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GhostPlayer - Advanced Human-like Automation Framework

A sophisticated automation system that mimics human behavior patterns through state management, personality profiles, and organic input simulation.

Features

  • Modular Activity System - Plug-and-play activity handlers
  • State Pattern Architecture - Clean separation of behavioral states
  • Personality Profiles - Configurable behavior templates
  • Human Input Simulation - Natural delays and error injection
  • Anti-Detection Systems - Pattern avoidance and entropy control
  • SmartMouse Integration - Human-like mouse movements

Core Components

1. Activity Handlers

public interface ActivityHandler {
    int execute();
    String getCurrentStateName();
    int getItemCount();
    default int getBaseDelay() { return Calculations.random(600, 1200); }
}

Implemented Activities:

  • CowKillerHandler: Kills cows, collects hides, banks
  • TanningHandler: Tans hides into leather, manages inventory

2. State Management

private interface CowState {
    int execute();
    String name();
}

// Example State Transition
stateTransitions.put(new WalkingToCowsState(), new KillingCowState());

3. Personality System

Profiles:

Profile Focus Errors Social Description
EFFICIENT_WORKER 0.9 0.05 0.2 Minimal mistakes
DISTRACTED_NEWBIE 0.6 0.25 0.8 Frequent pauses/errors
CASUAL_PLAYER 0.75 0.15 0.5 Balanced behavior
AFK_LOVER 0.4 0.3 0.9 Long breaks, social focus

4. Humanizer System

public class Humanizer {
    public void performMicroActions() { /* Random UI interactions */ }
    public int calculateHumanizedDelay(int baseDelay) { /* Focus-based delay */ }
    public void simulateError(double errorRate) { /* Intentional mistakes */ }
}

Getting Started

Dependencies

<dependency>
    <groupId>com.github.bandit-haxunit</groupId>
    <artifactId>smartmouse</artifactId>
    <version>1.2.0</version>
</dependency>

Basic Usage

public class Main {
    public static void main(String[] args) {
        GhostPlayer player = new GhostPlayer()
            .registerActivity("cow_killing", new CowKillerHandler())
            .registerActivity("tanning", new TanningHandler())
            .setPersonality(PersonalityProfile.CASUAL_PLAYER)
            .start();
    }
}

Configuration

Personality Setup

personality.initialize();
personality.setProfile(PersonalityProfile.DISTRACTED_NEWBIE);

Activity Configuration

public class CustomHandler implements ActivityHandler {
    // Implement state pattern similar to CowKillerHandler
}

// Registration
activityRegistry.registerActivity("custom", new CustomHandler());

Anti-Detection Features

  1. State Transition Variance
private boolean shouldChangeState() {
    return System.currentTimeMillis() - lastStateChangeTime > Calculations.random(6000, 20000)
        || Inventory.isFull()
        || (currentState instanceof LootingState && GroundItems.closest("Cowhide") == null);
}
  1. Human Input Patterns
  • SmartMouse integration for natural movements
  • Randomized micro-breaks (1-5s)
  • UI element hover simulation
  1. Behavior Entropy Monitoring
public double getActionPatternEntropy() {
    // Calculates Shannon entropy of recent actions
    return entropy;
}

Development Guide

Creating New Activities

  1. Implement ActivityHandler
  2. Define state classes
  3. Register in GhostPlayer:
public class GhostPlayer {
    public void registerActivity(String name, ActivityHandler handler) {
        activityRegistry.put(name, handler);
    }
}

Extending Personality System

public enum PersonalityProfile {
    ROLEPLAYER(0.5, 0.7, 0.2, 0.9)
    // Add new profiles here
}

Roadmap

Phase 1 - Core Systems (Current)

Component Status Features
State Management Hierarchical state transitions
Activity Handlers Cow killing, tanning implementations
Basic Humanization Delay variance, error injection

Phase 2 - Social Integration (Next)

  • Context-aware chat responses
  • Player interaction simulation
  • Clan activity participation

Phase 3 - Advanced Features (Future)

  • Machine learning behavior adaptation
  • Cross-activity memory system
  • Environmental awareness module

Best Practices

  1. Session Management
// In GhostPlayer initialization
.setSessionLimits(4, 45) // Max 4 hours/day, 45min breaks
  1. Pattern Avoidance
  • Rotate activities every 30-90 minutes
  • Vary walking paths
  • Randomize banking patterns
  1. Error Handling
// In activity execution
if(failedAction) {
    humanizer.simulateError(personality.getErrorRate());
}

Support

For issues and feature requests, please:

  1. Check existing GitHub issues
  2. Submit reproduction steps
  3. Include behavior logs

License

GNU General Public License v3.0


Acknowledgments

  • SmartMouse by Bandit HaxUnit
  • DreamBot API Team
  • Open-source AI/ML community

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