@myclaw163/clawclaw-cli 0.6.54
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +440 -0
- package/bin/clawclaw-cli.mjs +4 -0
- package/package.json +48 -0
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -0
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -0
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -0
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -0
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -0
- package/scripts/postinstall.mjs +20 -0
- package/scripts/sync-bundled-skill.mjs +245 -0
- package/scripts/sync-bundled-skill.test.mjs +152 -0
- package/skills/clawclaw/SKILL.md +240 -0
- package/skills/clawclaw/references/CHATTERBOX.md +142 -0
- package/skills/clawclaw/references/COMMANDS.md +132 -0
- package/skills/clawclaw/references/GAME-MECHANICS.md +186 -0
- package/skills/clawclaw/references/HUB.md +48 -0
- package/skills/clawclaw/references/KNOWLEDGE.md +43 -0
- package/skills/clawclaw/references/STRATEGIES.md +57 -0
- package/skills/clawclaw/references/STREAM.md +58 -0
- package/skills/clawclaw/references/TACTICS.md +65 -0
- package/src/assets/clawclaw-ascii-map.txt +40 -0
- package/src/cli.ts +153 -0
- package/src/commands/_schema.ts +109 -0
- package/src/commands/account.ts +209 -0
- package/src/commands/config.ts +30 -0
- package/src/commands/do.test.ts +37 -0
- package/src/commands/do.ts +95 -0
- package/src/commands/events.ts +22 -0
- package/src/commands/game-map.test.ts +28 -0
- package/src/commands/game-start-plan.test.ts +142 -0
- package/src/commands/game.ts +882 -0
- package/src/commands/history-player.test.ts +102 -0
- package/src/commands/history.ts +573 -0
- package/src/commands/hub.test.ts +96 -0
- package/src/commands/hub.ts +234 -0
- package/src/commands/knowledge.test.ts +19 -0
- package/src/commands/knowledge.ts +168 -0
- package/src/commands/load.test.ts +51 -0
- package/src/commands/load.ts +13 -0
- package/src/commands/meeting-history.test.ts +106 -0
- package/src/commands/memory.ts +40 -0
- package/src/commands/peek.ts +38 -0
- package/src/commands/persona.ts +57 -0
- package/src/commands/setup/codex.ts +248 -0
- package/src/commands/setup/hermes.test.ts +96 -0
- package/src/commands/setup/hermes.ts +76 -0
- package/src/commands/setup/index.ts +13 -0
- package/src/commands/setup/openclaw.test.ts +114 -0
- package/src/commands/setup/openclaw.ts +147 -0
- package/src/commands/skill.ts +128 -0
- package/src/commands/state.ts +46 -0
- package/src/commands/strategy.test.ts +135 -0
- package/src/commands/strategy.ts +189 -0
- package/src/commands/tts.ts +128 -0
- package/src/commands/upgrade.test.ts +91 -0
- package/src/commands/upgrade.ts +154 -0
- package/src/commands/watch.test.ts +973 -0
- package/src/commands/watch.ts +709 -0
- package/src/lib/auth.test.ts +59 -0
- package/src/lib/auth.ts +186 -0
- package/src/lib/command-meta.ts +37 -0
- package/src/lib/game-client.ts +391 -0
- package/src/lib/host-config-patcher.test.ts +130 -0
- package/src/lib/host-config-patcher.ts +151 -0
- package/src/lib/http-keepalive.ts +15 -0
- package/src/lib/http-transport.test.ts +42 -0
- package/src/lib/http-transport.ts +113 -0
- package/src/lib/hub-client.test.ts +56 -0
- package/src/lib/hub-client.ts +88 -0
- package/src/lib/hub-install.test.ts +98 -0
- package/src/lib/hub-install.ts +121 -0
- package/src/lib/hub-reminder.ts +75 -0
- package/src/lib/hub-unzip.test.ts +69 -0
- package/src/lib/hub-unzip.ts +62 -0
- package/src/lib/init-command.test.ts +75 -0
- package/src/lib/init-command.ts +120 -0
- package/src/lib/knowledge-store.test.ts +180 -0
- package/src/lib/knowledge-store.ts +374 -0
- package/src/lib/load-context.test.ts +52 -0
- package/src/lib/load-context.ts +52 -0
- package/src/lib/match-state.test.ts +134 -0
- package/src/lib/match-state.ts +94 -0
- package/src/lib/netease-tts.ts +83 -0
- package/src/lib/normalize.ts +42 -0
- package/src/lib/persona.test.ts +41 -0
- package/src/lib/persona.ts +72 -0
- package/src/lib/server-registry.ts +152 -0
- package/src/lib/skill-version.test.ts +48 -0
- package/src/lib/skill-version.ts +19 -0
- package/src/lib/strategy-export.test.ts +232 -0
- package/src/lib/strategy-export.ts +242 -0
- package/src/lib/tts-keys.ts +7 -0
- package/src/lib/tts-speech.test.ts +63 -0
- package/src/lib/tts-speech.ts +76 -0
- package/src/lib/workspace-argv.test.ts +49 -0
- package/src/lib/workspace-argv.ts +44 -0
- package/src/perception/player-history-store.test.ts +87 -0
- package/src/perception/player-history-store.ts +194 -0
- package/src/pipeline/event-store.ts +124 -0
- package/src/pipeline/pipeline.ts +35 -0
- package/src/runtime/auto-upgrade.test.ts +66 -0
- package/src/runtime/auto-upgrade.ts +31 -0
- package/src/runtime/daemon.ts +100 -0
- package/src/runtime/event-daemon.test.ts +28 -0
- package/src/runtime/event-daemon.ts +371 -0
- package/src/runtime/opening-mover.ts +303 -0
- package/src/runtime/raw-ws-log.test.ts +33 -0
- package/src/runtime/raw-ws-log.ts +32 -0
- package/src/runtime/runtime-logger.ts +99 -0
- package/src/runtime/ws-client.test.ts +47 -0
- package/src/runtime/ws-client.ts +272 -0
- package/src/sdk/action.ts +166 -0
- package/src/sdk/index.ts +110 -0
- package/src/sdk/types.ts +146 -0
- package/src/strategies/avoid-lone.ts +11 -0
- package/src/strategies/avoid-players.knowledge.md +20 -0
- package/src/strategies/avoid-players.ts +15 -0
- package/src/strategies/corpse-patrol.ts +22 -0
- package/src/strategies/crab-sabotage.ts +21 -0
- package/src/strategies/custom-module.test.ts +269 -0
- package/src/strategies/find-player.ts +16 -0
- package/src/strategies/game-utils.test.ts +164 -0
- package/src/strategies/game-utils.ts +721 -0
- package/src/strategies/goals/avoid-lone-top.ts +168 -0
- package/src/strategies/goals/avoid-players-top.test.ts +83 -0
- package/src/strategies/goals/avoid-players-top.ts +121 -0
- package/src/strategies/goals/conversation-goal.ts +51 -0
- package/src/strategies/goals/corpse-patrol-top.ts +91 -0
- package/src/strategies/goals/crab-octopus-reflexes.ts +93 -0
- package/src/strategies/goals/crab-sabotage-top.ts +197 -0
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -0
- package/src/strategies/goals/find-player-top.ts +93 -0
- package/src/strategies/goals/flee-players-goal.ts +53 -0
- package/src/strategies/goals/goal-manager.ts +41 -0
- package/src/strategies/goals/goal-root-strategy.ts +49 -0
- package/src/strategies/goals/goal.ts +28 -0
- package/src/strategies/goals/keep-away-goal.ts +206 -0
- package/src/strategies/goals/kill-frenzy-top.ts +80 -0
- package/src/strategies/goals/kill-lone-top.ts +160 -0
- package/src/strategies/goals/kill-target-goal.ts +59 -0
- package/src/strategies/goals/kill-target-top.ts +109 -0
- package/src/strategies/goals/leaf-goal.ts +25 -0
- package/src/strategies/goals/linger-corpse-goal.ts +79 -0
- package/src/strategies/goals/lone-kill-core.ts +82 -0
- package/src/strategies/goals/lone-kill-goal.ts +24 -0
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -0
- package/src/strategies/goals/lone-kill-task-top.ts +86 -0
- package/src/strategies/goals/move-room-goal.ts +60 -0
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -0
- package/src/strategies/goals/normal-shrimp-top.ts +242 -0
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -0
- package/src/strategies/goals/paradise-fish-top.ts +219 -0
- package/src/strategies/goals/patrol-top.ts +57 -0
- package/src/strategies/goals/report-patrol-top.ts +80 -0
- package/src/strategies/goals/safe-task-goal.ts +102 -0
- package/src/strategies/goals/social-task-top.ts +161 -0
- package/src/strategies/goals/task-kill-report-top.ts +163 -0
- package/src/strategies/goals/task-only-top.ts +57 -0
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -0
- package/src/strategies/goals/task-report-top.ts +57 -0
- package/src/strategies/goals/wander-task-goal.ts +33 -0
- package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -0
- package/src/strategies/goals/warrior-shrimp-top.ts +248 -0
- package/src/strategies/greeting.ts +53 -0
- package/src/strategies/kill-frenzy.ts +12 -0
- package/src/strategies/kill-lone.knowledge.md +20 -0
- package/src/strategies/kill-lone.ts +13 -0
- package/src/strategies/kill-target.ts +18 -0
- package/src/strategies/loader.test.ts +678 -0
- package/src/strategies/loader.ts +172 -0
- package/src/strategies/lone-kill-task.ts +21 -0
- package/src/strategies/meeting-gate.test.ts +59 -0
- package/src/strategies/meeting-gate.ts +23 -0
- package/src/strategies/move-room.ts +15 -0
- package/src/strategies/new-events-backfill.ts +98 -0
- package/src/strategies/paradise-fish.knowledge.md +20 -0
- package/src/strategies/paradise-fish.ts +25 -0
- package/src/strategies/pathfind/clawclaw-walkable.bin +0 -0
- package/src/strategies/pathfind/distance-field.ts +150 -0
- package/src/strategies/pathfind/escape-planner.test.ts +197 -0
- package/src/strategies/pathfind/escape-planner.ts +348 -0
- package/src/strategies/pathfind/walkable-grid.ts +117 -0
- package/src/strategies/patrol.ts +11 -0
- package/src/strategies/player-targets.ts +13 -0
- package/src/strategies/report-patrol.ts +11 -0
- package/src/strategies/shrimp-memory.knowledge.md +20 -0
- package/src/strategies/shrimp-memory.ts +25 -0
- package/src/strategies/social-task.test.ts +28 -0
- package/src/strategies/social-task.ts +49 -0
- package/src/strategies/spawn.ts +71 -0
- package/src/strategies/speech-module.ts +123 -0
- package/src/strategies/strategy-loop.ts +757 -0
- package/src/strategies/task-kill-report.ts +17 -0
- package/src/strategies/task-only.ts +11 -0
- package/src/strategies/task-report.ts +22 -0
- package/src/strategies/types.ts +96 -0
- package/src/strategies/warrior-memory.knowledge.md +20 -0
- package/src/strategies/warrior-memory.ts +16 -0
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import { Action } from '../../sdk/action.js';
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import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
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import { dist } from '../game-utils.js';
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import { assessEscapeTarget, planEscape, type EscapeOptions } from '../pathfind/escape-planner.js';
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import { loadWalkableGrid } from '../pathfind/walkable-grid.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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const DEFAULT_THREAT_RADIUS = 420;
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const PANIC_RADIUS = 190;
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const CRITICAL_RADIUS = 100;
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const REACHED_DISTANCE = 28;
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const MIN_USEFUL_TARGET_DISTANCE = 120;
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const MAX_THREATS = 4;
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const CRITICAL_REPLAN_INTERVAL_MS = 1600;
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const PANIC_REPLAN_INTERVAL_MS = 2500;
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const PANIC_REPLAN_TARGET_SHIFT = 220;
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const PLAN_OPTS: EscapeOptions = { steps: 7, beamWidth: 8, directions: 16, fieldRadius: 900 };
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const FALLBACK_DISTANCES = [330, 260, 200, 140];
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const FALLBACK_ANGLE_OFFSETS = [0, Math.PI / 6, -Math.PI / 6, Math.PI / 3, -Math.PI / 3, Math.PI / 2, -Math.PI / 2, Math.PI];
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export type ThreatResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
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export interface KeepAwayGoalOptions {
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/** 交战兼结束半径(px),默认 420;Infinity = resolver 返回的全算威胁。 */
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threatRadius?: number;
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/** 半径内无威胁时 isFinish=true,供父节点自然回收;独立 keep-away 策略作为顶层须传 false,否则每个安静 tick 被 GoalManager 清掉再重建、idle 通知刷屏。 */
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finishWhenClear?: boolean;
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/** 无威胁时的 idle/coast 通知;作为子目标默认关闭(父节点自有进度播报)。 */
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idleNotices?: boolean;
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/** 通知措辞里威胁的称呼:发现{noun}{names},{verb}到 (x, y)。 */
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noun?: string;
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/** 覆盖 planEscape 参数(与 PLAN_OPTS 合并)。 */
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planOpts?: EscapeOptions;
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}
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function targetKey(target: Position): string {
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return `${Math.round(target.x)},${Math.round(target.y)}`;
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}
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function fallbackEscapeTarget(you: Position, threats: PlayerInfo[]): Position | null {
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if (threats.length === 0) return null;
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let vx = 0;
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let vy = 0;
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for (const t of threats) {
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const dx = you.x - t.x;
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const dy = you.y - t.y;
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const d = Math.max(1, Math.hypot(dx, dy));
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const weight = 1 / Math.max(80, d);
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vx += (dx / d) * weight;
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vy += (dy / d) * weight;
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}
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if (Math.hypot(vx, vy) < 0.001) {
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vx = you.x - threats[0].x;
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vy = you.y - threats[0].y;
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}
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if (Math.hypot(vx, vy) < 0.001) vx = 1;
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const grid = loadWalkableGrid();
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const baseAngle = Math.atan2(vy, vx);
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const nearestBefore = Math.min(...threats.map(t => dist(you.x, you.y, t.x, t.y)));
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let best: { target: Position; score: number } | null = null;
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for (const distancePx of FALLBACK_DISTANCES) {
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for (const offset of FALLBACK_ANGLE_OFFSETS) {
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const angle = baseAngle + offset;
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const raw = {
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x: you.x + Math.cos(angle) * distancePx,
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y: you.y + Math.sin(angle) * distancePx,
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};
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const cell = grid.snapToWalkable(grid.worldToCell(raw.x, raw.y), 10);
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if (cell < 0) continue;
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const target = grid.cellToWorld(cell);
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const moveDistance = dist(you.x, you.y, target.x, target.y);
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if (moveDistance < MIN_USEFUL_TARGET_DISTANCE) continue;
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const nearestAfter = Math.min(...threats.map(t => dist(target.x, target.y, t.x, t.y)));
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const score = (nearestAfter - nearestBefore) * 4 + moveDistance - Math.abs(offset) * 80;
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if (!best || score > best.score) best = { target, score };
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}
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}
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return best?.target ?? null;
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}
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/**
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* 寻路躲避 Goal:用路径推演(planEscape)给出较远可走点并承诺该目标,移动中滑行,
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* 只有路径变危险、被贴近或卡路才重规划。威胁来源、交战半径、结束条件均由构造参数定制,
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* 供独立 keep-away 测试策略与 NormalShrimpTop 的 A/B 档共用。
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*/
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export class KeepAwayGoal extends Goal {
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private committed: Position | null = null;
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private lastNoticeKey = '';
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private lastCommitAt = 0;
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private lastCommitWasPanic = false;
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private readonly threatRadius: number;
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private readonly planOpts: EscapeOptions;
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constructor(
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public readonly key: string,
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private readonly resolveThreats: ThreatResolver,
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private readonly options: KeepAwayGoalOptions = {},
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) {
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super();
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this.threatRadius = options.threatRadius ?? DEFAULT_THREAT_RADIUS;
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this.planOpts = { ...PLAN_OPTS, ...options.planOpts };
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}
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const you = state.you;
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const threats = this.threatsOf(state, ctx);
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if (threats.length === 0) return this.handleNoThreat(you, ctx);
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const threatPoints = threats.map(p => ({ x: p.x, y: p.y }));
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const nearestThreat = dist(threats[0].x, threats[0].y, you.x, you.y);
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const shouldPanic = nearestThreat <= PANIC_RADIUS;
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if (this.committed && (
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dist(you.x, you.y, this.committed.x, this.committed.y) <= REACHED_DISTANCE
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|| (ctx.blockedMoveTarget && dist(this.committed.x, this.committed.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 24)
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)) {
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this.committed = null;
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}
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const committedAssessment = this.committed
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? assessEscapeTarget(you, threatPoints, this.committed, this.planOpts)
|
|
127
|
+
: null;
|
|
128
|
+
const committedBad = committedAssessment
|
|
129
|
+
? committedAssessment.caught || committedAssessment.distanceToTarget === Infinity
|
|
130
|
+
: false;
|
|
131
|
+
|
|
132
|
+
if (this.committed && !shouldPanic && !committedBad) return [];
|
|
133
|
+
if (this.committed && shouldPanic) {
|
|
134
|
+
const elapsed = Date.now() - this.lastCommitAt;
|
|
135
|
+
const isCritical = nearestThreat <= CRITICAL_RADIUS;
|
|
136
|
+
if (!committedBad && isCritical && this.lastCommitWasPanic && elapsed < CRITICAL_REPLAN_INTERVAL_MS) return [];
|
|
137
|
+
if (!committedBad && !isCritical && elapsed < PANIC_REPLAN_INTERVAL_MS) return [];
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
if (!this.committed || shouldPanic || committedBad) {
|
|
141
|
+
const plan = planEscape(you, threatPoints, this.planOpts);
|
|
142
|
+
const target = plan.target;
|
|
143
|
+
const targetDistance = dist(you.x, you.y, target.x, target.y);
|
|
144
|
+
const caughtDetail = plan.caught
|
|
145
|
+
? `规划已被追上,逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`
|
|
146
|
+
: '';
|
|
147
|
+
if (targetDistance < MIN_USEFUL_TARGET_DISTANCE) {
|
|
148
|
+
const fallback = fallbackEscapeTarget(you, threats);
|
|
149
|
+
const detail = `规划${plan.caught ? '已被追上' : '逃点太近'},逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`;
|
|
150
|
+
if (!fallback) {
|
|
151
|
+
this.notice(ctx, `planner-stuck:${Math.round(nearestThreat)}:${Math.round(targetDistance)}`, `躲避规划没有可用逃点:${detail}`);
|
|
152
|
+
return [];
|
|
153
|
+
}
|
|
154
|
+
this.commit(ctx, fallback, threats, '兜底远离', true, detail);
|
|
155
|
+
} else if (!this.committed) {
|
|
156
|
+
this.commit(ctx, target, threats, plan.caught ? '挣脱' : shouldPanic ? '急避' : '远离', shouldPanic, caughtDetail);
|
|
157
|
+
} else if (dist(target.x, target.y, this.committed.x, this.committed.y) > PANIC_REPLAN_TARGET_SHIFT) {
|
|
158
|
+
this.commit(ctx, target, threats, plan.caught ? '改挣脱' : '改避', true, caughtDetail);
|
|
159
|
+
} else {
|
|
160
|
+
return [];
|
|
161
|
+
}
|
|
162
|
+
}
|
|
163
|
+
|
|
164
|
+
const target = this.committed!;
|
|
165
|
+
return [{ action: Action.move(target).withThinking(`躲避${threats.map(p => p.name).join('、')},前往 (${Math.round(target.x)}, ${Math.round(target.y)})`) }];
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
169
|
+
return (this.options.finishWhenClear ?? true) && this.threatsOf(state, ctx).length === 0;
|
|
170
|
+
}
|
|
171
|
+
|
|
172
|
+
private threatsOf(state: GameState, ctx: StrategyContext): PlayerInfo[] {
|
|
173
|
+
const you = state.you;
|
|
174
|
+
return this.resolveThreats(state, ctx)
|
|
175
|
+
.filter(p => this.threatRadius === Infinity || dist(p.x, p.y, you.x, you.y) < this.threatRadius)
|
|
176
|
+
.sort((a, b) => dist(a.x, a.y, you.x, you.y) - dist(b.x, b.y, you.x, you.y))
|
|
177
|
+
.slice(0, MAX_THREATS);
|
|
178
|
+
}
|
|
179
|
+
|
|
180
|
+
private handleNoThreat(you: Position & { currently_moving?: boolean }, ctx: StrategyContext): BehaviorDecision[] {
|
|
181
|
+
this.committed = null;
|
|
182
|
+
if (this.options.idleNotices) {
|
|
183
|
+
if (!you.currently_moving) this.notice(ctx, 'idle', `附近 ${this.threatRadius}px 内无人,原地待命。`);
|
|
184
|
+
else this.notice(ctx, 'coast', '威胁解除,继续完成当前移动,不再补发停步指令。');
|
|
185
|
+
}
|
|
186
|
+
return [];
|
|
187
|
+
}
|
|
188
|
+
|
|
189
|
+
private commit(ctx: StrategyContext, target: Position, threats: PlayerInfo[], verb: string, panic = false, detail = ''): void {
|
|
190
|
+
this.committed = target;
|
|
191
|
+
this.lastCommitAt = Date.now();
|
|
192
|
+
this.lastCommitWasPanic = panic;
|
|
193
|
+
const names = threats.map(p => p.name).join('、');
|
|
194
|
+
this.notice(
|
|
195
|
+
ctx,
|
|
196
|
+
`${verb}:${targetKey(target)}`,
|
|
197
|
+
`发现${this.options.noun ?? ''}${names},${verb}到 (${Math.round(target.x)}, ${Math.round(target.y)})。${detail}`,
|
|
198
|
+
);
|
|
199
|
+
}
|
|
200
|
+
|
|
201
|
+
private notice(ctx: StrategyContext, key: string, msg: string): void {
|
|
202
|
+
if (key === this.lastNoticeKey) return;
|
|
203
|
+
this.lastNoticeKey = key;
|
|
204
|
+
ctx.notifications.push(msg);
|
|
205
|
+
}
|
|
206
|
+
}
|
|
@@ -0,0 +1,80 @@
|
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import {
|
|
3
|
+
dist,
|
|
4
|
+
killCooldownSecs,
|
|
5
|
+
KILL_RANGE,
|
|
6
|
+
LONE_FOLLOW_DISTANCE,
|
|
7
|
+
nearestPlayerByDistance,
|
|
8
|
+
nonTeammatesVisible,
|
|
9
|
+
patrolStep,
|
|
10
|
+
PatrolState,
|
|
11
|
+
PROGRESS_INTERVAL_MS,
|
|
12
|
+
pursueVisibleTarget,
|
|
13
|
+
} from '../game-utils.js';
|
|
14
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
15
|
+
import { Goal } from './goal.js';
|
|
16
|
+
|
|
17
|
+
/**
|
|
18
|
+
* 疯狂砍人:见谁杀谁(除队友外的所有可见玩家),不挑落单、不看人数、不看知识库。
|
|
19
|
+
* 与 kill-lone 不同——周围人多也照杀,绝不因人多而暂停。
|
|
20
|
+
*
|
|
21
|
+
* 逐 tick:
|
|
22
|
+
* - 视野内有非队友 → 锁定最近那个,贴上去:50 内且冷却好就出刀,
|
|
23
|
+
* 冷却中保持 LONE_FOLLOW_DISTANCE 贴身跟随等待。
|
|
24
|
+
* - 否则 → 按房间顺序巡逻找猎物(遇人即停)。永不停手。
|
|
25
|
+
*
|
|
26
|
+
* 与 kill-target 复用同一套「锁定后追/砍/等冷却」体验(pursueVisibleTarget,
|
|
27
|
+
* kill=true、followDistance=LONE_FOLLOW_DISTANCE),仅目标选取规则不同:
|
|
28
|
+
* kill-target 追指定名单,kill-frenzy 追最近的任意非队友。
|
|
29
|
+
*/
|
|
30
|
+
export class KillFrenzyTop extends Goal {
|
|
31
|
+
private readonly patrol = new PatrolState();
|
|
32
|
+
|
|
33
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
34
|
+
const target = this.nearestVictim(state, ctx);
|
|
35
|
+
if (target) {
|
|
36
|
+
const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
|
|
37
|
+
if (decision?.action.type === 'kill') {
|
|
38
|
+
ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
|
|
39
|
+
} else {
|
|
40
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
41
|
+
if (d > KILL_RANGE) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
|
|
42
|
+
}
|
|
43
|
+
this.emitProgress(state, ctx);
|
|
44
|
+
return decision ? [decision] : [];
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
this.emitProgress(state, ctx);
|
|
48
|
+
return patrolStep(state, ctx, this.patrol, true);
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
private nearestVictim(state: GameState, ctx: StrategyContext): PlayerInfo | null {
|
|
52
|
+
return nearestPlayerByDistance(state, nonTeammatesVisible(state, ctx));
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
56
|
+
const now = Date.now();
|
|
57
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
58
|
+
ctx.lastProgressNotifyAt = now;
|
|
59
|
+
|
|
60
|
+
const room = state.you.room ?? '未知';
|
|
61
|
+
const cd = killCooldownSecs(state);
|
|
62
|
+
const killsRemaining = state.you.kills_remaining;
|
|
63
|
+
const victims = nonTeammatesVisible(state, ctx);
|
|
64
|
+
|
|
65
|
+
let msg = `[进度] 当前在${room}`;
|
|
66
|
+
if (victims.length === 0) {
|
|
67
|
+
msg += ',视野内没有目标,继续巡逻寻找猎物。';
|
|
68
|
+
} else {
|
|
69
|
+
const nearest = victims.reduce((best, p) => {
|
|
70
|
+
const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
71
|
+
const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
|
|
72
|
+
return d < bestD ? p : best;
|
|
73
|
+
});
|
|
74
|
+
msg += `,视野内发现${victims.length}个目标,最近是${nearest.name}。`;
|
|
75
|
+
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
76
|
+
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
77
|
+
}
|
|
78
|
+
ctx.notifications.push(msg);
|
|
79
|
+
}
|
|
80
|
+
}
|
|
@@ -0,0 +1,160 @@
|
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import {
|
|
3
|
+
hasKillUseRemaining,
|
|
4
|
+
hasReachedRoomTarget,
|
|
5
|
+
isKnowledgeHostile,
|
|
6
|
+
isKnowledgeTrusted,
|
|
7
|
+
killCooldownSecs,
|
|
8
|
+
LONE_IGNORE_MS,
|
|
9
|
+
matchesAnyTarget,
|
|
10
|
+
nearestPlayerByDistance,
|
|
11
|
+
nonTeammatesVisible,
|
|
12
|
+
PatrolState,
|
|
13
|
+
PROGRESS_INTERVAL_MS,
|
|
14
|
+
} from '../game-utils.js';
|
|
15
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
16
|
+
import { Goal } from './goal.js';
|
|
17
|
+
import { KillVisibleTargetGoal } from './kill-target-goal.js';
|
|
18
|
+
import { MoveRoomGoal } from './move-room-goal.js';
|
|
19
|
+
|
|
20
|
+
const PATROL_PRIORITY = 0.2;
|
|
21
|
+
const HUNT_PRIORITY = 0.5;
|
|
22
|
+
|
|
23
|
+
export class KillLoneTop extends Goal {
|
|
24
|
+
private readonly patrol = new PatrolState();
|
|
25
|
+
private loneIgnoreUntil = 0;
|
|
26
|
+
private patrolStopOnPlayer: boolean | null = null;
|
|
27
|
+
private lastFlaggedTarget = '';
|
|
28
|
+
|
|
29
|
+
constructor(private readonly protectedTargets: string[] = []) {
|
|
30
|
+
super();
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
34
|
+
const now = Date.now();
|
|
35
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
36
|
+
|
|
37
|
+
if (!hasKillUseRemaining(state)) {
|
|
38
|
+
this.setPatrolGoal(state, ctx, false);
|
|
39
|
+
this.emitProgress(state, ctx);
|
|
40
|
+
return [];
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
const flagged = nearestPlayerByDistance(
|
|
44
|
+
state,
|
|
45
|
+
nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
|
|
46
|
+
);
|
|
47
|
+
if (flagged) {
|
|
48
|
+
if (flagged.name !== this.lastFlaggedTarget) {
|
|
49
|
+
ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
|
|
50
|
+
this.lastFlaggedTarget = flagged.name;
|
|
51
|
+
}
|
|
52
|
+
this.setHuntGoal(flagged.name, true);
|
|
53
|
+
return [];
|
|
54
|
+
} else {
|
|
55
|
+
this.lastFlaggedTarget = '';
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
if (nonTeammates.length === 0 && state.players.length > 0) {
|
|
59
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
|
|
63
|
+
this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
|
|
64
|
+
this.emitProgress(state, ctx);
|
|
65
|
+
return [];
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
if (nonTeammates.length > 1) {
|
|
69
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
70
|
+
this.setPatrolGoal(state, ctx, false);
|
|
71
|
+
this.emitProgress(state, ctx);
|
|
72
|
+
return [];
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
const target = nonTeammates[0];
|
|
76
|
+
if (this.isProtected(target, ctx)) {
|
|
77
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
78
|
+
this.setPatrolGoal(state, ctx, false);
|
|
79
|
+
this.emitProgress(state, ctx);
|
|
80
|
+
return [];
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
this.setHuntGoal(target.name);
|
|
84
|
+
this.emitProgress(state, ctx);
|
|
85
|
+
return [];
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
/** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
|
|
89
|
+
private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
|
|
90
|
+
return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
private setHuntGoal(targetName: string, ignoreCrowd = false): void {
|
|
94
|
+
const worker = this.subGoal;
|
|
95
|
+
if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
|
|
96
|
+
if (this.subGoal) this.removeSubGoal();
|
|
97
|
+
this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
|
|
98
|
+
this.patrolStopOnPlayer = null;
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
|
|
102
|
+
let room = this.patrol.nextRoom(ctx);
|
|
103
|
+
if (!room) {
|
|
104
|
+
this.clearGoal();
|
|
105
|
+
return;
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
if (hasReachedRoomTarget(state, room)) {
|
|
109
|
+
this.patrol.advance(ctx);
|
|
110
|
+
room = this.patrol.nextRoom(ctx);
|
|
111
|
+
if (!room) {
|
|
112
|
+
this.clearGoal();
|
|
113
|
+
return;
|
|
114
|
+
}
|
|
115
|
+
}
|
|
116
|
+
|
|
117
|
+
const worker = this.subGoal;
|
|
118
|
+
if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
|
|
119
|
+
if (this.subGoal) this.removeSubGoal();
|
|
120
|
+
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
|
|
121
|
+
emitProgress: false,
|
|
122
|
+
stopOnPlayer,
|
|
123
|
+
}), PATROL_PRIORITY);
|
|
124
|
+
this.patrolStopOnPlayer = stopOnPlayer;
|
|
125
|
+
}
|
|
126
|
+
|
|
127
|
+
private clearGoal(): void {
|
|
128
|
+
if (this.subGoal) this.removeSubGoal();
|
|
129
|
+
this.patrolStopOnPlayer = null;
|
|
130
|
+
}
|
|
131
|
+
|
|
132
|
+
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
133
|
+
const now = Date.now();
|
|
134
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
135
|
+
ctx.lastProgressNotifyAt = now;
|
|
136
|
+
|
|
137
|
+
const room = state.you.room ?? '未知';
|
|
138
|
+
const cd = killCooldownSecs(state);
|
|
139
|
+
const killsRemaining = state.you.kills_remaining;
|
|
140
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
141
|
+
|
|
142
|
+
let msg = `[进度] 当前在${room}`;
|
|
143
|
+
if (nonTeammates.length === 0) {
|
|
144
|
+
msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
|
|
145
|
+
} else if (nonTeammates.length === 1) {
|
|
146
|
+
const target = nonTeammates[0];
|
|
147
|
+
if (this.isProtected(target, ctx)) {
|
|
148
|
+
msg += `,视野内发现保护目标${target.name},不动手。`;
|
|
149
|
+
} else {
|
|
150
|
+
msg += `,视野内发现落单目标${target.name}。`;
|
|
151
|
+
}
|
|
152
|
+
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
153
|
+
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
154
|
+
} else {
|
|
155
|
+
msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
ctx.notifications.push(msg);
|
|
159
|
+
}
|
|
160
|
+
}
|
|
@@ -0,0 +1,59 @@
|
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import {
|
|
4
|
+
canUseKill,
|
|
5
|
+
dist,
|
|
6
|
+
hasKillUseRemaining,
|
|
7
|
+
isKnowledgeTrusted,
|
|
8
|
+
KILL_RANGE,
|
|
9
|
+
LONE_FOLLOW_DISTANCE,
|
|
10
|
+
matchesAnyTarget,
|
|
11
|
+
nonTeammatesVisible,
|
|
12
|
+
} from '../game-utils.js';
|
|
13
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
14
|
+
import { Goal } from './goal.js';
|
|
15
|
+
|
|
16
|
+
export class KillVisibleTargetGoal extends Goal {
|
|
17
|
+
constructor(
|
|
18
|
+
public readonly targetName: string,
|
|
19
|
+
private readonly protectedTargets: string[],
|
|
20
|
+
public readonly ignoreCrowd = false,
|
|
21
|
+
) {
|
|
22
|
+
super();
|
|
23
|
+
}
|
|
24
|
+
|
|
25
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
26
|
+
const target = this.target(state, ctx);
|
|
27
|
+
if (!target) return [];
|
|
28
|
+
if (!hasKillUseRemaining(state)) return [];
|
|
29
|
+
|
|
30
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
31
|
+
|
|
32
|
+
if (d <= KILL_RANGE) {
|
|
33
|
+
if (canUseKill(state)) {
|
|
34
|
+
ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
|
|
35
|
+
return [{ action: Action.kill(target.name) }];
|
|
36
|
+
}
|
|
37
|
+
return d > LONE_FOLLOW_DISTANCE
|
|
38
|
+
? [{ action: Action.move({ x: target.x, y: target.y }) }]
|
|
39
|
+
: [];
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
|
|
43
|
+
return [{ action: Action.move({ x: target.x, y: target.y }) }];
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
47
|
+
return this.target(state, ctx) == null;
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
|
|
51
|
+
const visible = nonTeammatesVisible(state, ctx);
|
|
52
|
+
if (!this.ignoreCrowd && visible.length !== 1) return null;
|
|
53
|
+
const target = visible.find(p => p.name === this.targetName) ?? null;
|
|
54
|
+
if (!target) return null;
|
|
55
|
+
if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
|
|
56
|
+
if (isKnowledgeTrusted(target, ctx)) return null;
|
|
57
|
+
return target;
|
|
58
|
+
}
|
|
59
|
+
}
|
|
@@ -0,0 +1,109 @@
|
|
|
1
|
+
import type { GameState } from '../../sdk/types.js';
|
|
2
|
+
import {
|
|
3
|
+
dist,
|
|
4
|
+
killCooldownSecs,
|
|
5
|
+
isTargetAlive,
|
|
6
|
+
isRecentlyKilledTarget,
|
|
7
|
+
KILL_RANGE,
|
|
8
|
+
LONE_FOLLOW_DISTANCE,
|
|
9
|
+
LONE_IGNORE_MS,
|
|
10
|
+
matchesTarget,
|
|
11
|
+
nearestVisibleTarget,
|
|
12
|
+
patrolStep,
|
|
13
|
+
PatrolState,
|
|
14
|
+
PROGRESS_INTERVAL_MS,
|
|
15
|
+
pursueVisibleTarget,
|
|
16
|
+
} from '../game-utils.js';
|
|
17
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
18
|
+
import { Goal } from './goal.js';
|
|
19
|
+
|
|
20
|
+
export class KillTargetTop extends Goal {
|
|
21
|
+
private readonly patrol = new PatrolState();
|
|
22
|
+
private skipStopUntil = 0;
|
|
23
|
+
private completedAfterKill = false;
|
|
24
|
+
private completedNotified = false;
|
|
25
|
+
|
|
26
|
+
constructor(private readonly targets: string[]) {
|
|
27
|
+
super();
|
|
28
|
+
}
|
|
29
|
+
|
|
30
|
+
onMeetingResume(): void {
|
|
31
|
+
this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
35
|
+
if (this.completedAfterKill) return this.completedPatrol(state, ctx);
|
|
36
|
+
|
|
37
|
+
const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
|
|
38
|
+
const allTargetsDead = this.allTargetsDeadInState(state, ctx);
|
|
39
|
+
const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
|
|
40
|
+
if (validTargets.length === 0) {
|
|
41
|
+
if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
|
|
42
|
+
this.completedAfterKill = true;
|
|
43
|
+
return this.completedPatrol(state, ctx);
|
|
44
|
+
}
|
|
45
|
+
ctx.notifications.push('所有目标都已死亡或为队友');
|
|
46
|
+
this.emitProgress(state, ctx);
|
|
47
|
+
return [];
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
const target = nearestVisibleTarget(state, ctx, validTargets);
|
|
51
|
+
if (target) {
|
|
52
|
+
const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
|
|
53
|
+
if (decision?.action.type === 'kill') {
|
|
54
|
+
ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
|
|
55
|
+
} else {
|
|
56
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
57
|
+
if (d > KILL_RANGE) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
|
|
58
|
+
}
|
|
59
|
+
this.emitProgress(state, ctx);
|
|
60
|
+
return decision ? [decision] : [];
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
if (state.players.length > 0 || ctx.emergency) {
|
|
64
|
+
this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
|
|
65
|
+
}
|
|
66
|
+
this.emitProgress(state, ctx);
|
|
67
|
+
return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
71
|
+
if (!this.completedNotified) {
|
|
72
|
+
ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
|
|
73
|
+
ctx.forcePatrolAdvance = true;
|
|
74
|
+
this.completedNotified = true;
|
|
75
|
+
}
|
|
76
|
+
return patrolStep(state, ctx, this.patrol, false);
|
|
77
|
+
}
|
|
78
|
+
|
|
79
|
+
private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
|
|
80
|
+
if (!isTargetAlive(state, t, ctx)) return false;
|
|
81
|
+
const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
|
|
82
|
+
const resolvedName = nameFromSeat ?? t.trim();
|
|
83
|
+
return !ctx.teammates.has(resolvedName);
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
|
|
87
|
+
return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
|
|
88
|
+
}
|
|
89
|
+
|
|
90
|
+
private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
|
|
91
|
+
const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
|
|
92
|
+
if (player) return player.is_alive === false;
|
|
93
|
+
return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
97
|
+
const now = Date.now();
|
|
98
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
99
|
+
ctx.lastProgressNotifyAt = now;
|
|
100
|
+
|
|
101
|
+
const room = state.you.room ?? '未知';
|
|
102
|
+
const cd = killCooldownSecs(state);
|
|
103
|
+
const killsRemaining = state.you.kills_remaining;
|
|
104
|
+
let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
|
|
105
|
+
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
106
|
+
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
107
|
+
ctx.notifications.push(msg);
|
|
108
|
+
}
|
|
109
|
+
}
|
|
@@ -0,0 +1,25 @@
|
|
|
1
|
+
import type { BehaviorDecision } from '../types.js';
|
|
2
|
+
import { Goal } from './goal.js';
|
|
3
|
+
|
|
4
|
+
export const URGENT_GOAL_PRIORITY = 1;
|
|
5
|
+
export const WANDER_GOAL_PRIORITY = 0.2;
|
|
6
|
+
|
|
7
|
+
export class LeafGoal extends Goal {
|
|
8
|
+
constructor(private readonly decisions: BehaviorDecision[]) {
|
|
9
|
+
super();
|
|
10
|
+
}
|
|
11
|
+
|
|
12
|
+
tick(): BehaviorDecision[] {
|
|
13
|
+
return this.decisions;
|
|
14
|
+
}
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
|
|
18
|
+
if (parent.subGoal) parent.removeSubGoal();
|
|
19
|
+
parent.setSubGoal(child, priority);
|
|
20
|
+
return [];
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
|
|
24
|
+
return setBehavior(parent, new LeafGoal(decisions), priority);
|
|
25
|
+
}
|