@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.
Files changed (189) hide show
  1. package/README.md +440 -440
  2. package/bin/clawclaw-cli.mjs +3 -3
  3. package/package.json +48 -48
  4. package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
  5. package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
  6. package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
  7. package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
  8. package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
  9. package/scripts/postinstall.mjs +20 -20
  10. package/scripts/sync-bundled-skill.mjs +245 -245
  11. package/scripts/sync-bundled-skill.test.mjs +152 -152
  12. package/skills/clawclaw/SKILL.md +244 -240
  13. package/skills/clawclaw/references/CHATTERBOX.md +142 -142
  14. package/skills/clawclaw/references/COMMANDS.md +132 -132
  15. package/skills/clawclaw/references/GAME-MECHANICS.md +186 -186
  16. package/skills/clawclaw/references/HUB.md +48 -48
  17. package/skills/clawclaw/references/KNOWLEDGE.md +43 -43
  18. package/skills/clawclaw/references/STRATEGIES.md +57 -57
  19. package/skills/clawclaw/references/STREAM.md +59 -58
  20. package/skills/clawclaw/references/TACTICS.md +65 -65
  21. package/src/assets/clawclaw-ascii-map.txt +40 -40
  22. package/src/cli.ts +110 -153
  23. package/src/commands/_schema.ts +109 -109
  24. package/src/commands/account.ts +209 -209
  25. package/src/commands/do.test.ts +37 -37
  26. package/src/commands/do.ts +95 -95
  27. package/src/commands/events.ts +22 -22
  28. package/src/commands/game-map.test.ts +28 -28
  29. package/src/commands/game-start-plan.test.ts +84 -142
  30. package/src/commands/game.ts +1027 -882
  31. package/src/commands/history-player.test.ts +102 -102
  32. package/src/commands/history.ts +573 -573
  33. package/src/commands/hub.test.ts +96 -96
  34. package/src/commands/hub.ts +234 -234
  35. package/src/commands/knowledge.test.ts +19 -19
  36. package/src/commands/knowledge.ts +168 -168
  37. package/src/commands/load.test.ts +51 -51
  38. package/src/commands/load.ts +13 -13
  39. package/src/commands/meeting-history.test.ts +106 -106
  40. package/src/commands/memory.ts +40 -40
  41. package/src/commands/peek.ts +45 -38
  42. package/src/commands/persona.ts +57 -57
  43. package/src/commands/skill.ts +128 -128
  44. package/src/commands/state.ts +46 -46
  45. package/src/commands/strategy.test.ts +135 -135
  46. package/src/commands/strategy.ts +180 -189
  47. package/src/commands/tts.ts +128 -128
  48. package/src/commands/upgrade.test.ts +82 -82
  49. package/src/commands/upgrade.ts +148 -148
  50. package/src/commands/watch.test.ts +969 -973
  51. package/src/commands/watch.ts +720 -709
  52. package/src/lib/auth.test.ts +59 -59
  53. package/src/lib/auth.ts +186 -186
  54. package/src/lib/command-meta.ts +37 -37
  55. package/src/lib/game-client.ts +391 -391
  56. package/src/lib/http-keepalive.ts +15 -15
  57. package/src/lib/http-transport.test.ts +42 -42
  58. package/src/lib/http-transport.ts +113 -113
  59. package/src/lib/hub-client.test.ts +56 -56
  60. package/src/lib/hub-client.ts +88 -88
  61. package/src/lib/hub-install.test.ts +98 -98
  62. package/src/lib/hub-install.ts +121 -121
  63. package/src/lib/hub-reminder.ts +75 -75
  64. package/src/lib/hub-unzip.test.ts +69 -69
  65. package/src/lib/hub-unzip.ts +62 -62
  66. package/src/lib/init-command.test.ts +75 -75
  67. package/src/lib/init-command.ts +120 -120
  68. package/src/lib/knowledge-store.test.ts +180 -180
  69. package/src/lib/knowledge-store.ts +374 -374
  70. package/src/lib/load-context.test.ts +52 -52
  71. package/src/lib/load-context.ts +52 -52
  72. package/src/lib/match-state.test.ts +134 -134
  73. package/src/lib/match-state.ts +94 -94
  74. package/src/lib/netease-tts.ts +83 -83
  75. package/src/lib/normalize.ts +42 -42
  76. package/src/lib/persona.test.ts +41 -41
  77. package/src/lib/persona.ts +72 -72
  78. package/src/lib/server-registry.ts +152 -152
  79. package/src/lib/skill-version.test.ts +48 -48
  80. package/src/lib/skill-version.ts +19 -19
  81. package/src/lib/strategy-export.test.ts +232 -232
  82. package/src/lib/strategy-export.ts +242 -242
  83. package/src/lib/tts-keys.ts +7 -7
  84. package/src/lib/tts-speech.test.ts +63 -63
  85. package/src/lib/tts-speech.ts +76 -76
  86. package/src/lib/workspace-argv.test.ts +49 -49
  87. package/src/lib/workspace-argv.ts +44 -44
  88. package/src/perception/player-history-store.test.ts +87 -87
  89. package/src/perception/player-history-store.ts +194 -194
  90. package/src/pipeline/event-store.ts +124 -124
  91. package/src/pipeline/pipeline.ts +35 -35
  92. package/src/runtime/auto-upgrade.test.ts +66 -66
  93. package/src/runtime/auto-upgrade.ts +31 -31
  94. package/src/runtime/event-daemon.test.ts +107 -28
  95. package/src/runtime/event-daemon.ts +409 -371
  96. package/src/runtime/owner-control.ts +150 -0
  97. package/src/runtime/raw-ws-log.test.ts +33 -33
  98. package/src/runtime/raw-ws-log.ts +32 -32
  99. package/src/runtime/runtime-logger.ts +107 -99
  100. package/src/runtime/ws-client.test.ts +104 -47
  101. package/src/runtime/ws-client.ts +272 -272
  102. package/src/sdk/action.ts +166 -166
  103. package/src/sdk/index.ts +110 -110
  104. package/src/sdk/types.ts +146 -146
  105. package/src/strategies/avoid-lone.ts +11 -11
  106. package/src/strategies/avoid-players.knowledge.md +20 -20
  107. package/src/strategies/avoid-players.ts +15 -15
  108. package/src/strategies/corpse-patrol.ts +22 -22
  109. package/src/strategies/crab-sabotage.ts +21 -21
  110. package/src/strategies/custom-module.test.ts +269 -269
  111. package/src/strategies/find-player.ts +16 -16
  112. package/src/strategies/game-utils.test.ts +164 -164
  113. package/src/strategies/game-utils.ts +737 -721
  114. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  115. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  116. package/src/strategies/goals/avoid-players-top.ts +121 -121
  117. package/src/strategies/goals/conversation-goal.ts +51 -51
  118. package/src/strategies/goals/corpse-patrol-top.ts +91 -91
  119. package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
  120. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  121. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  122. package/src/strategies/goals/find-player-top.ts +93 -93
  123. package/src/strategies/goals/flee-players-goal.ts +53 -53
  124. package/src/strategies/goals/goal-manager.ts +41 -41
  125. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  126. package/src/strategies/goals/goal.ts +28 -28
  127. package/src/strategies/goals/keep-away-goal.ts +206 -206
  128. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  129. package/src/strategies/goals/kill-lone-top.ts +160 -160
  130. package/src/strategies/goals/kill-target-goal.ts +59 -59
  131. package/src/strategies/goals/kill-target-top.ts +109 -109
  132. package/src/strategies/goals/leaf-goal.ts +25 -25
  133. package/src/strategies/goals/linger-corpse-goal.ts +79 -79
  134. package/src/strategies/goals/lone-kill-core.ts +82 -82
  135. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  136. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  137. package/src/strategies/goals/lone-kill-task-top.ts +86 -86
  138. package/src/strategies/goals/move-room-goal.ts +60 -60
  139. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  140. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  141. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  142. package/src/strategies/goals/paradise-fish-top.ts +219 -219
  143. package/src/strategies/goals/patrol-top.ts +57 -57
  144. package/src/strategies/goals/report-patrol-top.ts +80 -80
  145. package/src/strategies/goals/safe-task-goal.ts +102 -102
  146. package/src/strategies/goals/social-task-top.ts +161 -161
  147. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  148. package/src/strategies/goals/task-only-top.ts +57 -57
  149. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  150. package/src/strategies/goals/task-report-top.ts +57 -57
  151. package/src/strategies/goals/wander-task-goal.ts +33 -33
  152. package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -86
  153. package/src/strategies/goals/warrior-shrimp-top.ts +248 -248
  154. package/src/strategies/greeting.ts +53 -53
  155. package/src/strategies/kill-frenzy.ts +12 -12
  156. package/src/strategies/kill-lone.knowledge.md +20 -20
  157. package/src/strategies/kill-lone.ts +13 -13
  158. package/src/strategies/kill-target.ts +18 -18
  159. package/src/strategies/loader.test.ts +678 -678
  160. package/src/strategies/loader.ts +172 -172
  161. package/src/strategies/lone-kill-task.ts +21 -21
  162. package/src/strategies/meeting-gate.test.ts +59 -59
  163. package/src/strategies/meeting-gate.ts +23 -23
  164. package/src/strategies/move-room.ts +15 -15
  165. package/src/strategies/new-events-backfill.ts +98 -98
  166. package/src/strategies/paradise-fish.knowledge.md +20 -20
  167. package/src/strategies/paradise-fish.ts +25 -25
  168. package/src/strategies/pathfind/distance-field.ts +150 -150
  169. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  170. package/src/strategies/pathfind/escape-planner.ts +348 -348
  171. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  172. package/src/strategies/patrol.ts +11 -11
  173. package/src/strategies/player-targets.ts +13 -13
  174. package/src/strategies/report-patrol.ts +11 -11
  175. package/src/strategies/shrimp-memory.knowledge.md +20 -20
  176. package/src/strategies/shrimp-memory.ts +25 -25
  177. package/src/strategies/social-task.test.ts +28 -28
  178. package/src/strategies/social-task.ts +49 -49
  179. package/src/strategies/spawn.ts +82 -71
  180. package/src/strategies/speech-module.ts +123 -123
  181. package/src/strategies/strategy-loop.ts +763 -757
  182. package/src/strategies/task-kill-report.ts +17 -17
  183. package/src/strategies/task-only.ts +11 -11
  184. package/src/strategies/task-report.ts +22 -22
  185. package/src/strategies/types.ts +96 -96
  186. package/src/strategies/warrior-memory.knowledge.md +20 -20
  187. package/src/strategies/warrior-memory.ts +16 -16
  188. package/src/runtime/daemon.ts +0 -100
  189. package/src/runtime/opening-mover.ts +0 -303
@@ -1,160 +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
- }
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
+ }
@@ -1,59 +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
- }
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
+ killCommitRange,
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 <= killCommitRange(state.you.role)) {
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
+ }
@@ -1,109 +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
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ dist,
4
+ killCooldownSecs,
5
+ isTargetAlive,
6
+ isRecentlyKilledTarget,
7
+ killCommitRange,
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${target.name}在攻击范围内,出刀!`);
55
+ } else {
56
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${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
+ }