diff --git a/CHANGELOG.md b/CHANGELOG.md
index 3ce8a1c..2fca3d7 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -11,11 +11,21 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Loop mode: `-l` / `--loop` (and the `loop` config key) keep the mouse
moving after a sweep is triggered until real user activity is detected,
instead of firing a single sweep. In loop mode the cursor is never restored
- between iterations and every pattern's bounds policy is forced to `reflect`,
- so `line` and `diagonal` bounce edge-to-edge across the screen (a
- roaming-DVD effect) rather than stopping at the first edge. Patterns with a
- finite path (`jitter`, `walk`, `arc`, `figureEight`) chain that path cycle
- after cycle. Interruption remains mouse-movement only.
+ between iterations, so `line` and `diagonal` bounce edge-to-edge across the
+ screen (a roaming-DVD effect) rather than stopping at the first edge.
+ Patterns with a finite path (`jitter`, `walk`, `arc`, `figureEight`) chain
+ that path cycle after cycle. Interruption remains mouse-movement only.
+
+### Changed
+- Simplified on-screen confinement to a single policy: the executor now
+ reflects every pattern's out-of-range coordinates back inside the screen.
+ The `abort` and `clamp` bounds policies (and the per-strategy `bounds`
+ field) were removed. `abort` truncated a sweep at the first edge and `clamp`
+ could park the cursor against an edge — both counter to keeping the cursor
+ moving — while `reflect` bounces and keeps going. Behavior is unchanged for
+ every pattern at normal cursor positions; the only differences are at a
+ screen edge, where motion now bounces instead of stopping. No config keys,
+ flags, or pattern names changed.
## [1.3.3] - 2026-08-17
diff --git a/README.md b/README.md
index 7d3e73d..d02ee96 100644
--- a/README.md
+++ b/README.md
@@ -121,7 +121,7 @@ Options:
One of: line, diagonal, jitter, walk, arc,
figureEight. Each pattern defines its own
size and speed.
- -V, --verbose Log every sweep, interrupt, and bounds event
+ -V, --verbose Log every sweep and interrupt
(default prints only the startup banner).
-l, --loop Loop mode: once a sweep is triggered,
keep moving until you move the mouse (or
@@ -138,8 +138,8 @@ internally.
Logging is **quiet by default**: only the startup banner ("Teams Status
Keeper started…") and any error from an unhandled rejection print on a
-default run. `-V` / `--verbose` opens up per-sweep, user-interrupt, and
-out-of-bounds events.
+default run. `-V` / `--verbose` opens up per-sweep and user-interrupt
+events.
Invalid input (unknown flag, missing value, non-positive number) prints an
error to `stderr` and exits with code `2`.
@@ -244,12 +244,12 @@ move --pattern diagonal --loop # roaming-DVD bounce around the screen
move --pattern figureEight --loop # traces the eight over and over
```
-In loop mode the cursor is never restored between iterations, and every
-pattern's bounds policy is forced to `reflect`, so `line` and `diagonal`
-bounce edge-to-edge across the whole screen instead of ending at the first
-edge. Interruption is detected via mouse movement only — there is no
-keyboard hook — so if you resume by typing without touching the mouse, the
-cursor keeps cycling until you nudge it or stop the process.
+In loop mode the cursor is never restored between iterations, so `line` and
+`diagonal` bounce edge-to-edge across the whole screen (the executor keeps
+every pattern on-screen by reflecting off the edges) instead of ending at
+the first edge. Interruption is detected via mouse movement only — there is
+no keyboard hook — so if you resume by typing without touching the mouse,
+the cursor keeps cycling until you nudge it or stop the process.
### Known limitation: `verbose` and `loop` can be turned on but not off from the CLI
@@ -289,8 +289,8 @@ and everything but the raw nut.js call is unit-testable:
of target points given a start, screen size, config, and RNG — plus the
registry and name validation. Adding a pattern is one pure function.
- `src/executor.ts` is the single `executePath` driver: it rounds targets,
- applies the strategy's bounds policy, paces steps, detects real-user
- interruption, and restores the cursor on a clean sweep.
+ reflects any off-screen coordinate back inside, paces steps, detects
+ real-user interruption, and restores the cursor on a clean sweep.
Defaults live in `src/config.ts` as `DEFAULT_CONFIG`:
@@ -321,8 +321,8 @@ to milliseconds before handing the resolved `Config` to `runKeeper`.
up `config.pattern` in the strategy registry, and builds a `MoveContext`.
2. It hands the strategy and context to `executePath`, which drives the
sweep. For each target the strategy yields:
- - Round to whole pixels and apply the strategy's bounds policy
- (`abort` / `clamp` / `reflect`) to keep it on-screen.
+ - Round to whole pixels and reflect any off-screen coordinate back inside
+ the travel range, so the cursor bounces off the edges and keeps moving.
- Move the cursor there, sleep `config.stepDelay`.
- Re-read the cursor. If it isn't at the point we *just commanded*, the
user moved it — log (when `--verbose`) and return early without
@@ -335,37 +335,40 @@ In loop mode (`--loop`) step 2 repeats until the user interrupts: a
pattern with an infinite `loopPath` (`line`, `diagonal`) runs that single
never-ending path, while the others chain their finite path cycle after
cycle. The restore in step 3 is skipped so successive cycles flow from where
-the last left off, and the bounds policy is forced to `reflect` for every
-pattern so edge-seeking motion bounces instead of stopping.
+the last left off.
Comparing against the last commanded (rounded) point — not the strategy's
ideal, possibly fractional target — is what lets curved and stochastic
patterns run without every rounded step looking like user activity. The
-comparison also allows a small (2px) tolerance, and the `clamp`/`reflect`
-patterns stay a couple of pixels off the screen edge, so sub-pixel cursor
-placement on scaled or multi-monitor displays isn't misread as the user
-grabbing the mouse. `line` uses the `abort` policy and is unaffected.
+comparison also allows a small (2px) tolerance, and the travel range stays a
+couple of pixels off the screen edge, so sub-pixel cursor placement on scaled
+or multi-monitor displays isn't misread as the user grabbing the mouse.
### Movement strategies
`config.pattern` selects one of the generators in `src/strategies.ts`:
-| Name | Motion | Steps | Size | Bounds |
-| ------------- | ------------------------------------------------------------- | ----- | -------- | --------- |
-| `line` | Straight horizontal sweep (the original behavior). | 250 | 250px | `abort` |
-| `diagonal` | Straight line on both axes toward the roomiest corner. | 250 | 250px/axis | `clamp` |
-| `jitter` | Small random hops within a tight radius of the start. | 80 | 30px radius | `clamp` |
-| `walk` | Cumulative random walk; bounces off the screen edges. | 200 | ±4px/step | `reflect` |
-| `arc` | Smooth quadratic-Bézier curve to a random on-screen point. | 120 | ~300px | `clamp` |
-| `figureEight` | Traces a figure-eight (lemniscate) and returns to the start. | 90 | ~250px wide | `clamp` |
+| Name | Motion | Steps | Size |
+| ------------- | ------------------------------------------------------------- | ----- | ----------- |
+| `line` | Straight horizontal sweep (the original behavior). | 250 | 250px |
+| `diagonal` | Straight line on both axes toward the roomiest corner. | 250 | 250px/axis |
+| `jitter` | Small random hops within a tight radius of the start. | 80 | 30px radius |
+| `walk` | Cumulative random walk; bounces off the screen edges. | 200 | ±4px/step |
+| `arc` | Smooth quadratic-Bézier curve to a random on-screen point. | 120 | ~300px |
+| `figureEight` | Traces a figure-eight (lemniscate) and returns to the start. | 90 | ~250px wide |
+
+Every pattern is kept on-screen the same way: the executor reflects any
+coordinate that would fall past a screen edge back inside, so motion bounces
+instead of stopping. Strategies therefore never bound their own output —
+they emit ideal geometry and let the executor confine it.
Each pattern owns its geometry — how many steps it takes and how far it
reaches — as constants in `src/strategies.ts`. Those are properties of the
pattern, not user preferences, so there is no knob for sweep size or step
count; `stepDelay` (the per-step pause) is the only pacing lever, and it
scales every pattern's total duration. To add a pattern, write one pure
-generator and register it — the executor supplies bounds, pacing, interrupt,
-and restore for free.
+generator and register it — the executor supplies on-screen reflection,
+pacing, interrupt, and restore for free.
### Why `mouse.config.autoDelayMs = 0`
@@ -421,7 +424,7 @@ move --help
| `src/keeper.ts` | Idle-watch loop + per-sweep glue (selects a strategy, calls the executor). |
| `src/device.ts` | `Device` I/O seam over nut.js (`Point`, `createNutDevice`); the only nut.js importer. |
| `src/strategies.ts` | Pure movement-pattern generators, the strategy registry, and name validation. |
-| `src/executor.ts` | `executePath` driver: bounds policy, pacing, interrupt detection, restore. |
+| `src/executor.ts` | `executePath` driver: on-screen reflection, pacing, interrupt detection, restore. |
| `docs/execution-happy-path.md` | Sequence diagram + invariants for a clean sweep. |
| `package.json` | Bun project manifest. Single runtime dep: `@nut-tree-fork/nut-js`. |
| `tsconfig.json` | Strict TypeScript config tuned for Bun (ESNext, bundler resolution). |
diff --git a/docs/execution-happy-path.md b/docs/execution-happy-path.md
index dbe48f7..9aa67af 100644
--- a/docs/execution-happy-path.md
+++ b/docs/execution-happy-path.md
@@ -38,12 +38,12 @@ sequenceDiagram
end
Keeper->>Sim: simulateActivity(config, log, dev)
- Sim->>Dev: getPosition()
- Dev-->>Sim: start
Sim->>Dev: width()
Dev-->>Sim: width
Sim->>Dev: height()
Dev-->>Sim: height
+ Sim->>Dev: getPosition()
+ Dev-->>Sim: start
Note over Sim: strategy = STRATEGIES[config.pattern]
ctx = { start, width, height, rng }
Sim->>Exec: executePath(strategy, ctx, dev, log, config)
@@ -51,7 +51,7 @@ sequenceDiagram
Strat-->>Exec: iterable of Points
loop for each target point (clean run)
- Exec->>Exec: resolveTarget(bounds, target) → point
+ Exec->>Exec: resolveTarget(target) → point (reflected on-screen)
Exec->>Dev: setPosition(point)
Exec->>Dev: sleep(stepDelay)
Exec->>Dev: getPosition()
@@ -86,3 +86,18 @@ sequenceDiagram
follow-up `getPosition()` in `runKeeper` re-syncs `lastPos` to the origin as
a no-op, and the next idle check sees no net movement (so the synthetic
sweep is never mistaken for the user returning).
+- **On-screen confinement is uniform.** `resolveTarget` reflects any
+ coordinate past a screen edge back inside the travel range — the sole,
+ per-pattern-independent policy. A strategy emits ideal geometry and never
+ bounds its own output.
+
+## Loop mode (`--loop`)
+
+This diagram is the single-sweep path (`config.loop === false`). Under
+`--loop`, `simulateActivity` instead repeats the step loop until the user
+interrupts: a pattern with an infinite `loopPath` (`line`, `diagonal`) runs
+that one never-ending path, while the others chain their finite `path` cycle
+after cycle, re-reading the cursor as the next `start` each time. The restore
+in the final step is skipped (`restore: false`), so successive cycles flow
+from where the last left off. Everything else — reflection, pacing, and the
+per-step interrupt check — is identical to the sweep traced above.
diff --git a/src/cli.ts b/src/cli.ts
index bd4eb26..a41e3c9 100644
--- a/src/cli.ts
+++ b/src/cli.ts
@@ -17,7 +17,7 @@
* -c, --check-interval Cursor poll cadence (seconds).
* -d, --step-delay Pause between synthetic steps (ms).
* -p, --pattern Movement strategy name (see strategies.ts).
- * -V, --verbose Enable per-sweep / interrupt / bounds logging.
+ * -V, --verbose Enable per-sweep / interrupt logging.
* (`-V` capital because `-v` is `--version`.)
* -l, --loop Loop mode: once triggered, keep moving
* until the user moves the mouse (or Ctrl+C).
@@ -180,7 +180,7 @@ Options:
-p, --pattern Movement strategy. Default: ${DEFAULT_CONFIG.pattern}.
One of: ${PATTERN_NAMES.join(", ")}.
Each pattern defines its own size and speed.
- -V, --verbose Log every sweep, interrupt, and bounds event
+ -V, --verbose Log every sweep and interrupt
(default prints only the startup banner).
-l, --loop Loop mode: once a sweep is triggered,
keep moving until you move the mouse (or
diff --git a/src/config.ts b/src/config.ts
index 6854dc0..3831c3b 100644
--- a/src/config.ts
+++ b/src/config.ts
@@ -45,8 +45,8 @@ import seedRaw from "../scripts/config.default.json" with { type: "json" };
* - `pattern` — name of the movement strategy to use (see
* `strategies.ts`; e.g. `line`, `walk`, `arc`). Each
* pattern owns its own size and step count.
- * - `verbose` — whether per-sweep / interrupt / bounds events are
- * logged. The startup banner is always printed.
+ * - `verbose` — whether per-sweep / interrupt events are logged. The
+ * startup banner is always printed.
* - `loop` — loop mode: once a sweep is triggered, keep
* repeating the movement until the user moves the mouse
* (or Ctrl+C), rather than firing a single sweep. See
diff --git a/src/executor.ts b/src/executor.ts
index 17c68a5..d83c309 100644
--- a/src/executor.ts
+++ b/src/executor.ts
@@ -7,13 +7,13 @@
* *everything else* about carrying a sweep out against a `Device`:
*
* - round each ideal target to whole pixels,
- * - keep it on-screen per the strategy's `BoundsPolicy`,
+ * - keep it on-screen by reflecting coordinates that fall past an edge,
* - command the cursor and pace it with `stepDelay`,
* - detect real-user interruption after each step,
* - restore the cursor to the origin on a clean run.
*
* Writing this once means new patterns inherit correct real-user-wins,
- * bounds, and restore semantics for free. It's pure with respect to I/O —
+ * on-screen, and restore semantics for free. It's pure with respect to I/O —
* all side effects go through the injected `Device`, so it's unit-testable
* with a fake.
*
@@ -25,7 +25,7 @@
import type { Config } from "./config.ts";
import type { Device, Point } from "./device.ts";
-import type { BoundsPolicy, MoveContext, MovementStrategy } from "./strategies.ts";
+import type { MoveContext, MovementStrategy } from "./strategies.ts";
/**
* Minimal log surface used by the executor and the keeper loop.
@@ -41,11 +41,10 @@ export interface Logger {
/**
* How a sweep ended:
* - `completed` — full path ran and the cursor was restored to start.
- * - `interrupted` — real user activity detected mid-sweep; aborted without
- * snapping back.
- * - `aborted` — an `abort`-policy target went out of bounds.
+ * - `interrupted` — real user activity detected mid-sweep; the sweep stopped
+ * without snapping back.
*/
-export type SweepOutcome = "completed" | "interrupted" | "aborted";
+export type SweepOutcome = "completed" | "interrupted";
/**
* Per-call knobs for `executePath`. All optional; the defaults reproduce the
@@ -56,11 +55,6 @@ export type SweepOutcome = "completed" | "interrupted" | "aborted";
* 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
@@ -68,7 +62,6 @@ export type SweepOutcome = "completed" | "interrupted" | "aborted";
*/
export interface ExecuteOptions {
readonly restore?: boolean;
- readonly bounds?: BoundsPolicy;
readonly loop?: boolean;
}
@@ -81,20 +74,17 @@ export interface ExecuteOptions {
const READBACK_TOLERANCE: number = 2;
/**
- * Pixels to inset the `clamp` / `reflect` travel range from each screen edge.
- * Keeps edge-seeking patterns off the literal first/last pixel, where DPI
- * scaling and multi-monitor boundaries most often make the OS place the
- * cursor a hair off what we commanded (which the readback check would then
- * misread as the user). `abort` (used by `line`) is deliberately left on the
- * full `[0, max - 1]` range, so its behavior is unchanged.
+ * Pixels to inset the travel range from each screen edge. Keeps edge-seeking
+ * patterns off the literal first/last pixel, where DPI scaling and
+ * multi-monitor boundaries most often make the OS place the cursor a hair off
+ * what we commanded (which the readback check would then misread as the user).
*/
const EDGE_MARGIN: number = 2;
/**
- * The inclusive `[lo, hi]` integer range an axis of length `max` may travel
- * under the `clamp` / `reflect` policies: `[0, max - 1]` inset by
- * `EDGE_MARGIN` on each side. Screens too small to inset fall back to the
- * full range so the math never inverts.
+ * The inclusive `[lo, hi]` integer range an axis of length `max` may travel:
+ * `[0, max - 1]` inset by `EDGE_MARGIN` on each side. Screens too small to
+ * inset fall back to the full range so the math never inverts.
*/
function travelRange(max: number): { lo: number; hi: number } {
const hiEdge: number = max - 1;
@@ -102,18 +92,11 @@ function travelRange(max: number): { lo: number; hi: number } {
return { lo: EDGE_MARGIN, hi: hiEdge - EDGE_MARGIN };
}
-/** Round to whole pixels and clamp into the inset travel range for `max`. */
-function clampInt(v: number, max: number): number {
- const { lo, hi } = travelRange(max);
- const r: number = Math.round(v);
- if (r < lo) return lo;
- if (r > hi) return hi;
- return r;
-}
-
/**
* Mirror `v` into the inset travel range for `max` as a triangle wave, so
- * values past an edge bounce back inside instead of clamping flat against it.
+ * values past an edge bounce back inside instead of running off it. This is
+ * the sole on-screen policy: a coordinate that overshoots an edge reflects
+ * back in, so a pattern keeps moving instead of parking against the boundary.
*/
function reflectInt(v: number, max: number): number {
const { lo, hi } = travelRange(max);
@@ -125,27 +108,11 @@ function reflectInt(v: number, max: number): number {
}
/**
- * Resolve a strategy's ideal target to an on-screen integer pixel under the
- * given policy. Returns `null` when policy is `abort` and the (rounded)
- * target lies outside the screen — the signal to stop the sweep.
+ * Resolve a strategy's ideal (possibly fractional, possibly off-screen) target
+ * to an on-screen integer pixel by reflecting each axis into its travel range.
*/
-function resolveTarget(
- policy: BoundsPolicy,
- p: Point,
- width: number,
- height: number,
-): Point | null {
- if (policy === "reflect") {
- return { x: reflectInt(p.x, width), y: reflectInt(p.y, height) };
- }
- if (policy === "clamp") {
- return { x: clampInt(p.x, width), y: clampInt(p.y, height) };
- }
- // abort: round, then reject anything off-screen.
- const x: number = Math.round(p.x);
- const y: number = Math.round(p.y);
- if (x < 0 || x >= width || y < 0 || y >= height) return null;
- return { x, y };
+function resolveTarget(p: Point, width: number, height: number): Point {
+ return { x: reflectInt(p.x, width), y: reflectInt(p.y, height) };
}
/**
@@ -162,8 +129,8 @@ function timestamp(): string {
* against `device`.
*
* Contract, per step:
- * 1. Resolve the ideal target to an on-screen integer (bounds policy).
- * An `abort`-policy out-of-bounds target ends the sweep (`aborted`).
+ * 1. Resolve the ideal target to an on-screen integer by reflecting it
+ * into the travel range.
* 2. Command the cursor there and sleep `config.stepDelay` — also the
* user's interrupt window.
* 3. Re-read the cursor. If it isn't at the point we just commanded, the
@@ -174,9 +141,8 @@ function timestamp(): string {
* `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
+ * `options` (all optional, see `ExecuteOptions`) let loop mode reuse this
+ * same driver: `loop` selects the strategy's infinite `loopPath`, and
* `restore` suppresses the snap-back. Omitting `options` reproduces the
* original single-sweep contract exactly.
*
@@ -192,18 +158,13 @@ export async function executePath(
options?: ExecuteOptions,
): Promise {
const { start, width, height } = ctx;
- const policy: BoundsPolicy = options?.bounds ?? strategy.bounds;
const path: Iterable =
options?.loop && strategy.loopPath ? strategy.loopPath(ctx) : strategy.path(ctx);
log.event(`Simulating activity (${strategy.name}) at ${timestamp()}...`);
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";
- }
+ const point: Point = resolveTarget(target, width, height);
await device.setPosition(point);
await device.sleep(config.stepDelay);
@@ -213,17 +174,17 @@ export async function executePath(
Math.abs(current.x - point.x) > READBACK_TOLERANCE ||
Math.abs(current.y - point.y) > READBACK_TOLERANCE
) {
- // Cursor isn't where we last put it -> real user activity. Abort
+ // Cursor isn't where we last put it -> real user activity. Stop
// without snapping back, so we don't yank it from under the user.
//
// The comparison allows a small tolerance rather than demanding an
// exact match: on scaled (fractional-DPI) or multi-monitor setups
// the OS can place the cursor a pixel off the coordinate we
- // commanded, and the edge-seeking patterns (clamp/reflect/arc)
- // reach exactly the coordinates where that's most likely. A real
- // user moves far more than a couple of pixels, so this doesn't
- // meaningfully weaken real-user-wins.
- log.event(`User activity detected at ${timestamp()}; aborting simulation.`);
+ // commanded, and edge-seeking patterns reach exactly the
+ // coordinates where that's most likely. A real user moves far more
+ // than a couple of pixels, so this doesn't meaningfully weaken
+ // real-user-wins.
+ log.event(`User activity detected at ${timestamp()}; stopping simulation.`);
return "interrupted";
}
}
diff --git a/src/keeper.ts b/src/keeper.ts
index 7d3448f..b09fb06 100644
--- a/src/keeper.ts
+++ b/src/keeper.ts
@@ -8,8 +8,8 @@
* the interesting parts stay testable:
* - `device.ts` — the nut.js I/O boundary (injected here).
* - `strategies.ts` — pure "where to move" pattern generators.
- * - `executor.ts` — the "how to move" driver (bounds, timing,
- * interrupt detection, restore).
+ * - `executor.ts` — the "how to move" driver (on-screen reflection,
+ * timing, interrupt detection, restore).
*
* `runKeeper` takes an optional `Device` so tests can drive the loop with a
* fake; production supplies the nut.js device. Importing this module is
@@ -18,9 +18,9 @@
* Logging policy:
* - The startup banner in `runKeeper` is unconditional so the user always
* sees the process is alive.
- * - Per-sweep / interrupt / bounds lines are gated by `config.verbose`
- * (see `makeLogger`). Errors stay on `console.error`, raised by the
- * entry point on unhandled rejection.
+ * - Per-sweep / interrupt lines are gated by `config.verbose` (see
+ * `makeLogger`). Errors stay on `console.error`, raised by the entry
+ * point on unhandled rejection.
*/
import { createNutDevice, type Device, type Point } from "./device.ts";
@@ -55,19 +55,16 @@ function makeLogger(verbose: boolean): Logger {
* at the CLI / config-file boundary should prevent that from ever happening.
*
* Single-sweep mode (`config.loop === false`) runs exactly one sweep via
- * `executePath`, which owns bounds, pacing, interrupt detection, and
- * restore-on-clean — unchanged from before loop mode existed.
+ * `executePath`, which owns on-screen reflection, pacing, interrupt
+ * detection, and restore-on-clean — unchanged from before loop mode existed.
*
* Loop mode (`config.loop === true`) keeps the cursor moving until the
- * user moves the mouse (or Ctrl+C). Two things change for every pattern:
- * the cursor is never restored between iterations (`restore: false`), and the
- * bounds policy is forced to `reflect` so edge-seeking paths bounce off the
- * screen instead of aborting (`line`) or sticking in a corner (`clamp`).
- * Patterns that define an infinite `loopPath` (`line`, `diagonal`) run it once
- * and are stopped only by interruption; the rest have their finite `path`
- * chained, re-read from the cursor's current position each cycle. Per-cycle
- * event logs are suppressed to avoid unbounded output — one line brackets the
- * run at each end.
+ * user moves the mouse (or Ctrl+C). The cursor is never restored between
+ * iterations (`restore: false`). Patterns that define an infinite `loopPath`
+ * (`line`, `diagonal`) run it once and are stopped only by interruption; the
+ * rest have their finite `path` chained, re-read from the cursor's current
+ * position each cycle. Per-cycle event logs are suppressed to avoid unbounded
+ * output — one line brackets the run at each end.
*/
async function simulateActivity(config: Config, log: Logger, device: Device): Promise {
const width: number = await device.width();
@@ -83,7 +80,7 @@ async function simulateActivity(config: Config, log: Logger, device: Device): Pr
log.event(`Loop mode (${strategy.name}); repeating until you move the mouse.`);
const cycleLog: Logger = { info: log.info, event: (): void => {} };
- const loopOpts = { restore: false, bounds: "reflect" as const, loop: true };
+ const loopOpts = { restore: false, loop: true };
let cycles = 0;
let outcome: SweepOutcome;
diff --git a/src/strategies.ts b/src/strategies.ts
index 427ddf3..c976a17 100644
--- a/src/strategies.ts
+++ b/src/strategies.ts
@@ -10,9 +10,10 @@
* add (write one pure generator) and trivial to test (feed a deterministic
* `rng`, assert the emitted points).
*
- * Coordinates emitted here may be fractional; the executor rounds to whole
- * pixels before commanding the cursor and applies the strategy's declared
- * `BoundsPolicy` to keep everything on-screen.
+ * Coordinates emitted here may be fractional and may fall past a screen
+ * edge; the executor rounds to whole pixels and reflects any out-of-range
+ * coordinate back inside, so a pattern bounces off the edges and keeps
+ * moving. Strategies never need to bound their own output.
*
* Each pattern owns its own geometry — how many steps it takes, how far it
* reaches, how tight its radius is — as module-private constants below. Those
@@ -25,19 +26,6 @@
import type { Point } from "./device.ts";
-/**
- * How the executor keeps a strategy's targets on-screen:
- *
- * - `abort` — stop the sweep the moment a target falls out of bounds.
- * Used by `line`, whose direction is chosen so this never
- * actually fires; preserves the original straight-line
- * semantics exactly.
- * - `clamp` — pin each out-of-bounds coordinate to the nearest edge.
- * - `reflect` — mirror out-of-bounds coordinates back inside, so a roaming
- * pattern bounces off the screen edges instead of sticking.
- */
-export type BoundsPolicy = "abort" | "clamp" | "reflect";
-
/**
* Everything a strategy needs to generate a path. Screen dimensions and the
* start point are snapshotted per sweep by the caller; `rng` is injected so
@@ -59,7 +47,6 @@ export interface MoveContext {
*
* - `name` — registry key, also the value accepted by `--pattern` / the
* `pattern` config key.
- * - `bounds` — how the executor confines this pattern to the screen.
* - `path` — pure generator of ideal (possibly fractional) targets,
* emitted in visiting order. Should not re-emit `start`.
* - `loopPath` — optional infinite variant for loop mode (`--loop`).
@@ -68,23 +55,26 @@ export interface MoveContext {
* direction from the cursor's position every cycle, so chained
* repetition oscillates in a band near an edge instead of
* crossing the screen. An infinite generator picks its
- * direction once and ramps forever; the executor's `reflect`
- * policy (forced on in loop mode) folds the monotonic ramp
- * into an edge-to-edge bounce. Absent this, loop mode simply
- * chains `path` — correct for patterns whose finite path is a
- * self-contained cyclic unit (`jitter`, `walk`, `arc`,
- * `figureEight`). The executor stops either kind on real user
- * activity; an infinite `loopPath` therefore only ever ends
- * by interruption.
+ * direction once and ramps forever; the executor reflects the
+ * monotonic ramp into an edge-to-edge bounce. Absent this,
+ * loop mode simply chains `path` — correct for patterns whose
+ * finite path is a self-contained cyclic unit (`jitter`,
+ * `walk`, `arc`, `figureEight`). The executor stops either
+ * kind on real user activity; an infinite `loopPath` therefore
+ * only ever ends by interruption.
*/
export interface MovementStrategy {
readonly name: string;
- readonly bounds: BoundsPolicy;
path(ctx: MoveContext): Iterable;
loopPath?(ctx: MoveContext): Iterable;
}
-/** Clamp `v` into the inclusive pixel range `[0, max - 1]`. */
+/**
+ * Clamp `v` into the inclusive pixel range `[0, max - 1]`. This is a geometry
+ * helper for `arc` (choosing a well-formed on-screen endpoint and control
+ * point), NOT an on-screen bounds policy — the executor keeps every commanded
+ * point on-screen by reflecting, uniformly for all patterns.
+ */
function clamp(v: number, max: number): number {
if (v < 0) return 0;
if (v > max - 1) return max - 1;
@@ -97,20 +87,20 @@ function clamp(v: number, max: number): number {
* Pick a horizontal direction that keeps the sweep on-screen (right if
* there's room, else left) and walk `LINE_STEPS` single-pixel steps with no
* vertical movement. 250 one-pixel steps is byte-for-byte the sweep the
- * keeper produced before movement patterns existed, which is why its bounds
- * policy is `abort` (the direction choice guarantees it never triggers).
+ * keeper produced before movement patterns existed. The direction choice
+ * keeps the finite sweep on-screen, so the executor's reflection never
+ * actually engages for it.
*
- * In loop mode `loopPath` ramps x in one direction forever (loop mode
- * forces `reflect`, so the direction never matters and the ramp bounces edge
- * to edge). `LINE_LOOP_STEP` is several pixels per step rather than one so a
- * screen crossing takes seconds, not minutes, at the default cadence.
+ * In loop mode `loopPath` ramps x in one direction forever; the direction
+ * never matters because the executor reflects the ramp edge to edge.
+ * `LINE_LOOP_STEP` is several pixels per step rather than one so a screen
+ * crossing takes seconds, not minutes, at the default cadence.
*/
const LINE_STEPS = 250;
const LINE_LOOP_STEP = 4;
export const line: MovementStrategy = {
name: "line",
- bounds: "abort",
*path(ctx: MoveContext): Generator {
const { start, width } = ctx;
const dx: number = start.x + LINE_STEPS < width ? 1 : -1;
@@ -134,18 +124,16 @@ export const line: MovementStrategy = {
* roomiest corner and stays on-screen. 250 single-pixel steps per axis
* (≈250px reach), matching `line`'s magnitude.
*
- * In loop mode `loopPath` ramps both axes forever under the forced
- * `reflect` policy. Because the x and y travel ranges have different spans,
- * their triangle waves have different periods, so the path precesses across
- * the whole screen — the roaming-DVD bounce — rather than retracing one 45°
- * line.
+ * In loop mode `loopPath` ramps both axes forever, and the executor reflects
+ * them. Because the x and y travel ranges have different spans, their
+ * triangle waves have different periods, so the path precesses across the
+ * whole screen — the roaming-DVD bounce — rather than retracing one 45° line.
*/
const DIAGONAL_STEPS = 250;
const DIAGONAL_LOOP_STEP = 4;
export const diagonal: MovementStrategy = {
name: "diagonal",
- bounds: "clamp",
*path(ctx: MoveContext): Generator {
const { start, width, height } = ctx;
const dx: number = start.x + DIAGONAL_STEPS < width ? 1 : -1;
@@ -178,7 +166,6 @@ const JITTER_RADIUS = 30;
export const jitter: MovementStrategy = {
name: "jitter",
- bounds: "clamp",
*path(ctx: MoveContext): Generator {
const { start, rng } = ctx;
for (let i = 1; i <= JITTER_STEPS; i++) {
@@ -194,15 +181,14 @@ export const jitter: MovementStrategy = {
* per-axis delta in `[-WALK_STEP, +WALK_STEP]`. The per-step magnitude is
* deliberately several pixels so the walk actually roams — a ±1px walk over
* this many steps would drift only ~√N pixels net. The generator lets the
- * position drift freely; the executor's `reflect` policy mirrors it back
- * on-screen, so the cursor bounces off the edges instead of escaping.
+ * position drift freely; the executor mirrors it back on-screen, so the
+ * cursor bounces off the edges instead of escaping.
*/
const WALK_STEPS = 200;
const WALK_STEP = 4;
export const walk: MovementStrategy = {
name: "walk",
- bounds: "reflect",
*path(ctx: MoveContext): Generator {
const { start, rng } = ctx;
let x: number = start.x;
@@ -226,7 +212,6 @@ const ARC_REACH = 300;
export const arc: MovementStrategy = {
name: "arc",
- bounds: "clamp",
*path(ctx: MoveContext): Generator {
const { start, width, height, rng } = ctx;
@@ -268,7 +253,6 @@ const FIG8_AMP = 125;
export const figureEight: MovementStrategy = {
name: "figureEight",
- bounds: "clamp",
*path(ctx: MoveContext): Generator {
const { start } = ctx;
for (let i = 1; i <= FIG8_STEPS; i++) {
diff --git a/tests/executor.test.ts b/tests/executor.test.ts
index a784441..14e58e0 100644
--- a/tests/executor.test.ts
+++ b/tests/executor.test.ts
@@ -2,9 +2,9 @@
* executor.test.ts
* ----------------
* Unit tests for the execution driver against a fake `Device`. Covers the
- * three sweep outcomes, all three bounds policies, the rounding/interrupt
- * contract, and step pacing — none of which was testable before the device
- * seam existed.
+ * two sweep outcomes, on-screen reflection, the rounding/interrupt contract,
+ * step pacing, and the loop/restore options — none of which was testable
+ * before the device seam existed.
*/
import { describe, expect, test } from "bun:test";
@@ -13,7 +13,7 @@ import { DEFAULT_CONFIG } from "../src/config.ts";
import type { Config } from "../src/config.ts";
import type { Device, Point } from "../src/device.ts";
import { executePath, type Logger } from "../src/executor.ts";
-import type { BoundsPolicy, MoveContext, MovementStrategy } from "../src/strategies.ts";
+import type { MoveContext, MovementStrategy } from "../src/strategies.ts";
const noopLog: Logger = { info: (): void => {}, event: (): void => {} };
@@ -50,11 +50,10 @@ class FakeDevice implements Device {
}
}
-/** A strategy that emits a fixed list of points under a chosen bounds policy. */
-function fixed(points: Point[], bounds: BoundsPolicy): MovementStrategy {
+/** A strategy that emits a fixed list of points. */
+function fixed(points: Point[]): MovementStrategy {
return {
name: "fixed",
- bounds,
*path(): Generator {
yield* points;
},
@@ -79,7 +78,7 @@ describe("executePath — outcomes", () => {
{ x: 502, y: 500 },
{ x: 503, y: 500 },
];
- const outcome = await executePath(fixed(pts, "clamp"), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
+ const outcome = await executePath(fixed(pts), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
expect(outcome).toBe("completed");
// 3 steps + 1 restore.
expect(dev.commanded).toEqual([...pts, start]);
@@ -95,42 +94,56 @@ describe("executePath — outcomes", () => {
];
// 2nd getPosition call reports the user elsewhere.
dev.overrides.set(2, { x: 9, y: 9 });
- const outcome = await executePath(fixed(pts, "clamp"), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
+ const outcome = await executePath(fixed(pts), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
expect(outcome).toBe("interrupted");
// Commanded points 1 and 2 only; never restored to start.
expect(dev.commanded).toEqual([pts[0]!, pts[1]!]);
expect(dev.commanded.at(-1)).not.toEqual(start);
});
-
- test("abort policy stops before commanding an out-of-bounds point", async () => {
- const dev = new FakeDevice(100, 100);
- const pts = [{ x: 150, y: 10 }]; // x >= width
- const outcome = await executePath(fixed(pts, "abort"), ctxOf({ x: 10, y: 10 }, 100, 100), dev, noopLog, cfgOf());
- expect(outcome).toBe("aborted");
- expect(dev.commanded).toEqual([]);
- });
});
-describe("executePath — bounds policies", () => {
- test("clamp pins out-of-bounds coordinates to the inset edges", async () => {
- const dev = new FakeDevice(100, 100);
- const pts = [
- { x: -5, y: 50 },
- { x: 9999, y: 50 },
- ];
- // travelRange(100) is inset by EDGE_MARGIN (2) to [2, 97].
- await executePath(fixed(pts, "clamp"), ctxOf({ x: 50, y: 50 }, 100, 100), dev, noopLog, cfgOf());
- expect(dev.commanded[0]).toEqual({ x: 2, y: 50 });
- expect(dev.commanded[1]).toEqual({ x: 97, y: 50 });
- });
-
- test("reflect mirrors out-of-bounds coordinates back inside the inset range", async () => {
+describe("executePath — on-screen reflection", () => {
+ test("mirrors an out-of-range coordinate back inside the inset range", async () => {
const dev = new FakeDevice(100, 100);
// Inset range [2, 97], span = 95; x=120 -> (120-2)=118, 190-118=72, +2 = 74.
const pts = [{ x: 120, y: 50 }];
- await executePath(fixed(pts, "reflect"), ctxOf({ x: 50, y: 50 }, 100, 100), dev, noopLog, cfgOf());
+ await executePath(fixed(pts), ctxOf({ x: 50, y: 50 }, 100, 100), dev, noopLog, cfgOf());
expect(dev.commanded[0]).toEqual({ x: 74, y: 50 });
});
+
+ test("negative and far-past-edge coordinates both fold inside", async () => {
+ const dev = new FakeDevice(100, 100);
+ // Inset [2, 97]. x=-5 -> reflects to 9; x=99 -> 95 (period 190).
+ const pts = [
+ { x: -5, y: 50 },
+ { x: 99, y: 50 },
+ ];
+ await executePath(fixed(pts), ctxOf({ x: 50, y: 50 }, 100, 100), dev, noopLog, cfgOf());
+ for (const p of dev.commanded.slice(0, 2)) {
+ expect(p.x).toBeGreaterThanOrEqual(2);
+ expect(p.x).toBeLessThanOrEqual(97);
+ }
+ });
+
+ test("a monotonic ramp past an edge keeps moving — never two identical points in a row", async () => {
+ // This is the guarantee that motivated removing `clamp`: a clamp would
+ // pin every over-the-edge point to the same edge pixel, stalling the
+ // cursor. Reflection folds the ramp into a triangle wave, so the cursor
+ // both rises and falls and never repeats a pixel step to step.
+ const dev = new FakeDevice(40, 40);
+ // Ramp x well past the right edge and back's worth of travel.
+ const pts = Array.from({ length: 60 }, (_, i) => ({ x: 10 + i, y: 20 }));
+ await executePath(fixed(pts), ctxOf({ x: 10, y: 20 }, 40, 40), dev, noopLog, cfgOf({ stepDelay: 0 }));
+ const xs = dev.commanded.slice(0, 60).map((p) => p.x);
+ // No stall: consecutive commanded points always differ.
+ for (let i = 1; i < xs.length; i++) {
+ expect(xs[i]).not.toBe(xs[i - 1]);
+ }
+ // It bounced: the ramp both increased and decreased at some point.
+ const rose = xs.some((x, i) => i > 0 && x > xs[i - 1]!);
+ const fell = xs.some((x, i) => i > 0 && x < xs[i - 1]!);
+ expect(rose && fell).toBe(true);
+ });
});
describe("executePath — options", () => {
@@ -142,7 +155,7 @@ describe("executePath — options", () => {
{ x: 502, y: 500 },
];
const outcome = await executePath(
- fixed(pts, "clamp"),
+ fixed(pts),
ctxOf(start, dev.w, dev.h),
dev,
noopLog,
@@ -158,34 +171,15 @@ describe("executePath — options", () => {
const dev = new FakeDevice();
const start = { x: 500, y: 500 };
const pts = [{ x: 501, y: 500 }];
- await executePath(fixed(pts, "clamp"), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
+ await executePath(fixed(pts), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
expect(dev.commanded).toEqual([...pts, start]);
});
- test("bounds override supersedes the strategy's declared policy", async () => {
- const dev = new FakeDevice(100, 100);
- // Declared 'abort' would stop before this out-of-bounds point; the
- // 'reflect' override folds it back inside instead (span [2,97]:
- // x=120 -> 74) and the sweep completes.
- const strat = fixed([{ x: 120, y: 50 }], "abort");
- const outcome = await executePath(
- strat,
- ctxOf({ x: 50, y: 50 }, 100, 100),
- dev,
- noopLog,
- cfgOf(),
- { bounds: "reflect", restore: false },
- );
- expect(outcome).toBe("completed");
- expect(dev.commanded[0]).toEqual({ x: 74, y: 50 });
- });
-
test("loop:true runs loopPath when present, path otherwise", async () => {
const dev = new FakeDevice();
// A strategy whose loopPath differs from its path, both finite here.
const strat: MovementStrategy = {
name: "dual",
- bounds: "clamp",
*path(): Generator {
yield { x: 1, y: 1 };
},
@@ -203,7 +197,7 @@ describe("executePath — options", () => {
test("loop:true falls back to path when the strategy has no loopPath", async () => {
const dev = new FakeDevice();
- const strat = fixed([{ x: 3, y: 3 }], "clamp");
+ const strat = fixed([{ x: 3, y: 3 }]);
await executePath(strat, ctxOf({ x: 0, y: 0 }, dev.w, dev.h), dev, noopLog, cfgOf(), {
loop: true,
restore: false,
@@ -224,7 +218,7 @@ describe("executePath — readback tolerance", () => {
// not the user). 2px is within READBACK_TOLERANCE, so the sweep runs on.
dev.overrides.set(1, { x: 512, y: 501 });
dev.overrides.set(2, { x: 518, y: 499 });
- const outcome = await executePath(fixed(pts, "clamp"), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
+ const outcome = await executePath(fixed(pts), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
expect(outcome).toBe("completed");
expect(dev.commanded).toEqual([...pts, start]);
});
@@ -238,7 +232,7 @@ describe("executePath — readback tolerance", () => {
];
// First readback is 3px off -> exceeds the 2px tolerance -> real user.
dev.overrides.set(1, { x: 513, y: 500 });
- const outcome = await executePath(fixed(pts, "clamp"), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
+ const outcome = await executePath(fixed(pts), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
expect(outcome).toBe("interrupted");
expect(dev.commanded).toEqual([pts[0]!]);
});
@@ -249,7 +243,7 @@ describe("executePath — rounding & pacing", () => {
const dev = new FakeDevice();
const start = { x: 500, y: 500 };
const pts = [{ x: 10.4, y: 20.6 }]; // -> (10, 21)
- const outcome = await executePath(fixed(pts, "clamp"), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
+ const outcome = await executePath(fixed(pts), ctxOf(start, dev.w, dev.h), dev, noopLog, cfgOf());
expect(outcome).toBe("completed");
expect(dev.commanded[0]).toEqual({ x: 10, y: 21 });
});
@@ -260,7 +254,7 @@ describe("executePath — rounding & pacing", () => {
{ x: 501, y: 500 },
{ x: 502, y: 500 },
];
- await executePath(fixed(pts, "clamp"), ctxOf({ x: 500, y: 500 }, dev.w, dev.h), dev, noopLog, cfgOf({ stepDelay: 7 }));
+ await executePath(fixed(pts), ctxOf({ x: 500, y: 500 }, dev.w, dev.h), dev, noopLog, cfgOf({ stepDelay: 7 }));
expect(dev.sleeps).toEqual([7, 7]);
});
});