Rewrite to Go: engine, plugin system, D2R plugin, API, loot filter
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60 changed files with 1576 additions and 3407 deletions
162
pkg/engine/input/input.go
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162
pkg/engine/input/input.go
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// Package input provides human-like mouse and keyboard simulation.
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//
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// Mouse movement uses Bézier curves with natural acceleration.
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// All inputs include randomized timing to mimic human behavior.
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// Platform-specific backends: SendInput (Windows), X11/uinput (Linux).
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package input
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import (
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"image"
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"math"
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"math/rand"
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"time"
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)
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// MouseController handles human-like mouse movement and clicks.
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type MouseController struct {
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humanizer *Humanizer
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}
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// NewMouseController creates a mouse controller with the given humanizer.
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func NewMouseController(h *Humanizer) *MouseController {
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return &MouseController{humanizer: h}
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}
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// MoveTo moves the mouse to target using a Bézier curve.
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func (m *MouseController) MoveTo(target image.Point) {
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// Get current position
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current := m.GetPosition()
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// Generate Bézier control points
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points := m.bezierPath(current, target)
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// Animate along the path
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speed := m.humanizer.MouseSpeed()
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totalDist := m.pathLength(points)
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steps := int(totalDist / speed * 1000) // ms-based steps
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if steps < 5 {
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steps = 5
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}
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for i := 1; i <= steps; i++ {
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t := float64(i) / float64(steps)
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// Ease in-out for natural acceleration
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t = m.easeInOut(t)
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p := m.evalBezier(points, t)
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m.setPosition(p)
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time.Sleep(time.Millisecond)
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}
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}
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// Click performs a mouse click at the current position.
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func (m *MouseController) Click() {
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m.humanizer.Wait()
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// TODO: Platform-specific click (SendInput / X11)
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// Randomize hold duration
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holdMs := 50 + rand.Intn(80)
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time.Sleep(time.Duration(holdMs) * time.Millisecond)
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}
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// ClickAt moves to position and clicks.
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func (m *MouseController) ClickAt(pos image.Point) {
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jittered := m.humanizer.JitterPosition(pos)
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m.MoveTo(jittered)
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m.Click()
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}
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// RightClick performs a right mouse click.
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func (m *MouseController) RightClick() {
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m.humanizer.Wait()
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holdMs := 50 + rand.Intn(80)
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time.Sleep(time.Duration(holdMs) * time.Millisecond)
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}
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// GetPosition returns current mouse position.
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func (m *MouseController) GetPosition() image.Point {
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// TODO: Platform-specific implementation
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return image.Point{}
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}
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func (m *MouseController) setPosition(p image.Point) {
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// TODO: Platform-specific implementation
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}
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// bezierPath generates a cubic Bézier curve with randomized control points.
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func (m *MouseController) bezierPath(start, end image.Point) [4]image.Point {
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dx := float64(end.X - start.X)
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dy := float64(end.Y - start.Y)
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// Randomize control points for natural curvature
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cp1 := image.Point{
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X: start.X + int(dx*0.25+rand.Float64()*50-25),
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Y: start.Y + int(dy*0.25+rand.Float64()*50-25),
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}
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cp2 := image.Point{
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X: start.X + int(dx*0.75+rand.Float64()*50-25),
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Y: start.Y + int(dy*0.75+rand.Float64()*50-25),
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}
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return [4]image.Point{start, cp1, cp2, end}
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}
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// evalBezier evaluates a cubic Bézier curve at parameter t.
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func (m *MouseController) evalBezier(pts [4]image.Point, t float64) image.Point {
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u := 1 - t
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return image.Point{
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X: int(u*u*u*float64(pts[0].X) + 3*u*u*t*float64(pts[1].X) + 3*u*t*t*float64(pts[2].X) + t*t*t*float64(pts[3].X)),
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Y: int(u*u*u*float64(pts[0].Y) + 3*u*u*t*float64(pts[1].Y) + 3*u*t*t*float64(pts[2].Y) + t*t*t*float64(pts[3].Y)),
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}
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}
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// easeInOut applies ease-in-out for natural mouse acceleration.
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func (m *MouseController) easeInOut(t float64) float64 {
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return t * t * (3 - 2*t)
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}
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func (m *MouseController) pathLength(pts [4]image.Point) float64 {
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length := 0.0
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prev := pts[0]
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for i := 1; i <= 20; i++ {
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t := float64(i) / 20.0
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p := m.evalBezier(pts, t)
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dx := float64(p.X - prev.X)
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dy := float64(p.Y - prev.Y)
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length += math.Sqrt(dx*dx + dy*dy)
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prev = p
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}
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return length
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}
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// KeyboardController handles human-like keyboard input.
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type KeyboardController struct {
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humanizer *Humanizer
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}
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// NewKeyboardController creates a keyboard controller.
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func NewKeyboardController(h *Humanizer) *KeyboardController {
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return &KeyboardController{humanizer: h}
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}
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// PressKey presses and releases a key with human-like timing.
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func (k *KeyboardController) PressKey(key string) {
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k.humanizer.Wait()
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// TODO: Platform-specific key press
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holdMs := 30 + rand.Intn(70)
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time.Sleep(time.Duration(holdMs) * time.Millisecond)
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}
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// TypeText types text with randomized inter-key delays.
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func (k *KeyboardController) TypeText(text string) {
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for _, ch := range text {
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k.PressKey(string(ch))
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delay := 30 + rand.Intn(120) // 30-150ms between keys
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time.Sleep(time.Duration(delay) * time.Millisecond)
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}
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}
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// HoldKey holds a key down for a duration.
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func (k *KeyboardController) HoldKey(key string, durationMs int) {
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// TODO: Platform-specific key down/up
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variance := rand.Intn(durationMs / 5)
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time.Sleep(time.Duration(durationMs+variance) * time.Millisecond)
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}
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