@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 {
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hasKillUseRemaining,
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hasReachedRoomTarget,
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isKnowledgeHostile,
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isKnowledgeTrusted,
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killCooldownSecs,
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LONE_IGNORE_MS,
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matchesAnyTarget,
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nearestPlayerByDistance,
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nonTeammatesVisible,
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PatrolState,
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PROGRESS_INTERVAL_MS,
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} from '../game-utils.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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import { KillVisibleTargetGoal } from './kill-target-goal.js';
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import { MoveRoomGoal } from './move-room-goal.js';
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const PATROL_PRIORITY = 0.2;
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const HUNT_PRIORITY = 0.5;
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export class KillLoneTop extends Goal {
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private readonly patrol = new PatrolState();
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private loneIgnoreUntil = 0;
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private patrolStopOnPlayer: boolean | null = null;
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private lastFlaggedTarget = '';
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constructor(private readonly protectedTargets: string[] = []) {
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super();
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}
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const now = Date.now();
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const nonTeammates = nonTeammatesVisible(state, ctx);
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if (!hasKillUseRemaining(state)) {
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this.setPatrolGoal(state, ctx, false);
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this.emitProgress(state, ctx);
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return [];
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}
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const flagged = nearestPlayerByDistance(
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state,
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nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
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);
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if (flagged) {
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if (flagged.name !== this.lastFlaggedTarget) {
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ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
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this.lastFlaggedTarget = '';
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if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
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return [];
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this.setPatrolGoal(state, ctx, false);
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this.emitProgress(state, ctx);
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return [];
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const target = nonTeammates[0];
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if (this.isProtected(target, ctx)) {
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this.setPatrolGoal(state, ctx, false);
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}
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/** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
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private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
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return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
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}
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private setHuntGoal(targetName: string, ignoreCrowd = false): void {
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if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
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if (this.subGoal) this.removeSubGoal();
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private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
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if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
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if (this.subGoal) this.removeSubGoal();
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this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
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private emitProgress(state: GameState, ctx: StrategyContext): void {
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ctx.lastProgressNotifyAt = now;
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const room = state.you.room ?? '未知';
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const killsRemaining = state.you.kills_remaining;
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const nonTeammates = nonTeammatesVisible(state, ctx);
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let msg = `[进度] 当前在${room}`;
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if (nonTeammates.length === 0) {
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msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
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} else if (nonTeammates.length === 1) {
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if (this.isProtected(target, ctx)) {
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msg += `,视野内发现保护目标${target.name},不动手。`;
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} else {
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msg += `,视野内发现落单目标${target.name}。`;
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}
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if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
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if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
154
|
-
} else {
|
|
155
|
-
msg += `,视野内有${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;
|
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27
|
+
private lastFlaggedTarget = '';
|
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28
|
+
|
|
29
|
+
constructor(private readonly protectedTargets: string[] = []) {
|
|
30
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+
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
|
-
|
|
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 <=
|
|
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
|
-
|
|
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${target.name}在攻击范围内,出刀!`);
|
|
55
|
-
} else {
|
|
56
|
-
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
57
|
-
if (d >
|
|
58
|
-
}
|
|
59
|
-
this.emitProgress(state, ctx);
|
|
60
|
-
return decision ? [decision] : [];
|
|
61
|
-
}
|
|
62
|
-
|
|
63
|
-
if (state.players.length > 0 || ctx.emergency) {
|
|
64
|
-
this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
|
|
65
|
-
}
|
|
66
|
-
this.emitProgress(state, ctx);
|
|
67
|
-
return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
|
|
68
|
-
}
|
|
69
|
-
|
|
70
|
-
private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
71
|
-
if (!this.completedNotified) {
|
|
72
|
-
ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
|
|
73
|
-
ctx.forcePatrolAdvance = true;
|
|
74
|
-
this.completedNotified = true;
|
|
75
|
-
}
|
|
76
|
-
return patrolStep(state, ctx, this.patrol, false);
|
|
77
|
-
}
|
|
78
|
-
|
|
79
|
-
private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
|
|
80
|
-
if (!isTargetAlive(state, t, ctx)) return false;
|
|
81
|
-
const nameFromSeat = /^\d+$/.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
|
+
}
|