Add loop mode (--loop): repeat movement until user activity

Introduce a continuous "loop" setting so a triggered sweep keeps the
cursor moving until the user moves the mouse (or Ctrl+C), instead of
firing a single sweep.

- strategies.ts: add optional `loopPath` to MovementStrategy; give `line`
  and `diagonal` infinite loop generators that pick a direction once and
  ramp forever (4px/step). Their finite `path` and declared `bounds` are
  unchanged, so single-sweep behavior is identical.
- executor.ts: add ExecuteOptions { restore?, bounds?, loop? }. Omitting
  options reproduces the original single-sweep contract exactly.
- keeper.ts: in loop mode, run an infinite loopPath once (stopped only by
  interruption) or chain a finite path cycle after cycle; force `reflect`
  bounds for every pattern and suppress the between-cycle restore, so
  line/diagonal bounce edge-to-edge instead of stopping at the first edge.
- config plumbing: new boolean `loop` through config.default.json,
  config.ts, configFile.ts, cli.ts (-l/--loop), and move.ts, mirroring
  the existing `verbose` precedence.
- docs: README loop-mode section + usage/validation updates; CHANGELOG
  Unreleased entry.
- tests: loopPath generators, executor options (bounds override, loop
  selection, restore suppression), config/configFile loop plumbing, and
  keeper-level loop behavior (ramps far vs. bounded single-sweep, chained
  cycles). 79 pass.
This commit is contained in:
2026-08-17 14:36:18 -05:00
parent 1ad724cd33
commit 7e632b3e9d
15 changed files with 397 additions and 31 deletions
+44 -5
View File
@@ -47,6 +47,31 @@ export interface Logger {
*/
export type SweepOutcome = "completed" | "interrupted" | "aborted";
/**
* Per-call knobs for `executePath`. All optional; the defaults reproduce the
* original single-sweep behavior exactly, so every existing caller and test
* is unaffected.
*
* - `restore` — restore the cursor to `ctx.start` after a clean sweep.
* Default `true`. Loop (`--loop`) mode passes `false`:
* chained cycles must not snap back between iterations, and an
* infinite `loopPath` never reaches the restore anyway.
* - `bounds` — override the strategy's declared `BoundsPolicy`. Loop mode
* forces `"reflect"` for every pattern so edge-seeking paths
* bounce off the screen instead of aborting (`line`) or
* sticking in a corner (`clamp`). Absent, the strategy's own
* `bounds` is used, so single-sweep behavior is unchanged.
* - `loop` — prefer the strategy's infinite `loopPath` when it defines
* one. Falls back to `path` when the strategy has no
* `loopPath`, so a plain chained-repeat caller can pass this
* unconditionally.
*/
export interface ExecuteOptions {
readonly restore?: boolean;
readonly bounds?: BoundsPolicy;
readonly loop?: boolean;
}
/**
* Slack, in pixels, allowed between the coordinate we commanded and the one
* we read back before calling it real-user activity. Absorbs the sub-pixel
@@ -145,7 +170,15 @@ function timestamp(): string {
* user moved it: return `interrupted` without restoring.
*
* On a clean run the cursor is restored to `ctx.start` so the next
* idle-check sees no net movement, and `completed` is returned.
* idle-check sees no net movement, and `completed` is returned — unless
* `options.restore === false` (loop mode), in which case the cursor is
* left where the last step put it.
*
* `options` (all optional, see `ExecuteOptions`) let loop mode reuse
* this same driver: `bounds` overrides the strategy's policy (loop mode
* forces `reflect`), `loop` selects the strategy's infinite `loopPath`, and
* `restore` suppresses the snap-back. Omitting `options` reproduces the
* original single-sweep contract exactly.
*
* `config` supplies only the pacing (`stepDelay`); a strategy's geometry is
* entirely self-contained, so the path itself needs nothing from it.
@@ -156,13 +189,17 @@ export async function executePath(
device: Device,
log: Logger,
config: Config,
options?: ExecuteOptions,
): Promise<SweepOutcome> {
const { start, width, height } = ctx;
const policy: BoundsPolicy = options?.bounds ?? strategy.bounds;
const path: Iterable<Point> =
options?.loop && strategy.loopPath ? strategy.loopPath(ctx) : strategy.path(ctx);
log.event(`Simulating activity (${strategy.name}) at ${timestamp()}...`);
for (const target of strategy.path(ctx)) {
const point: Point | null = resolveTarget(strategy.bounds, target, width, height);
for (const target of path) {
const point: Point | null = resolveTarget(policy, target, width, height);
if (point === null) {
log.event(`Out of bounds at ${timestamp()}; aborting simulation.`);
return "aborted";
@@ -191,7 +228,9 @@ export async function executePath(
}
}
await device.setPosition({ x: Math.round(start.x), y: Math.round(start.y) });
log.event("Mouse moved.");
if (options?.restore !== false) {
await device.setPosition({ x: Math.round(start.x), y: Math.round(start.y) });
log.event("Mouse moved.");
}
return "completed";
}