin(math.pi * progress) * cfg.mouse_wobble_max
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wx = pt.x + (random.random() - 0.5) * 2 * wobble_amp
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wy = pt.y + (random.random() - 0.5) * 2 * wobble_amp
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await raw.move(round(wx), round(wy))
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burst_counter += 1
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if burst_counter >= burst_size and i < steps:
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await async_sleep_ms(rand_range(cfg.mouse_burst_pause))
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burst_counter = 0
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if random.random() < cfg.mouse_overshoot_chance:
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overshoot_dist = rand_range(cfg.mouse_overshoot_px)
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angle = math.atan2(end_y - start_y, end_x - start_x)
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await raw.move(round(end_x + math.cos(angle) * overshoot_dist),
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round(end_y + math.sin(angle) * overshoot_dist))
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await async_sleep_ms(rand(30, 70))
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await raw.move(round(end_x + (random.random() - 0.5) * 4),
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round(end_y + (random.random() - 0.5) * 4))
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async def async_human_click(raw: AsyncRawMouse, is_input: bool, cfg: HumanConfig) -> None:
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aim_delay = rand_range(cfg.click_aim_delay_input) if is_input else rand_range(cfg.click_aim_delay_button)
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await async_sleep_ms(aim_delay)
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hold_time = rand_range(cfg.click_hold_input) if is_input else rand_range(cfg.click_hold_button)
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await raw.down()
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await async_sleep_ms(hold_time)
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await raw.up()
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async def async_human_idle(raw: AsyncRawMouse, seconds: float, cx: float, cy: float, cfg: HumanConfig) -> None:
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import time as _time
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end_time = _time.monotonic() + seconds
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x, y = cx, cy
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while _time.monotonic() < end_time:
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dx = (random.random() - 0.5) * 2 * cfg.idle_drift_px
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dy = (random.random() - 0.5) * 2 * cfg.idle_drift_px
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x += dx
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y += dy
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await raw.move(round(x), round(y))
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await async_sleep_ms(rand_range(cfg.idle_pause_range))
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