Files
CloakBrowser/js/src/human/mouse.ts
T
EternalandCloakHQ 80d9f7c14e feat(js): add types to humanized method options (#205)
Replace `any` with proper TypeScript types on all humanized method options
(Playwright, Puppeteer, ElementHandle, Frame). Support flat per-call config
overrides alongside existing `human_config` style. Internalize `humanIdle`
duration computation with backward-compatible overloads.

Co-authored-by: Eternal <chasezou09@gmail.com>
2026-05-10 23:50:01 +02:00

214 lines
6.4 KiB
TypeScript

/**
* cloakbrowser-human — Human-like mouse movement and clicking.
*/
import { HumanConfig, rand, randRange, randIntRange, sleep } from './config.js';
// ---------------------------------------------------------------------------
// Raw interface — original Playwright methods, bypassing the wrapper
// ---------------------------------------------------------------------------
export interface RawMouse {
move: (x: number, y: number) => Promise<void>;
down: (options?: any) => Promise<void>;
up: (options?: any) => Promise<void>;
wheel: (deltaX: number, deltaY: number) => Promise<void>;
}
export interface RawKeyboard {
down: (key: string) => Promise<void>;
up: (key: string) => Promise<void>;
type: (text: string) => Promise<void>;
insertText: (text: string) => Promise<void>;
}
// ---------------------------------------------------------------------------
// Easing
// ---------------------------------------------------------------------------
function easeInOut(t: number): number {
return t < 0.5
? 4 * t * t * t
: 1 - Math.pow(-2 * t + 2, 3) / 2;
}
// ---------------------------------------------------------------------------
// Bezier
// ---------------------------------------------------------------------------
interface Point {
x: number;
y: number;
}
function bezier(p0: Point, p1: Point, p2: Point, p3: Point, t: number): Point {
const u = 1 - t;
const uu = u * u;
const uuu = uu * u;
const tt = t * t;
const ttt = tt * t;
return {
x: uuu * p0.x + 3 * uu * t * p1.x + 3 * u * tt * p2.x + ttt * p3.x,
y: uuu * p0.y + 3 * uu * t * p1.y + 3 * u * tt * p2.y + ttt * p3.y,
};
}
function randomControlPoints(start: Point, end: Point): [Point, Point] {
const dx = end.x - start.x;
const dy = end.y - start.y;
const dist = Math.hypot(dx, dy);
const px = -dy / (dist || 1);
const py = dx / (dist || 1);
const bias1 = rand(-0.3, 0.3) * dist;
const bias2 = rand(-0.3, 0.3) * dist;
return [
{ x: start.x + dx * 0.25 + px * bias1, y: start.y + dy * 0.25 + py * bias1 },
{ x: start.x + dx * 0.75 + px * bias2, y: start.y + dy * 0.75 + py * bias2 },
];
}
// ---------------------------------------------------------------------------
// Human mouse movement
// ---------------------------------------------------------------------------
export async function humanMove(
raw: RawMouse,
startX: number,
startY: number,
endX: number,
endY: number,
cfg: HumanConfig,
): Promise<void> {
const dist = Math.hypot(endX - startX, endY - startY);
if (dist < 1) return;
const steps = Math.max(
cfg.mouse_min_steps,
Math.min(cfg.mouse_max_steps, Math.round(dist / cfg.mouse_steps_divisor)),
);
const start: Point = { x: startX, y: startY };
const end: Point = { x: endX, y: endY };
const [cp1, cp2] = randomControlPoints(start, end);
let burstCounter = 0;
const burstSize = randIntRange(cfg.mouse_burst_size);
for (let i = 0; i <= steps; i++) {
const progress = i / steps;
const easedT = easeInOut(progress);
const pt = bezier(start, cp1, cp2, end, easedT);
const wobbleAmp = Math.sin(Math.PI * progress) * cfg.mouse_wobble_max;
const wx = pt.x + (Math.random() - 0.5) * 2 * wobbleAmp;
const wy = pt.y + (Math.random() - 0.5) * 2 * wobbleAmp;
await raw.move(Math.round(wx), Math.round(wy));
burstCounter++;
if (burstCounter >= burstSize && i < steps) {
await sleep(randRange(cfg.mouse_burst_pause));
burstCounter = 0;
}
}
if (Math.random() < cfg.mouse_overshoot_chance) {
const overshootDist = randRange(cfg.mouse_overshoot_px);
const angle = Math.atan2(endY - startY, endX - startX);
const ovX = Math.round(endX + Math.cos(angle) * overshootDist);
const ovY = Math.round(endY + Math.sin(angle) * overshootDist);
await raw.move(ovX, ovY);
await sleep(rand(30, 70));
const corrX = Math.round(endX + (Math.random() - 0.5) * 4);
const corrY = Math.round(endY + (Math.random() - 0.5) * 4);
await raw.move(corrX, corrY);
}
}
// ---------------------------------------------------------------------------
// Human click
// ---------------------------------------------------------------------------
export function clickTarget(
box: { x: number; y: number; width: number; height: number },
isInput: boolean,
cfg: HumanConfig,
): Point {
if (isInput) {
const xFrac = randRange(cfg.click_input_x_range);
const yFrac = rand(0.30, 0.70);
return {
x: Math.round(box.x + box.width * xFrac),
y: Math.round(box.y + box.height * yFrac),
};
}
const xFrac = rand(0.35, 0.65);
const yFrac = rand(0.35, 0.65);
return {
x: Math.round(box.x + box.width * xFrac),
y: Math.round(box.y + box.height * yFrac),
};
}
export async function humanClick(
raw: RawMouse,
isInput: boolean,
cfg: HumanConfig,
): Promise<void> {
const aimDelay = isInput
? randRange(cfg.click_aim_delay_input)
: randRange(cfg.click_aim_delay_button);
await sleep(aimDelay);
const holdTime = isInput
? randRange(cfg.click_hold_input)
: randRange(cfg.click_hold_button);
await raw.down();
await sleep(holdTime);
await raw.up();
}
// ---------------------------------------------------------------------------
// Human idle / drift
// ---------------------------------------------------------------------------
export function humanIdle(
raw: RawMouse,
cx: number,
cy: number,
cfg: HumanConfig,
): Promise<void>;
export function humanIdle(
raw: RawMouse,
seconds: number,
cx: number,
cy: number,
cfg: HumanConfig,
): Promise<void>;
export async function humanIdle(
raw: RawMouse,
secondsOrCx: number,
cxOrCy: number,
cyOrCfg: number | HumanConfig,
maybeCfg?: HumanConfig,
): Promise<void> {
const hasExplicitSeconds = maybeCfg !== undefined;
const seconds = hasExplicitSeconds
? secondsOrCx
: rand((cyOrCfg as HumanConfig).idle_between_duration[0], (cyOrCfg as HumanConfig).idle_between_duration[1]);
const cx = hasExplicitSeconds ? cxOrCy : secondsOrCx;
const cy = hasExplicitSeconds ? (cyOrCfg as number) : cxOrCy;
const cfg = hasExplicitSeconds ? maybeCfg! : (cyOrCfg as HumanConfig);
const endTime = Date.now() + seconds * 1000;
let x = cx;
let y = cy;
while (Date.now() < endTime) {
const dx = (Math.random() - 0.5) * 2 * cfg.idle_drift_px;
const dy = (Math.random() - 0.5) * 2 * cfg.idle_drift_px;
x += dx;
y += dy;
await raw.move(Math.round(x), Math.round(y));
await sleep(randRange(cfg.idle_pause_range));
}
}