Rewrite to Go: engine, plugin system, D2R plugin, API, loot filter
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60 changed files with 1576 additions and 3407 deletions
103
pkg/engine/input/humanize.go
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103
pkg/engine/input/humanize.go
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// Package input — humanize.go provides human-like behavior randomization.
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package input
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import (
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"image"
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"math/rand"
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"sync/atomic"
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"time"
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)
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// HumanProfile defines behavior parameters for human-like input.
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type HumanProfile struct {
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ReactionMin time.Duration // min reaction delay
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ReactionMax time.Duration // max reaction delay
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MouseSpeedMin float64 // min pixels per second
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MouseSpeedMax float64 // max pixels per second
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ClickJitter int // pixel jitter on clicks
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HesitationChance float64 // chance of extra pause (0-1)
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HesitationMin time.Duration
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HesitationMax time.Duration
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}
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// DefaultProfile returns a realistic human behavior profile.
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func DefaultProfile() HumanProfile {
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return HumanProfile{
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ReactionMin: 150 * time.Millisecond,
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ReactionMax: 450 * time.Millisecond,
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MouseSpeedMin: 400,
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MouseSpeedMax: 1200,
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ClickJitter: 3,
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HesitationChance: 0.1,
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HesitationMin: 300 * time.Millisecond,
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HesitationMax: 1200 * time.Millisecond,
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}
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}
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// Humanizer applies human-like randomization to bot actions.
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type Humanizer struct {
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Profile HumanProfile
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actionCount atomic.Int64
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}
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// NewHumanizer creates a humanizer with the given profile.
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func NewHumanizer(profile HumanProfile) *Humanizer {
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return &Humanizer{Profile: profile}
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}
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// ReactionDelay returns a randomized human-like reaction delay.
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func (h *Humanizer) ReactionDelay() time.Duration {
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minMs := h.Profile.ReactionMin.Milliseconds()
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maxMs := h.Profile.ReactionMax.Milliseconds()
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base := time.Duration(minMs+rand.Int63n(maxMs-minMs)) * time.Millisecond
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// Occasional hesitation
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if rand.Float64() < h.Profile.HesitationChance {
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hesMinMs := h.Profile.HesitationMin.Milliseconds()
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hesMaxMs := h.Profile.HesitationMax.Milliseconds()
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base += time.Duration(hesMinMs+rand.Int63n(hesMaxMs-hesMinMs)) * time.Millisecond
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}
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// Slight fatigue factor
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actions := float64(h.actionCount.Load())
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fatigue := min(actions/1000.0, 0.3)
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base = time.Duration(float64(base) * (1 + fatigue*rand.Float64()))
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return base
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}
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// Wait pauses for a human-like reaction delay.
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func (h *Humanizer) Wait() {
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time.Sleep(h.ReactionDelay())
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h.actionCount.Add(1)
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}
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// WaitMs pauses for baseMs ± varianceMs with human randomization.
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func (h *Humanizer) WaitMs(baseMs, varianceMs int) {
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actual := baseMs + rand.Intn(2*varianceMs+1) - varianceMs
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if actual < 0 {
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actual = 0
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}
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time.Sleep(time.Duration(actual) * time.Millisecond)
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}
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// JitterPosition adds random offset to a click position.
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func (h *Humanizer) JitterPosition(pos image.Point) image.Point {
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j := h.Profile.ClickJitter
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return image.Point{
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X: pos.X + rand.Intn(2*j+1) - j,
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Y: pos.Y + rand.Intn(2*j+1) - j,
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}
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}
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// MouseSpeed returns a randomized mouse movement speed.
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func (h *Humanizer) MouseSpeed() float64 {
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return h.Profile.MouseSpeedMin + rand.Float64()*(h.Profile.MouseSpeedMax-h.Profile.MouseSpeedMin)
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}
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func min(a, b float64) float64 {
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if a < b {
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return a
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}
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return b
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}
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