@myclaw163/clawclaw-cli 0.6.55 → 0.6.57
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 -440
- package/bin/clawclaw-cli.mjs +3 -3
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +245 -245
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +244 -240
- package/skills/clawclaw/references/CHATTERBOX.md +142 -142
- package/skills/clawclaw/references/COMMANDS.md +132 -132
- package/skills/clawclaw/references/GAME-MECHANICS.md +186 -186
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +43 -43
- package/skills/clawclaw/references/STRATEGIES.md +57 -57
- package/skills/clawclaw/references/STREAM.md +59 -58
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +110 -153
- package/src/commands/_schema.ts +109 -109
- package/src/commands/account.ts +209 -209
- package/src/commands/do.test.ts +37 -37
- package/src/commands/do.ts +95 -95
- package/src/commands/events.ts +22 -22
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -142
- package/src/commands/game.ts +1027 -882
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +19 -19
- package/src/commands/knowledge.ts +168 -168
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -38
- package/src/commands/persona.ts +57 -57
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +135 -135
- package/src/commands/strategy.ts +180 -189
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +969 -973
- package/src/commands/watch.ts +720 -709
- package/src/lib/auth.test.ts +59 -59
- package/src/lib/auth.ts +186 -186
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +391 -391
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +121 -121
- package/src/lib/hub-reminder.ts +75 -75
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +120 -120
- package/src/lib/knowledge-store.test.ts +180 -180
- package/src/lib/knowledge-store.ts +374 -374
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +232 -232
- package/src/lib/strategy-export.ts +242 -242
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-store.ts +124 -124
- package/src/pipeline/pipeline.ts +35 -35
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +107 -28
- package/src/runtime/event-daemon.ts +409 -371
- package/src/runtime/owner-control.ts +150 -0
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -99
- package/src/runtime/ws-client.test.ts +104 -47
- package/src/runtime/ws-client.ts +272 -272
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +110 -110
- package/src/sdk/types.ts +146 -146
- package/src/strategies/avoid-lone.ts +11 -11
- package/src/strategies/avoid-players.knowledge.md +20 -20
- package/src/strategies/avoid-players.ts +15 -15
- package/src/strategies/corpse-patrol.ts +22 -22
- package/src/strategies/crab-sabotage.ts +21 -21
- package/src/strategies/custom-module.test.ts +269 -269
- package/src/strategies/find-player.ts +16 -16
- package/src/strategies/game-utils.test.ts +164 -164
- package/src/strategies/game-utils.ts +737 -721
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +91 -91
- package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/keep-away-goal.ts +206 -206
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +25 -25
- package/src/strategies/goals/linger-corpse-goal.ts +79 -79
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +86 -86
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +219 -219
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -86
- package/src/strategies/goals/warrior-shrimp-top.ts +248 -248
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/kill-frenzy.ts +12 -12
- package/src/strategies/kill-lone.knowledge.md +20 -20
- package/src/strategies/kill-lone.ts +13 -13
- package/src/strategies/kill-target.ts +18 -18
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +172 -172
- package/src/strategies/lone-kill-task.ts +21 -21
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +15 -15
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/paradise-fish.knowledge.md +20 -20
- package/src/strategies/paradise-fish.ts +25 -25
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +348 -348
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +11 -11
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +11 -11
- package/src/strategies/shrimp-memory.knowledge.md +20 -20
- package/src/strategies/shrimp-memory.ts +25 -25
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +49 -49
- package/src/strategies/spawn.ts +82 -71
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.ts +763 -757
- package/src/strategies/task-kill-report.ts +17 -17
- package/src/strategies/task-only.ts +11 -11
- package/src/strategies/task-report.ts +22 -22
- package/src/strategies/types.ts +96 -96
- package/src/strategies/warrior-memory.knowledge.md +20 -20
- package/src/strategies/warrior-memory.ts +16 -16
- package/src/runtime/daemon.ts +0 -100
- package/src/runtime/opening-mover.ts +0 -303
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
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import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
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import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
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const PATROL_PRIORITY = 0.2;
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const MOVE_PRIORITY = 0.5;
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const EMPTY_GRACE_MS = 8_000;
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// 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
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const GATHER_FOLLOW_DISTANCE = 200;
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type MoveMode = 'patrol' | 'flee' | 'gather';
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export class AvoidLoneTop extends Goal {
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private readonly patrol = new PatrolState();
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private emptySince: number | null = null;
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private moveMode: MoveMode | null = null;
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private lastNoticeKey = '';
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const now = Date.now();
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const visible = state.players;
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if (visible.length === 0) {
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if (this.emptySince == null) this.emptySince = now;
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// 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
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// gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
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// 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
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const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
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if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
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this.setPatrolGoal(state, ctx);
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this.emitProgress(state, ctx, 'patrol', null, visible);
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} else {
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this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
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}
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return [];
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}
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this.emptySince = null;
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if (visible.length === 1) {
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const lone = visible[0].name;
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this.setKeepAway(`single:${lone}`,
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currentState => currentState.players.filter(player => player.name === lone));
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if (!this.emitNotice(ctx, `flee:${lone}`,
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`视野内只有${lone},正在寻路避免落单。`))
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this.emitProgress(state, ctx, 'flee', null, visible);
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return [];
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}
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// 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
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// 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
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this.clearGoal();
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this.moveMode = 'gather';
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const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
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const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
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if (decision) {
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if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
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`视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
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this.emitProgress(state, ctx, 'gather', null, visible);
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return [{
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action: decision.action.withThinking(
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`跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
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),
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}];
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}
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if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
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`视野内${visible.length}人,已和大家在一起保持安全。`))
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this.emitProgress(state, ctx, 'gather', null, visible);
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return [];
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}
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private distOf(state: GameState, p: PlayerInfo): number {
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return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
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}
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private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
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let room = this.patrol.nextRoom(ctx);
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if (!room) {
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return;
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}
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if (hasReachedRoomTarget(state, room)) {
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room = this.patrol.nextRoom(ctx);
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return;
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}
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}
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this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
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}
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/**
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* 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
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* finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
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* 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
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*/
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private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
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const worker = this.subGoal;
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if (worker instanceof KeepAwayGoal && worker.key === key) {
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this.moveMode = 'flee';
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return;
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}
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if (this.subGoal) this.removeSubGoal();
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this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
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threatRadius: Infinity,
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finishWhenClear: false,
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noun: '',
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}), MOVE_PRIORITY);
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this.moveMode = 'flee';
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}
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private setMoveGoal(
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room: RoomTarget,
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mode: MoveMode,
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stopOnPlayer: boolean,
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priority = MOVE_PRIORITY,
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hasArrived: RoomArrival = hasReachedRoomTarget,
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): void {
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const worker = this.subGoal;
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if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
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if (this.subGoal) this.removeSubGoal();
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this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
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stopOnPlayer,
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}), priority);
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this.moveMode = mode;
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}
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136
|
-
private clearGoal(): void {
|
|
137
|
-
if (this.subGoal) this.removeSubGoal();
|
|
138
|
-
this.moveMode = null;
|
|
139
|
-
}
|
|
140
|
-
|
|
141
|
-
private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
|
|
142
|
-
if (key === this.lastNoticeKey) return false;
|
|
143
|
-
this.lastNoticeKey = key;
|
|
144
|
-
ctx.notifications.push(message);
|
|
145
|
-
return true;
|
|
146
|
-
}
|
|
147
|
-
|
|
148
|
-
private emitProgress(
|
|
149
|
-
state: GameState,
|
|
150
|
-
ctx: StrategyContext,
|
|
151
|
-
mode: MoveMode | null,
|
|
152
|
-
target: RoomTarget | null,
|
|
153
|
-
visible: PlayerInfo[],
|
|
154
|
-
): void {
|
|
155
|
-
const now = Date.now();
|
|
156
|
-
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
157
|
-
ctx.lastProgressNotifyAt = now;
|
|
158
|
-
|
|
159
|
-
const room = state.you.room ?? '未知';
|
|
160
|
-
let msg = `[进度] 当前在${room},视野内${visible.length}人`;
|
|
161
|
-
if (mode === 'gather') msg += ',正在跟随人群';
|
|
162
|
-
else if (mode === 'flee') msg += ',正在避免落单风险';
|
|
163
|
-
else msg += ',正在巡逻寻找人群';
|
|
164
|
-
if (target) msg += `,前往${target.name}`;
|
|
165
|
-
msg += '。';
|
|
166
|
-
ctx.notifications.push(msg);
|
|
167
|
-
}
|
|
168
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
|
|
3
|
+
import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
|
|
4
|
+
import { Goal } from './goal.js';
|
|
5
|
+
import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
|
|
6
|
+
import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
|
|
7
|
+
|
|
8
|
+
const PATROL_PRIORITY = 0.2;
|
|
9
|
+
const MOVE_PRIORITY = 0.5;
|
|
10
|
+
const EMPTY_GRACE_MS = 8_000;
|
|
11
|
+
// 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
|
|
12
|
+
const GATHER_FOLLOW_DISTANCE = 200;
|
|
13
|
+
|
|
14
|
+
type MoveMode = 'patrol' | 'flee' | 'gather';
|
|
15
|
+
|
|
16
|
+
export class AvoidLoneTop extends Goal {
|
|
17
|
+
private readonly patrol = new PatrolState();
|
|
18
|
+
private emptySince: number | null = null;
|
|
19
|
+
private moveMode: MoveMode | null = null;
|
|
20
|
+
private lastNoticeKey = '';
|
|
21
|
+
|
|
22
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
23
|
+
const now = Date.now();
|
|
24
|
+
const visible = state.players;
|
|
25
|
+
|
|
26
|
+
if (visible.length === 0) {
|
|
27
|
+
if (this.emptySince == null) this.emptySince = now;
|
|
28
|
+
// 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
|
|
29
|
+
// gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
|
|
30
|
+
// 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
|
|
31
|
+
const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
|
|
32
|
+
if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
|
|
33
|
+
this.setPatrolGoal(state, ctx);
|
|
34
|
+
this.emitProgress(state, ctx, 'patrol', null, visible);
|
|
35
|
+
} else {
|
|
36
|
+
this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
|
|
37
|
+
}
|
|
38
|
+
return [];
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
this.emptySince = null;
|
|
42
|
+
|
|
43
|
+
if (visible.length === 1) {
|
|
44
|
+
const lone = visible[0].name;
|
|
45
|
+
this.setKeepAway(`single:${lone}`,
|
|
46
|
+
currentState => currentState.players.filter(player => player.name === lone));
|
|
47
|
+
if (!this.emitNotice(ctx, `flee:${lone}`,
|
|
48
|
+
`视野内只有${lone},正在寻路避免落单。`))
|
|
49
|
+
this.emitProgress(state, ctx, 'flee', null, visible);
|
|
50
|
+
return [];
|
|
51
|
+
}
|
|
52
|
+
|
|
53
|
+
// 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
|
|
54
|
+
// 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
|
|
55
|
+
this.clearGoal();
|
|
56
|
+
this.moveMode = 'gather';
|
|
57
|
+
const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
|
|
58
|
+
const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
|
|
59
|
+
if (decision) {
|
|
60
|
+
if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
|
|
61
|
+
`视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
|
|
62
|
+
this.emitProgress(state, ctx, 'gather', null, visible);
|
|
63
|
+
return [{
|
|
64
|
+
action: decision.action.withThinking(
|
|
65
|
+
`跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
|
|
66
|
+
),
|
|
67
|
+
}];
|
|
68
|
+
}
|
|
69
|
+
if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
|
|
70
|
+
`视野内${visible.length}人,已和大家在一起保持安全。`))
|
|
71
|
+
this.emitProgress(state, ctx, 'gather', null, visible);
|
|
72
|
+
return [];
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
private distOf(state: GameState, p: PlayerInfo): number {
|
|
76
|
+
return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
77
|
+
}
|
|
78
|
+
|
|
79
|
+
private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
|
|
80
|
+
let room = this.patrol.nextRoom(ctx);
|
|
81
|
+
if (!room) {
|
|
82
|
+
this.clearGoal();
|
|
83
|
+
return;
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
if (hasReachedRoomTarget(state, room)) {
|
|
87
|
+
this.patrol.advance(ctx);
|
|
88
|
+
room = this.patrol.nextRoom(ctx);
|
|
89
|
+
if (!room) {
|
|
90
|
+
this.clearGoal();
|
|
91
|
+
return;
|
|
92
|
+
}
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
|
|
96
|
+
this.lastNoticeKey = '';
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
/**
|
|
100
|
+
* 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
|
|
101
|
+
* finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
|
|
102
|
+
* 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
|
|
103
|
+
*/
|
|
104
|
+
private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
|
|
105
|
+
const worker = this.subGoal;
|
|
106
|
+
if (worker instanceof KeepAwayGoal && worker.key === key) {
|
|
107
|
+
this.moveMode = 'flee';
|
|
108
|
+
return;
|
|
109
|
+
}
|
|
110
|
+
if (this.subGoal) this.removeSubGoal();
|
|
111
|
+
this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
|
|
112
|
+
threatRadius: Infinity,
|
|
113
|
+
finishWhenClear: false,
|
|
114
|
+
noun: '',
|
|
115
|
+
}), MOVE_PRIORITY);
|
|
116
|
+
this.moveMode = 'flee';
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
private setMoveGoal(
|
|
120
|
+
room: RoomTarget,
|
|
121
|
+
mode: MoveMode,
|
|
122
|
+
stopOnPlayer: boolean,
|
|
123
|
+
priority = MOVE_PRIORITY,
|
|
124
|
+
hasArrived: RoomArrival = hasReachedRoomTarget,
|
|
125
|
+
): void {
|
|
126
|
+
const worker = this.subGoal;
|
|
127
|
+
if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
|
|
128
|
+
if (this.subGoal) this.removeSubGoal();
|
|
129
|
+
this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
|
|
130
|
+
emitProgress: false,
|
|
131
|
+
stopOnPlayer,
|
|
132
|
+
}), priority);
|
|
133
|
+
this.moveMode = mode;
|
|
134
|
+
}
|
|
135
|
+
|
|
136
|
+
private clearGoal(): void {
|
|
137
|
+
if (this.subGoal) this.removeSubGoal();
|
|
138
|
+
this.moveMode = null;
|
|
139
|
+
}
|
|
140
|
+
|
|
141
|
+
private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
|
|
142
|
+
if (key === this.lastNoticeKey) return false;
|
|
143
|
+
this.lastNoticeKey = key;
|
|
144
|
+
ctx.notifications.push(message);
|
|
145
|
+
return true;
|
|
146
|
+
}
|
|
147
|
+
|
|
148
|
+
private emitProgress(
|
|
149
|
+
state: GameState,
|
|
150
|
+
ctx: StrategyContext,
|
|
151
|
+
mode: MoveMode | null,
|
|
152
|
+
target: RoomTarget | null,
|
|
153
|
+
visible: PlayerInfo[],
|
|
154
|
+
): void {
|
|
155
|
+
const now = Date.now();
|
|
156
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
157
|
+
ctx.lastProgressNotifyAt = now;
|
|
158
|
+
|
|
159
|
+
const room = state.you.room ?? '未知';
|
|
160
|
+
let msg = `[进度] 当前在${room},视野内${visible.length}人`;
|
|
161
|
+
if (mode === 'gather') msg += ',正在跟随人群';
|
|
162
|
+
else if (mode === 'flee') msg += ',正在避免落单风险';
|
|
163
|
+
else msg += ',正在巡逻寻找人群';
|
|
164
|
+
if (target) msg += `,前往${target.name}`;
|
|
165
|
+
msg += '。';
|
|
166
|
+
ctx.notifications.push(msg);
|
|
167
|
+
}
|
|
168
|
+
}
|
|
@@ -1,83 +1,83 @@
|
|
|
1
|
-
import { describe, expect, it } from 'vitest';
|
|
2
|
-
import type { GameState } from '../../sdk/types.js';
|
|
3
|
-
import type { StrategyContext } from '../types.js';
|
|
4
|
-
import { AvoidPlayersTop } from './avoid-players-top.js';
|
|
5
|
-
|
|
6
|
-
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
-
return {
|
|
8
|
-
phase: 'wandering',
|
|
9
|
-
tick: 1,
|
|
10
|
-
you: {
|
|
11
|
-
name: 'self',
|
|
12
|
-
x: 0,
|
|
13
|
-
y: 0,
|
|
14
|
-
room: 'start',
|
|
15
|
-
role: 'neutral_octopus',
|
|
16
|
-
faction: 'neutral',
|
|
17
|
-
is_alive: true,
|
|
18
|
-
},
|
|
19
|
-
your_tasks: [],
|
|
20
|
-
players: [],
|
|
21
|
-
corpses: [],
|
|
22
|
-
stale: false,
|
|
23
|
-
...overrides,
|
|
24
|
-
};
|
|
25
|
-
}
|
|
26
|
-
|
|
27
|
-
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
28
|
-
return {
|
|
29
|
-
taskData: [],
|
|
30
|
-
emergency: null,
|
|
31
|
-
taskLocalBlockedUntil: 0,
|
|
32
|
-
reportCorpseTarget: null,
|
|
33
|
-
reportBlockedUntil: 0,
|
|
34
|
-
notifications: [],
|
|
35
|
-
lastProgressNotifyAt: Date.now(),
|
|
36
|
-
teammates: new Set(),
|
|
37
|
-
alarmDone: false,
|
|
38
|
-
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
39
|
-
playerNamesBySeat: {},
|
|
40
|
-
forcePatrolAdvance: false,
|
|
41
|
-
blockedMoveTarget: null,
|
|
42
|
-
mySeat: 1,
|
|
43
|
-
speechNotifications: [],
|
|
44
|
-
agentAlerts: [],
|
|
45
|
-
...overrides,
|
|
46
|
-
};
|
|
47
|
-
}
|
|
48
|
-
|
|
49
|
-
describe('AvoidPlayersTop', () => {
|
|
50
|
-
it('patrols without stop_on_player when the avoid list has no active threat', () => {
|
|
51
|
-
const top = new AvoidPlayersTop([]);
|
|
52
|
-
const ctx = context();
|
|
53
|
-
const current = state({
|
|
54
|
-
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
55
|
-
});
|
|
56
|
-
|
|
57
|
-
top.tick(current, ctx);
|
|
58
|
-
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
59
|
-
|
|
60
|
-
expect(decisions).toHaveLength(1);
|
|
61
|
-
expect(decisions[0].action.type).toBe('move');
|
|
62
|
-
expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
|
|
63
|
-
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
64
|
-
});
|
|
65
|
-
|
|
66
|
-
it('patrols without stop_on_player when the configured avoid target is dead', () => {
|
|
67
|
-
const top = new AvoidPlayersTop(['dead-target']);
|
|
68
|
-
const ctx = context();
|
|
69
|
-
const current = state({
|
|
70
|
-
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
71
|
-
all_players: [
|
|
72
|
-
{ name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
|
|
73
|
-
{ name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
|
|
74
|
-
],
|
|
75
|
-
});
|
|
76
|
-
|
|
77
|
-
top.tick(current, ctx);
|
|
78
|
-
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
79
|
-
|
|
80
|
-
expect(decisions).toHaveLength(1);
|
|
81
|
-
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
82
|
-
});
|
|
83
|
-
});
|
|
1
|
+
import { describe, expect, it } from 'vitest';
|
|
2
|
+
import type { GameState } from '../../sdk/types.js';
|
|
3
|
+
import type { StrategyContext } from '../types.js';
|
|
4
|
+
import { AvoidPlayersTop } from './avoid-players-top.js';
|
|
5
|
+
|
|
6
|
+
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
+
return {
|
|
8
|
+
phase: 'wandering',
|
|
9
|
+
tick: 1,
|
|
10
|
+
you: {
|
|
11
|
+
name: 'self',
|
|
12
|
+
x: 0,
|
|
13
|
+
y: 0,
|
|
14
|
+
room: 'start',
|
|
15
|
+
role: 'neutral_octopus',
|
|
16
|
+
faction: 'neutral',
|
|
17
|
+
is_alive: true,
|
|
18
|
+
},
|
|
19
|
+
your_tasks: [],
|
|
20
|
+
players: [],
|
|
21
|
+
corpses: [],
|
|
22
|
+
stale: false,
|
|
23
|
+
...overrides,
|
|
24
|
+
};
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
28
|
+
return {
|
|
29
|
+
taskData: [],
|
|
30
|
+
emergency: null,
|
|
31
|
+
taskLocalBlockedUntil: 0,
|
|
32
|
+
reportCorpseTarget: null,
|
|
33
|
+
reportBlockedUntil: 0,
|
|
34
|
+
notifications: [],
|
|
35
|
+
lastProgressNotifyAt: Date.now(),
|
|
36
|
+
teammates: new Set(),
|
|
37
|
+
alarmDone: false,
|
|
38
|
+
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
39
|
+
playerNamesBySeat: {},
|
|
40
|
+
forcePatrolAdvance: false,
|
|
41
|
+
blockedMoveTarget: null,
|
|
42
|
+
mySeat: 1,
|
|
43
|
+
speechNotifications: [],
|
|
44
|
+
agentAlerts: [],
|
|
45
|
+
...overrides,
|
|
46
|
+
};
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
describe('AvoidPlayersTop', () => {
|
|
50
|
+
it('patrols without stop_on_player when the avoid list has no active threat', () => {
|
|
51
|
+
const top = new AvoidPlayersTop([]);
|
|
52
|
+
const ctx = context();
|
|
53
|
+
const current = state({
|
|
54
|
+
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
55
|
+
});
|
|
56
|
+
|
|
57
|
+
top.tick(current, ctx);
|
|
58
|
+
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
59
|
+
|
|
60
|
+
expect(decisions).toHaveLength(1);
|
|
61
|
+
expect(decisions[0].action.type).toBe('move');
|
|
62
|
+
expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
|
|
63
|
+
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
64
|
+
});
|
|
65
|
+
|
|
66
|
+
it('patrols without stop_on_player when the configured avoid target is dead', () => {
|
|
67
|
+
const top = new AvoidPlayersTop(['dead-target']);
|
|
68
|
+
const ctx = context();
|
|
69
|
+
const current = state({
|
|
70
|
+
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
71
|
+
all_players: [
|
|
72
|
+
{ name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
|
|
73
|
+
{ name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
|
|
74
|
+
],
|
|
75
|
+
});
|
|
76
|
+
|
|
77
|
+
top.tick(current, ctx);
|
|
78
|
+
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
79
|
+
|
|
80
|
+
expect(decisions).toHaveLength(1);
|
|
81
|
+
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
82
|
+
});
|
|
83
|
+
});
|