Files
Move/src/strategies.ts
T
nokeo08 ec33648e74 Remove stepCount/stepSize; patterns own their geometry
The stepCount and stepSize knobs were two controls for one quantity users
actually care about (reach), and the number of steps is an implementation
detail nobody meaningfully tunes. Each pattern has a natural size and
resolution — a jitter is inherently small, an arc a broad curve — so those
now live as constants in each strategy rather than as global config.

- strategies.ts: each pattern defines its own step count and size; MoveContext
  drops `config` down to pure geometry (start/width/height/rng), and the
  module no longer imports Config at all (dissolving the type-only-import
  cycle workaround). line stays byte-for-byte: 250 one-pixel steps.
- executor.ts: executePath takes `config` for pacing (stepDelay); the path
  itself needs nothing from it.
- config.ts / cli.ts / move.ts / config.default.json: drop stepCount and
  stepSize from the type, seed, validation, resolver, CLI flags (-n, -s),
  and help. stepDelay stays as the one pacing lever.
- configFile.ts: tolerate the removed keys instead of rejecting them — every
  pre-1.3.0 install seeded stepCount, so a hard "unknown key" failure on
  upgrade is avoided. They're ignored with a one-line stderr notice; genuine
  unknown keys still error.

The -n/--step-count CLI flag (shipped since 1.0.0) is now an unknown option;
config files degrade gracefully, command lines don't. Stays in the unpushed
1.3.0 release. 64 tests pass.
2026-08-14 12:56:22 -05:00

301 lines
11 KiB
TypeScript

/**
* strategies.ts
* -------------
* The movement-pattern seam: pure generators of cursor targets.
*
* A `MovementStrategy` describes *where* the cursor should go, as an
* iterable of ideal `Point`s starting from the sweep's origin. It performs
* no I/O, no timing, and no interrupt handling — that all belongs to the
* executor (`executor.ts`). This split is what makes patterns trivial to
* 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.
*
* 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
* are properties of the pattern, not user preferences: a jitter is inherently
* small and twitchy, an arc inherently a broad curve. There is deliberately
* no user knob for sweep size or step count; the cadence (`stepDelay`) is the
* only tunable, and it lives in the executor, not here. As a result this
* module needs nothing from `Config` and imports only `Point`.
*/
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
* stochastic strategies are deterministic under test.
*/
export interface MoveContext {
/** Cursor position at the start of the sweep. */
readonly start: Point;
/** Primary-screen width in pixels. */
readonly width: number;
/** Primary-screen height in pixels. */
readonly height: number;
/** Uniform [0, 1) source. Defaults to `Math.random`; tests inject a fake. */
readonly rng: () => number;
}
/**
* A named movement pattern.
*
* - `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`.
*/
export interface MovementStrategy {
readonly name: string;
readonly bounds: BoundsPolicy;
path(ctx: MoveContext): Iterable<Point>;
}
/** Clamp `v` into the inclusive pixel range `[0, max - 1]`. */
function clamp(v: number, max: number): number {
if (v < 0) return 0;
if (v > max - 1) return max - 1;
return v;
}
/**
* `line` — the original behavior, preserved exactly.
*
* 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).
*/
const LINE_STEPS = 250;
export const line: MovementStrategy = {
name: "line",
bounds: "abort",
*path(ctx: MoveContext): Generator<Point> {
const { start, width } = ctx;
const dx: number = start.x + LINE_STEPS < width ? 1 : -1;
for (let i = 1; i <= LINE_STEPS; i++) {
yield { x: start.x + i * dx, y: start.y };
}
},
};
/**
* `diagonal` — straight line on both axes at once. Each axis's direction is
* chosen independently by available room, so the sweep heads toward the
* roomiest corner and stays on-screen. 250 single-pixel steps per axis
* (≈250px reach), matching `line`'s magnitude.
*/
const DIAGONAL_STEPS = 250;
export const diagonal: MovementStrategy = {
name: "diagonal",
bounds: "clamp",
*path(ctx: MoveContext): Generator<Point> {
const { start, width, height } = ctx;
const dx: number = start.x + DIAGONAL_STEPS < width ? 1 : -1;
const dy: number = start.y + DIAGONAL_STEPS < height ? 1 : -1;
for (let i = 1; i <= DIAGONAL_STEPS; i++) {
yield { x: start.x + i * dx, y: start.y + i * dy };
}
},
};
/**
* `jitter` — many small random hops within a tight radius of the start.
* Subtle "fidget" activity rather than a broad sweep. The radius is large
* enough that every hop is a real, distinct pixel move rather than rounding
* onto the pixel the cursor already occupies. The executor restores the
* cursor to `start` after a clean run, so the net displacement is zero.
*/
const JITTER_STEPS = 80;
const JITTER_RADIUS = 30;
export const jitter: MovementStrategy = {
name: "jitter",
bounds: "clamp",
*path(ctx: MoveContext): Generator<Point> {
const { start, rng } = ctx;
for (let i = 1; i <= JITTER_STEPS; i++) {
const angle: number = rng() * 2 * Math.PI;
const r: number = rng() * JITTER_RADIUS;
yield { x: start.x + Math.cos(angle) * r, y: start.y + Math.sin(angle) * r };
}
},
};
/**
* `walk` — an unbounded cumulative random walk: each step adds a random
* 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.
*/
const WALK_STEPS = 200;
const WALK_STEP = 4;
export const walk: MovementStrategy = {
name: "walk",
bounds: "reflect",
*path(ctx: MoveContext): Generator<Point> {
const { start, rng } = ctx;
let x: number = start.x;
let y: number = start.y;
for (let i = 1; i <= WALK_STEPS; i++) {
x += (rng() * 2 - 1) * WALK_STEP;
y += (rng() * 2 - 1) * WALK_STEP;
yield { x, y };
}
},
};
/**
* `arc` — a smooth quadratic Bézier curve from the start to a random
* on-screen endpoint `ARC_REACH` pixels away, bowed out by a control point
* offset perpendicular to the straight path. `ARC_STEPS` samples keep the
* curve smooth. Produces natural, hand-like curved motion.
*/
const ARC_STEPS = 120;
const ARC_REACH = 300;
export const arc: MovementStrategy = {
name: "arc",
bounds: "clamp",
*path(ctx: MoveContext): Generator<Point> {
const { start, width, height, rng } = ctx;
// Endpoint: a random direction, `ARC_REACH` away, clamped on-screen.
const angle: number = rng() * 2 * Math.PI;
const endX: number = clamp(start.x + Math.cos(angle) * ARC_REACH, width);
const endY: number = clamp(start.y + Math.sin(angle) * ARC_REACH, height);
// Control point: midpoint pushed along the perpendicular so the path
// bows rather than running straight. Direction/magnitude randomized.
const midX: number = (start.x + endX) / 2;
const midY: number = (start.y + endY) / 2;
const perpX: number = -(endY - start.y);
const perpY: number = endX - start.x;
const perpLen: number = Math.hypot(perpX, perpY) || 1;
const bow: number = (rng() * 2 - 1) * ARC_REACH * 0.5;
const ctrlX: number = clamp(midX + (perpX / perpLen) * bow, width);
const ctrlY: number = clamp(midY + (perpY / perpLen) * bow, height);
for (let i = 1; i <= ARC_STEPS; i++) {
const t: number = i / ARC_STEPS;
const u: number = 1 - t;
yield {
x: u * u * start.x + 2 * u * t * ctrlX + t * t * endX,
y: u * u * start.y + 2 * u * t * ctrlY + t * t * endY,
};
}
},
};
/**
* `figureEight` — traces a Gerono lemniscate (a figure-eight) around the
* start point over one full period, so it returns to the origin.
* `FIG8_AMP` sets its half-width (≈250px across); `FIG8_STEPS` samples keep
* the curve smooth.
*/
const FIG8_STEPS = 90;
const FIG8_AMP = 125;
export const figureEight: MovementStrategy = {
name: "figureEight",
bounds: "clamp",
*path(ctx: MoveContext): Generator<Point> {
const { start } = ctx;
for (let i = 1; i <= FIG8_STEPS; i++) {
const t: number = (2 * Math.PI * i) / FIG8_STEPS;
yield {
x: start.x + FIG8_AMP * Math.sin(t),
y: start.y + FIG8_AMP * Math.sin(t) * Math.cos(t),
};
}
},
};
/**
* The registry of every selectable movement pattern, keyed by name. Adding
* a strategy is a one-line addition here plus its definition above.
*/
export const STRATEGIES: Readonly<Record<string, MovementStrategy>> = {
line,
diagonal,
jitter,
walk,
arc,
figureEight,
};
/** Pattern used when neither the CLI nor the config file selects one. */
export const DEFAULT_PATTERN = "line";
/** All valid pattern names, for validation messages and help text. */
export const PATTERN_NAMES: readonly string[] = Object.keys(STRATEGIES);
/**
* The set of valid `--pattern` / `pattern` values as a string-literal-ish
* type. Kept as `string` at the type level (the registry is the runtime
* source of truth); `isPatternName` is the guard callers use.
*/
export type PatternName = string;
/** True when `name` is an exact, registered strategy key. */
export function isPatternName(name: string): boolean {
return Object.prototype.hasOwnProperty.call(STRATEGIES, name);
}
/**
* Normalize a pattern name for lenient user-facing matching: lowercase and
* strip separators (`-`, `_`, whitespace) so `figure-eight`, `figure_eight`,
* and `FIGUREEIGHT` all collapse onto the same key as `figureEight`.
*/
const normalizePattern = (s: string): string => s.toLowerCase().replace(/[-_\s]/g, "");
/**
* Map of normalized name -> canonical registry key. Built once at module
* load. The assertion below guards against two registered names collapsing
* to the same normalized form (e.g. a future `"figure_eight"` alongside
* `"figureEight"`), which would otherwise let one silently shadow the other.
*/
const CANONICAL_PATTERNS: ReadonlyMap<string, string> = new Map(
PATTERN_NAMES.map((n) => [normalizePattern(n), n]),
);
if (CANONICAL_PATTERNS.size !== PATTERN_NAMES.length) {
throw new Error(
"strategies.ts: two pattern names collide after normalization; rename one so they differ by more than case/separators",
);
}
/**
* Resolve loose user input to the canonical registry key, or `null` when no
* registered strategy matches. Used at the CLI and config-file validation
* boundaries so `Config.pattern` is always a canonical key and the keeper's
* direct `STRATEGIES[pattern]` lookup needs no normalization of its own.
*/
export function resolvePatternName(name: string): string | null {
return CANONICAL_PATTERNS.get(normalizePattern(name)) ?? null;
}