@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
|
@@ -0,0 +1,79 @@
|
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import { dist, nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
|
|
4
|
+
import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
|
|
5
|
+
import { Goal } from './goal.js';
|
|
6
|
+
|
|
7
|
+
const LINGER_MIN = 40;
|
|
8
|
+
const LINGER_MAX = 100;
|
|
9
|
+
/** 走到离游走点这么近就算到达、换下一个点(贴尸游走半径 40-100,单步约 144px)。 */
|
|
10
|
+
const LINGER_REACHED = 24;
|
|
11
|
+
/** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
|
|
12
|
+
const LINGER_DWELL_MS = 4000;
|
|
13
|
+
|
|
14
|
+
export class LingerCorpseGoal extends Goal {
|
|
15
|
+
private wanderTarget: { x: number; y: number } | null = null;
|
|
16
|
+
private wanderUntil = 0;
|
|
17
|
+
private anchorKey = '';
|
|
18
|
+
|
|
19
|
+
constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
|
|
20
|
+
super();
|
|
21
|
+
}
|
|
22
|
+
|
|
23
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
24
|
+
const body = nearestKnownCorpse(state, ctx);
|
|
25
|
+
if (!body) {
|
|
26
|
+
// 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
|
|
27
|
+
this.wanderTarget = null;
|
|
28
|
+
const nav = nearestKnownCorpseNav(state, ctx);
|
|
29
|
+
return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
|
|
30
|
+
}
|
|
31
|
+
// 有坐标:在尸体周围 40-100 徘徊。目标「粘住」直到到点 / 超时 / 换了尸体——不再每 tick 重随机,
|
|
32
|
+
// 否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖而走不出一条游走腿。
|
|
33
|
+
return [{ action: Action.move(this.resolveWanderTarget(state, ctx, body)) }];
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
// Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
|
|
37
|
+
// 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
|
|
38
|
+
// 等人进视野把坐标补全,否则尸体一离开视野就提前结束、再也走不回去。
|
|
39
|
+
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
40
|
+
return nearestKnownCorpseNav(state, ctx) == null;
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
private resolveWanderTarget(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
|
|
44
|
+
const key = corpse.name ?? `${Math.round(corpse.x)},${Math.round(corpse.y)}`;
|
|
45
|
+
const now = Date.now();
|
|
46
|
+
const reached = this.wanderTarget != null
|
|
47
|
+
&& dist(state.you.x, state.you.y, this.wanderTarget.x, this.wanderTarget.y) <= LINGER_REACHED;
|
|
48
|
+
if (this.wanderTarget == null || this.anchorKey !== key || reached || now >= this.wanderUntil) {
|
|
49
|
+
this.anchorKey = key;
|
|
50
|
+
this.wanderTarget = this.pickOffset(state, ctx, corpse);
|
|
51
|
+
this.wanderUntil = now + LINGER_DWELL_MS;
|
|
52
|
+
}
|
|
53
|
+
return this.wanderTarget;
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
private pickOffset(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
|
|
57
|
+
const avoid = this.avoidResolver?.(state, ctx) ?? [];
|
|
58
|
+
return avoid.length > 0 ? this.farSideOffset(state, corpse, avoid) : this.randomOffset(corpse);
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
private farSideOffset(state: GameState, corpse: CorpseTarget, avoid: PlayerInfo[]): { x: number; y: number } {
|
|
62
|
+
const nearest = avoid.reduce((best, p) => {
|
|
63
|
+
const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
64
|
+
const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
|
|
65
|
+
return d < bestD ? p : best;
|
|
66
|
+
});
|
|
67
|
+
const vx = corpse.x - nearest.x;
|
|
68
|
+
const vy = corpse.y - nearest.y;
|
|
69
|
+
const len = Math.hypot(vx, vy);
|
|
70
|
+
if (len === 0) return this.randomOffset(corpse);
|
|
71
|
+
return { x: corpse.x + (vx / len) * LINGER_MAX, y: corpse.y + (vy / len) * LINGER_MAX };
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
private randomOffset(corpse: CorpseTarget): { x: number; y: number } {
|
|
75
|
+
const angle = Math.random() * 2 * Math.PI;
|
|
76
|
+
const radius = LINGER_MIN + Math.random() * (LINGER_MAX - LINGER_MIN);
|
|
77
|
+
return { x: corpse.x + Math.cos(angle) * radius, y: corpse.y + Math.sin(angle) * radius };
|
|
78
|
+
}
|
|
79
|
+
}
|
|
@@ -0,0 +1,82 @@
|
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import {
|
|
4
|
+
canUseKill,
|
|
5
|
+
dist,
|
|
6
|
+
KILL_RANGE,
|
|
7
|
+
LONE_IGNORE_MS,
|
|
8
|
+
nonTeammatesVisible,
|
|
9
|
+
} from '../game-utils.js';
|
|
10
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
11
|
+
|
|
12
|
+
export interface LoneKillOptions {
|
|
13
|
+
/** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
|
|
14
|
+
bypassIgnoreWindow?: boolean;
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
export type LoneKillAssessment =
|
|
18
|
+
| { kind: 'hunt'; target: PlayerInfo }
|
|
19
|
+
| { kind: 'idle' };
|
|
20
|
+
|
|
21
|
+
/**
|
|
22
|
+
* crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
|
|
23
|
+
* 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
|
|
24
|
+
*/
|
|
25
|
+
export class LoneKillCore {
|
|
26
|
+
private loneIgnoreUntil = 0;
|
|
27
|
+
private suppressStop = false;
|
|
28
|
+
|
|
29
|
+
reset(): void {
|
|
30
|
+
this.loneIgnoreUntil = 0;
|
|
31
|
+
this.suppressStop = false;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
/** 兜底任务/巡逻移动是否应 stop_on_player。 */
|
|
35
|
+
patrolStopOnPlayer(): boolean {
|
|
36
|
+
return !this.suppressStop;
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
|
|
40
|
+
const now = Date.now();
|
|
41
|
+
this.suppressStop = false;
|
|
42
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
43
|
+
|
|
44
|
+
if (nonTeammates.length === 0) {
|
|
45
|
+
if (state.players.length > 0) {
|
|
46
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
47
|
+
this.suppressStop = true;
|
|
48
|
+
}
|
|
49
|
+
return { kind: 'idle' };
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
if (nonTeammates.length > 1) {
|
|
53
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
54
|
+
this.suppressStop = true;
|
|
55
|
+
return { kind: 'idle' };
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
|
|
59
|
+
this.suppressStop = true;
|
|
60
|
+
return { kind: 'idle' };
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
if (!canUseKill(state)) {
|
|
64
|
+
// 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
|
|
65
|
+
//(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
|
|
66
|
+
this.suppressStop = true;
|
|
67
|
+
return { kind: 'idle' };
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
return { kind: 'hunt', target: nonTeammates[0] };
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
|
|
74
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
75
|
+
if (d <= KILL_RANGE && canUseKill(state)) {
|
|
76
|
+
ctx.notifications.push(`发现落单目标${target.name},出刀!`);
|
|
77
|
+
return { action: Action.kill(target.name) };
|
|
78
|
+
}
|
|
79
|
+
if (d > KILL_RANGE) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
|
|
80
|
+
return { action: Action.move({ x: target.x, y: target.y }) };
|
|
81
|
+
}
|
|
82
|
+
}
|
|
@@ -0,0 +1,24 @@
|
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
3
|
+
import { Goal } from './goal.js';
|
|
4
|
+
import type { LoneKillCore } from './lone-kill-core.js';
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
|
|
8
|
+
* 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
|
|
9
|
+
*/
|
|
10
|
+
export class LoneKillGoal extends Goal {
|
|
11
|
+
private target: PlayerInfo | null = null;
|
|
12
|
+
|
|
13
|
+
constructor(private readonly core: LoneKillCore) {
|
|
14
|
+
super();
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
setTarget(target: PlayerInfo): void {
|
|
18
|
+
this.target = target;
|
|
19
|
+
}
|
|
20
|
+
|
|
21
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
22
|
+
return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
|
|
23
|
+
}
|
|
24
|
+
}
|
|
@@ -0,0 +1,85 @@
|
|
|
1
|
+
import { describe, expect, it } from 'vitest';
|
|
2
|
+
import type { GameState, TaskInfo } from '../../sdk/types.js';
|
|
3
|
+
import type { StrategyContext } from '../types.js';
|
|
4
|
+
import { LoneKillTaskTop } from './lone-kill-task-top.js';
|
|
5
|
+
|
|
6
|
+
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
+
return {
|
|
8
|
+
phase: 'wandering',
|
|
9
|
+
tick: 1,
|
|
10
|
+
you: {
|
|
11
|
+
name: 'octopus',
|
|
12
|
+
x: 0,
|
|
13
|
+
y: 0,
|
|
14
|
+
room: 'control',
|
|
15
|
+
role: 'neutral_octopus',
|
|
16
|
+
faction: 'neutral',
|
|
17
|
+
is_alive: true,
|
|
18
|
+
kill_cooldown_secs: 10,
|
|
19
|
+
},
|
|
20
|
+
your_tasks: [],
|
|
21
|
+
players: [],
|
|
22
|
+
corpses: [],
|
|
23
|
+
stale: false,
|
|
24
|
+
...overrides,
|
|
25
|
+
};
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
function task(task_name: string, x: number, y: number): TaskInfo {
|
|
29
|
+
return {
|
|
30
|
+
task_id: task_name,
|
|
31
|
+
task_name,
|
|
32
|
+
room: 'control',
|
|
33
|
+
status: 'normal',
|
|
34
|
+
x,
|
|
35
|
+
y,
|
|
36
|
+
is_fake_shrimp: true,
|
|
37
|
+
};
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
41
|
+
return {
|
|
42
|
+
taskData: [],
|
|
43
|
+
emergency: null,
|
|
44
|
+
taskLocalBlockedUntil: 0,
|
|
45
|
+
reportCorpseTarget: null,
|
|
46
|
+
reportBlockedUntil: 0,
|
|
47
|
+
notifications: [],
|
|
48
|
+
lastProgressNotifyAt: Date.now(),
|
|
49
|
+
teammates: new Set(),
|
|
50
|
+
alarmDone: false,
|
|
51
|
+
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
52
|
+
playerNamesBySeat: {},
|
|
53
|
+
forcePatrolAdvance: false,
|
|
54
|
+
blockedMoveTarget: null,
|
|
55
|
+
mySeat: 1,
|
|
56
|
+
speechNotifications: [],
|
|
57
|
+
agentAlerts: [],
|
|
58
|
+
...overrides,
|
|
59
|
+
};
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
describe('LoneKillTaskTop', () => {
|
|
63
|
+
it('does not try to repair emergency tasks as octopus', () => {
|
|
64
|
+
const top = new LoneKillTaskTop();
|
|
65
|
+
const ctx = context({
|
|
66
|
+
taskData: [task('fake-clean', 100, 0)],
|
|
67
|
+
emergency: {
|
|
68
|
+
task_id: 'repair',
|
|
69
|
+
task_name: 'repair',
|
|
70
|
+
room: 'control',
|
|
71
|
+
status: 'emergency',
|
|
72
|
+
x: 0,
|
|
73
|
+
y: 0,
|
|
74
|
+
remaining_secs: 60,
|
|
75
|
+
},
|
|
76
|
+
});
|
|
77
|
+
|
|
78
|
+
top.tick(state(), ctx);
|
|
79
|
+
const decisions = top.subGoal?.tick(state(), ctx) ?? [];
|
|
80
|
+
|
|
81
|
+
expect(decisions).toHaveLength(1);
|
|
82
|
+
expect(decisions[0].action.type).toBe('move');
|
|
83
|
+
expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
|
|
84
|
+
});
|
|
85
|
+
});
|
|
@@ -0,0 +1,86 @@
|
|
|
1
|
+
import type { GameState } from '../../sdk/types.js';
|
|
2
|
+
import {
|
|
3
|
+
firstAvailableTask,
|
|
4
|
+
killCooldownSecs,
|
|
5
|
+
nonTeammatesVisible,
|
|
6
|
+
PatrolState,
|
|
7
|
+
PROGRESS_INTERVAL_MS,
|
|
8
|
+
} from '../game-utils.js';
|
|
9
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
10
|
+
import { Goal } from './goal.js';
|
|
11
|
+
import { LoneKillCore } from './lone-kill-core.js';
|
|
12
|
+
import { LoneKillGoal } from './lone-kill-goal.js';
|
|
13
|
+
import { WanderTaskGoal } from './wander-task-goal.js';
|
|
14
|
+
import { emitLeaf, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
|
|
15
|
+
import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
|
|
16
|
+
|
|
17
|
+
/**
|
|
18
|
+
* 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
|
|
19
|
+
* 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
|
|
20
|
+
*
|
|
21
|
+
* 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(≤KILL_RANGE)且刀好 →
|
|
22
|
+
* 立刻出刀;否则有尸体且附近有非队友 → 报警/靠近报警(不管尸体是谁造成的)。
|
|
23
|
+
* 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
|
|
24
|
+
* 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。
|
|
25
|
+
* 2. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务;章鱼不能提交紧急维修任务,
|
|
26
|
+
* 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
|
|
27
|
+
*/
|
|
28
|
+
export class LoneKillTaskTop extends Goal {
|
|
29
|
+
private readonly killCore = new LoneKillCore();
|
|
30
|
+
private readonly patrol = new PatrolState();
|
|
31
|
+
private readonly loneKillGoal = new LoneKillGoal(this.killCore);
|
|
32
|
+
private readonly wanderGoal = new WanderTaskGoal(
|
|
33
|
+
(state, ctx) => firstAvailableTask(ctx.taskData, () => true, undefined, ctx.blockedMoveTarget, ctx.knownCorpses),
|
|
34
|
+
() => this.killCore.patrolStopOnPlayer(),
|
|
35
|
+
this.patrol,
|
|
36
|
+
);
|
|
37
|
+
|
|
38
|
+
onMeetingResume(): void {
|
|
39
|
+
this.killCore.reset();
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
43
|
+
this.emitProgress(state, ctx);
|
|
44
|
+
|
|
45
|
+
const immediateKill = immediateLoneKillDecision(state, ctx);
|
|
46
|
+
if (immediateKill) return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
|
|
47
|
+
|
|
48
|
+
const corpseReport = corpseReportWithNonTeammate(state, ctx);
|
|
49
|
+
if (corpseReport) return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
|
|
50
|
+
|
|
51
|
+
const target = this.killCore.assess(state, ctx);
|
|
52
|
+
if (target.kind === 'hunt') {
|
|
53
|
+
this.loneKillGoal.setTarget(target.target);
|
|
54
|
+
return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
|
|
55
|
+
}
|
|
56
|
+
return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
60
|
+
const now = Date.now();
|
|
61
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
62
|
+
ctx.lastProgressNotifyAt = now;
|
|
63
|
+
|
|
64
|
+
const room = state.you.room ?? '未知';
|
|
65
|
+
const cd = killCooldownSecs(state);
|
|
66
|
+
const killsRemaining = state.you.kills_remaining;
|
|
67
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
68
|
+
|
|
69
|
+
let msg = `[进度] 当前在${room}`;
|
|
70
|
+
if (nonTeammates.length === 0) {
|
|
71
|
+
msg += ',视野内没有落单目标,继续做任务伪装。';
|
|
72
|
+
} else if (nonTeammates.length === 1) {
|
|
73
|
+
msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
|
|
74
|
+
if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
|
|
75
|
+
if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
|
|
76
|
+
} else {
|
|
77
|
+
msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
|
|
78
|
+
}
|
|
79
|
+
|
|
80
|
+
const completed = ctx.taskData.filter(t => t.status === 'completed').length;
|
|
81
|
+
const total = ctx.taskData.length;
|
|
82
|
+
msg += ` 任务进度 ${completed}/${total}。`;
|
|
83
|
+
|
|
84
|
+
ctx.notifications.push(msg);
|
|
85
|
+
}
|
|
86
|
+
}
|
|
@@ -0,0 +1,60 @@
|
|
|
1
|
+
import type { GameState } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
|
|
4
|
+
import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
|
|
5
|
+
import { Goal } from './goal.js';
|
|
6
|
+
|
|
7
|
+
export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
|
|
8
|
+
|
|
9
|
+
const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
|
|
10
|
+
|
|
11
|
+
export interface MoveRoomGoalOptions {
|
|
12
|
+
emitProgress?: boolean;
|
|
13
|
+
stopOnPlayer?: boolean;
|
|
14
|
+
}
|
|
15
|
+
|
|
16
|
+
export class MoveRoomGoal extends Goal {
|
|
17
|
+
constructor(
|
|
18
|
+
public readonly room: string,
|
|
19
|
+
private readonly hasArrived: RoomArrival = arrivedByRoomName,
|
|
20
|
+
private readonly options: MoveRoomGoalOptions = {},
|
|
21
|
+
) {
|
|
22
|
+
super();
|
|
23
|
+
}
|
|
24
|
+
|
|
25
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
26
|
+
const target = resolveRoom(this.room, ctx);
|
|
27
|
+
this.emitProgress(state, ctx, target);
|
|
28
|
+
if (!target || this.hasArrived(state, target)) return [];
|
|
29
|
+
return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
33
|
+
const target = resolveRoom(this.room, ctx);
|
|
34
|
+
if (target == null) return false;
|
|
35
|
+
const finished = this.hasArrived(state, target);
|
|
36
|
+
if (finished) this.emitProgress(state, ctx, target);
|
|
37
|
+
return finished;
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
|
|
41
|
+
if (this.options.emitProgress === false) return;
|
|
42
|
+
|
|
43
|
+
const now = Date.now();
|
|
44
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
45
|
+
ctx.lastProgressNotifyAt = now;
|
|
46
|
+
|
|
47
|
+
const room = state.you.room ?? '未知房间';
|
|
48
|
+
if (!target) {
|
|
49
|
+
const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
|
|
50
|
+
ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
|
|
51
|
+
return;
|
|
52
|
+
}
|
|
53
|
+
|
|
54
|
+
if (state.you.room === target.name) {
|
|
55
|
+
ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
|
|
56
|
+
} else {
|
|
57
|
+
ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
|
|
58
|
+
}
|
|
59
|
+
}
|
|
60
|
+
}
|
|
@@ -0,0 +1,80 @@
|
|
|
1
|
+
import { describe, expect, it } from 'vitest';
|
|
2
|
+
import type { GameState } from '../../sdk/types.js';
|
|
3
|
+
import type { StrategyContext } from '../types.js';
|
|
4
|
+
import { KeepAwayGoal } from './keep-away-goal.js';
|
|
5
|
+
import { NormalShrimpTop } from './normal-shrimp-top.js';
|
|
6
|
+
|
|
7
|
+
function stateWithStranger(distance: number): GameState {
|
|
8
|
+
return {
|
|
9
|
+
phase: 'wandering',
|
|
10
|
+
tick: 1,
|
|
11
|
+
you: {
|
|
12
|
+
name: 'shrimp',
|
|
13
|
+
x: 0,
|
|
14
|
+
y: 0,
|
|
15
|
+
room: 'control',
|
|
16
|
+
role: 'shrimp',
|
|
17
|
+
faction: 'lobster',
|
|
18
|
+
is_alive: true,
|
|
19
|
+
},
|
|
20
|
+
your_tasks: [],
|
|
21
|
+
players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
|
|
22
|
+
all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
|
|
23
|
+
corpses: [],
|
|
24
|
+
stale: false,
|
|
25
|
+
};
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
29
|
+
return {
|
|
30
|
+
taskData: [],
|
|
31
|
+
emergency: null,
|
|
32
|
+
taskLocalBlockedUntil: 0,
|
|
33
|
+
reportCorpseTarget: null,
|
|
34
|
+
reportBlockedUntil: 0,
|
|
35
|
+
notifications: [],
|
|
36
|
+
lastProgressNotifyAt: Date.now(),
|
|
37
|
+
teammates: new Set(),
|
|
38
|
+
alarmDone: false,
|
|
39
|
+
rooms: [],
|
|
40
|
+
playerNamesBySeat: { '2': 'stranger' },
|
|
41
|
+
forcePatrolAdvance: false,
|
|
42
|
+
blockedMoveTarget: null,
|
|
43
|
+
mySeat: 1,
|
|
44
|
+
speechNotifications: [],
|
|
45
|
+
agentAlerts: [],
|
|
46
|
+
...overrides,
|
|
47
|
+
};
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
describe('NormalShrimpTop vision thresholds', () => {
|
|
51
|
+
it('starts backing off at the shrimp vision range', () => {
|
|
52
|
+
const top = new NormalShrimpTop();
|
|
53
|
+
|
|
54
|
+
top.tick(stateWithStranger(270), context());
|
|
55
|
+
|
|
56
|
+
expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
|
|
57
|
+
});
|
|
58
|
+
|
|
59
|
+
it('does not start backing off just outside the vision enter range', () => {
|
|
60
|
+
const top = new NormalShrimpTop();
|
|
61
|
+
|
|
62
|
+
top.tick(stateWithStranger(271), context());
|
|
63
|
+
|
|
64
|
+
expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
|
|
65
|
+
});
|
|
66
|
+
|
|
67
|
+
it('keeps backing off through the vision exit buffer', () => {
|
|
68
|
+
const top = new NormalShrimpTop();
|
|
69
|
+
const ctx = context();
|
|
70
|
+
|
|
71
|
+
top.tick(stateWithStranger(270), ctx);
|
|
72
|
+
expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
|
|
73
|
+
|
|
74
|
+
top.tick(stateWithStranger(299), ctx);
|
|
75
|
+
expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
|
|
76
|
+
|
|
77
|
+
top.tick(stateWithStranger(300), ctx);
|
|
78
|
+
expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
|
|
79
|
+
});
|
|
80
|
+
});
|