@myclaw163/clawclaw-cli 0.6.55 → 0.6.57

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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
@@ -1,25 +1,25 @@
1
- import type { BehaviorDecision } from '../types.js';
2
- import { Goal } from './goal.js';
3
-
4
- export const URGENT_GOAL_PRIORITY = 1;
5
- export const WANDER_GOAL_PRIORITY = 0.2;
6
-
7
- export class LeafGoal extends Goal {
8
- constructor(private readonly decisions: BehaviorDecision[]) {
9
- super();
10
- }
11
-
12
- tick(): BehaviorDecision[] {
13
- return this.decisions;
14
- }
15
- }
16
-
17
- export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
18
- if (parent.subGoal) parent.removeSubGoal();
19
- parent.setSubGoal(child, priority);
20
- return [];
21
- }
22
-
23
- export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
24
- return setBehavior(parent, new LeafGoal(decisions), priority);
25
- }
1
+ import type { BehaviorDecision } from '../types.js';
2
+ import { Goal } from './goal.js';
3
+
4
+ export const URGENT_GOAL_PRIORITY = 1;
5
+ export const WANDER_GOAL_PRIORITY = 0.2;
6
+
7
+ export class LeafGoal extends Goal {
8
+ constructor(private readonly decisions: BehaviorDecision[]) {
9
+ super();
10
+ }
11
+
12
+ tick(): BehaviorDecision[] {
13
+ return this.decisions;
14
+ }
15
+ }
16
+
17
+ export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
18
+ if (parent.subGoal) parent.removeSubGoal();
19
+ parent.setSubGoal(child, priority);
20
+ return [];
21
+ }
22
+
23
+ export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
24
+ return setBehavior(parent, new LeafGoal(decisions), priority);
25
+ }
@@ -1,79 +1,79 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
4
- import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- const LINGER_MIN = 40;
8
- const LINGER_MAX = 100;
9
- /** 走到离游走点这么近就算到达、换下一个点(贴尸游走半径 40-100,单步约 144px)。 */
10
- const LINGER_REACHED = 24;
11
- /** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
12
- const LINGER_DWELL_MS = 4000;
13
-
14
- export class LingerCorpseGoal extends Goal {
15
- private wanderTarget: { x: number; y: number } | null = null;
16
- private wanderUntil = 0;
17
- private anchorKey = '';
18
-
19
- constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
20
- super();
21
- }
22
-
23
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
24
- const body = nearestKnownCorpse(state, ctx);
25
- if (!body) {
26
- // 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
27
- this.wanderTarget = null;
28
- const nav = nearestKnownCorpseNav(state, ctx);
29
- return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
30
- }
31
- // 有坐标:在尸体周围 40-100 徘徊。目标「粘住」直到到点 / 超时 / 换了尸体——不再每 tick 重随机,
32
- // 否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖而走不出一条游走腿。
33
- return [{ action: Action.move(this.resolveWanderTarget(state, ctx, body)) }];
34
- }
35
-
36
- // Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
37
- // 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
38
- // 等人进视野把坐标补全,否则尸体一离开视野就提前结束、再也走不回去。
39
- isFinish(state: GameState, ctx: StrategyContext): boolean {
40
- return nearestKnownCorpseNav(state, ctx) == null;
41
- }
42
-
43
- private resolveWanderTarget(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
44
- const key = corpse.name ?? `${Math.round(corpse.x)},${Math.round(corpse.y)}`;
45
- const now = Date.now();
46
- const reached = this.wanderTarget != null
47
- && dist(state.you.x, state.you.y, this.wanderTarget.x, this.wanderTarget.y) <= LINGER_REACHED;
48
- if (this.wanderTarget == null || this.anchorKey !== key || reached || now >= this.wanderUntil) {
49
- this.anchorKey = key;
50
- this.wanderTarget = this.pickOffset(state, ctx, corpse);
51
- this.wanderUntil = now + LINGER_DWELL_MS;
52
- }
53
- return this.wanderTarget;
54
- }
55
-
56
- private pickOffset(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
57
- const avoid = this.avoidResolver?.(state, ctx) ?? [];
58
- return avoid.length > 0 ? this.farSideOffset(state, corpse, avoid) : this.randomOffset(corpse);
59
- }
60
-
61
- private farSideOffset(state: GameState, corpse: CorpseTarget, avoid: PlayerInfo[]): { x: number; y: number } {
62
- const nearest = avoid.reduce((best, p) => {
63
- const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
64
- const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
65
- return d < bestD ? p : best;
66
- });
67
- const vx = corpse.x - nearest.x;
68
- const vy = corpse.y - nearest.y;
69
- const len = Math.hypot(vx, vy);
70
- if (len === 0) return this.randomOffset(corpse);
71
- return { x: corpse.x + (vx / len) * LINGER_MAX, y: corpse.y + (vy / len) * LINGER_MAX };
72
- }
73
-
74
- private randomOffset(corpse: CorpseTarget): { x: number; y: number } {
75
- const angle = Math.random() * 2 * Math.PI;
76
- const radius = LINGER_MIN + Math.random() * (LINGER_MAX - LINGER_MIN);
77
- return { x: corpse.x + Math.cos(angle) * radius, y: corpse.y + Math.sin(angle) * radius };
78
- }
79
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
4
+ import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ const LINGER_MIN = 40;
8
+ const LINGER_MAX = 100;
9
+ /** 走到离游走点这么近就算到达、换下一个点(贴尸游走半径 40-100,单步约 144px)。 */
10
+ const LINGER_REACHED = 24;
11
+ /** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
12
+ const LINGER_DWELL_MS = 4000;
13
+
14
+ export class LingerCorpseGoal extends Goal {
15
+ private wanderTarget: { x: number; y: number } | null = null;
16
+ private wanderUntil = 0;
17
+ private anchorKey = '';
18
+
19
+ constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
20
+ super();
21
+ }
22
+
23
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
24
+ const body = nearestKnownCorpse(state, ctx);
25
+ if (!body) {
26
+ // 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
27
+ this.wanderTarget = null;
28
+ const nav = nearestKnownCorpseNav(state, ctx);
29
+ return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
30
+ }
31
+ // 有坐标:在尸体周围 40-100 徘徊。目标「粘住」直到到点 / 超时 / 换了尸体——不再每 tick 重随机,
32
+ // 否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖而走不出一条游走腿。
33
+ return [{ action: Action.move(this.resolveWanderTarget(state, ctx, body)) }];
34
+ }
35
+
36
+ // Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
37
+ // 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
38
+ // 等人进视野把坐标补全,否则尸体一离开视野就提前结束、再也走不回去。
39
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
40
+ return nearestKnownCorpseNav(state, ctx) == null;
41
+ }
42
+
43
+ private resolveWanderTarget(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
44
+ const key = corpse.name ?? `${Math.round(corpse.x)},${Math.round(corpse.y)}`;
45
+ const now = Date.now();
46
+ const reached = this.wanderTarget != null
47
+ && dist(state.you.x, state.you.y, this.wanderTarget.x, this.wanderTarget.y) <= LINGER_REACHED;
48
+ if (this.wanderTarget == null || this.anchorKey !== key || reached || now >= this.wanderUntil) {
49
+ this.anchorKey = key;
50
+ this.wanderTarget = this.pickOffset(state, ctx, corpse);
51
+ this.wanderUntil = now + LINGER_DWELL_MS;
52
+ }
53
+ return this.wanderTarget;
54
+ }
55
+
56
+ private pickOffset(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
57
+ const avoid = this.avoidResolver?.(state, ctx) ?? [];
58
+ return avoid.length > 0 ? this.farSideOffset(state, corpse, avoid) : this.randomOffset(corpse);
59
+ }
60
+
61
+ private farSideOffset(state: GameState, corpse: CorpseTarget, avoid: PlayerInfo[]): { x: number; y: number } {
62
+ const nearest = avoid.reduce((best, p) => {
63
+ const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
64
+ const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
65
+ return d < bestD ? p : best;
66
+ });
67
+ const vx = corpse.x - nearest.x;
68
+ const vy = corpse.y - nearest.y;
69
+ const len = Math.hypot(vx, vy);
70
+ if (len === 0) return this.randomOffset(corpse);
71
+ return { x: corpse.x + (vx / len) * LINGER_MAX, y: corpse.y + (vy / len) * LINGER_MAX };
72
+ }
73
+
74
+ private randomOffset(corpse: CorpseTarget): { x: number; y: number } {
75
+ const angle = Math.random() * 2 * Math.PI;
76
+ const radius = LINGER_MIN + Math.random() * (LINGER_MAX - LINGER_MIN);
77
+ return { x: corpse.x + Math.cos(angle) * radius, y: corpse.y + Math.sin(angle) * radius };
78
+ }
79
+ }
@@ -1,82 +1,82 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- KILL_RANGE,
7
- LONE_IGNORE_MS,
8
- nonTeammatesVisible,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, StrategyContext } from '../types.js';
11
-
12
- export interface LoneKillOptions {
13
- /** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
14
- bypassIgnoreWindow?: boolean;
15
- }
16
-
17
- export type LoneKillAssessment =
18
- | { kind: 'hunt'; target: PlayerInfo }
19
- | { kind: 'idle' };
20
-
21
- /**
22
- * crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
23
- * 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
24
- */
25
- export class LoneKillCore {
26
- private loneIgnoreUntil = 0;
27
- private suppressStop = false;
28
-
29
- reset(): void {
30
- this.loneIgnoreUntil = 0;
31
- this.suppressStop = false;
32
- }
33
-
34
- /** 兜底任务/巡逻移动是否应 stop_on_player。 */
35
- patrolStopOnPlayer(): boolean {
36
- return !this.suppressStop;
37
- }
38
-
39
- assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
40
- const now = Date.now();
41
- this.suppressStop = false;
42
- const nonTeammates = nonTeammatesVisible(state, ctx);
43
-
44
- if (nonTeammates.length === 0) {
45
- if (state.players.length > 0) {
46
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
47
- this.suppressStop = true;
48
- }
49
- return { kind: 'idle' };
50
- }
51
-
52
- if (nonTeammates.length > 1) {
53
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
54
- this.suppressStop = true;
55
- return { kind: 'idle' };
56
- }
57
-
58
- if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
59
- this.suppressStop = true;
60
- return { kind: 'idle' };
61
- }
62
-
63
- if (!canUseKill(state)) {
64
- // 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
65
- //(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
66
- this.suppressStop = true;
67
- return { kind: 'idle' };
68
- }
69
-
70
- return { kind: 'hunt', target: nonTeammates[0] };
71
- }
72
-
73
- pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
74
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
75
- if (d <= KILL_RANGE && canUseKill(state)) {
76
- ctx.notifications.push(`发现落单目标${target.name},出刀!`);
77
- return { action: Action.kill(target.name) };
78
- }
79
- if (d > KILL_RANGE) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
80
- return { action: Action.move({ x: target.x, y: target.y }) };
81
- }
82
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ killCommitRange,
7
+ LONE_IGNORE_MS,
8
+ nonTeammatesVisible,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+
12
+ export interface LoneKillOptions {
13
+ /** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
14
+ bypassIgnoreWindow?: boolean;
15
+ }
16
+
17
+ export type LoneKillAssessment =
18
+ | { kind: 'hunt'; target: PlayerInfo }
19
+ | { kind: 'idle' };
20
+
21
+ /**
22
+ * crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
23
+ * 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
24
+ */
25
+ export class LoneKillCore {
26
+ private loneIgnoreUntil = 0;
27
+ private suppressStop = false;
28
+
29
+ reset(): void {
30
+ this.loneIgnoreUntil = 0;
31
+ this.suppressStop = false;
32
+ }
33
+
34
+ /** 兜底任务/巡逻移动是否应 stop_on_player。 */
35
+ patrolStopOnPlayer(): boolean {
36
+ return !this.suppressStop;
37
+ }
38
+
39
+ assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
40
+ const now = Date.now();
41
+ this.suppressStop = false;
42
+ const nonTeammates = nonTeammatesVisible(state, ctx);
43
+
44
+ if (nonTeammates.length === 0) {
45
+ if (state.players.length > 0) {
46
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
47
+ this.suppressStop = true;
48
+ }
49
+ return { kind: 'idle' };
50
+ }
51
+
52
+ if (nonTeammates.length > 1) {
53
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
54
+ this.suppressStop = true;
55
+ return { kind: 'idle' };
56
+ }
57
+
58
+ if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
59
+ this.suppressStop = true;
60
+ return { kind: 'idle' };
61
+ }
62
+
63
+ if (!canUseKill(state)) {
64
+ // 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
65
+ //(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
66
+ this.suppressStop = true;
67
+ return { kind: 'idle' };
68
+ }
69
+
70
+ return { kind: 'hunt', target: nonTeammates[0] };
71
+ }
72
+
73
+ pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
74
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
75
+ if (d <= killCommitRange(state.you.role) && canUseKill(state)) {
76
+ ctx.notifications.push(`发现落单目标${target.name},出刀!`);
77
+ return { action: Action.kill(target.name) };
78
+ }
79
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
80
+ return { action: Action.move({ x: target.x, y: target.y }) };
81
+ }
82
+ }
@@ -1,24 +1,24 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { Goal } from './goal.js';
4
- import type { LoneKillCore } from './lone-kill-core.js';
5
-
6
- /**
7
- * 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
8
- * 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
9
- */
10
- export class LoneKillGoal extends Goal {
11
- private target: PlayerInfo | null = null;
12
-
13
- constructor(private readonly core: LoneKillCore) {
14
- super();
15
- }
16
-
17
- setTarget(target: PlayerInfo): void {
18
- this.target = target;
19
- }
20
-
21
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
22
- return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
23
- }
24
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { Goal } from './goal.js';
4
+ import type { LoneKillCore } from './lone-kill-core.js';
5
+
6
+ /**
7
+ * 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
8
+ * 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
9
+ */
10
+ export class LoneKillGoal extends Goal {
11
+ private target: PlayerInfo | null = null;
12
+
13
+ constructor(private readonly core: LoneKillCore) {
14
+ super();
15
+ }
16
+
17
+ setTarget(target: PlayerInfo): void {
18
+ this.target = target;
19
+ }
20
+
21
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
22
+ return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
23
+ }
24
+ }
@@ -1,85 +1,85 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState, TaskInfo } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { LoneKillTaskTop } from './lone-kill-task-top.js';
5
-
6
- function state(overrides: Partial<GameState> = {}): GameState {
7
- return {
8
- phase: 'wandering',
9
- tick: 1,
10
- you: {
11
- name: 'octopus',
12
- x: 0,
13
- y: 0,
14
- room: 'control',
15
- role: 'neutral_octopus',
16
- faction: 'neutral',
17
- is_alive: true,
18
- kill_cooldown_secs: 10,
19
- },
20
- your_tasks: [],
21
- players: [],
22
- corpses: [],
23
- stale: false,
24
- ...overrides,
25
- };
26
- }
27
-
28
- function task(task_name: string, x: number, y: number): TaskInfo {
29
- return {
30
- task_id: task_name,
31
- task_name,
32
- room: 'control',
33
- status: 'normal',
34
- x,
35
- y,
36
- is_fake_shrimp: true,
37
- };
38
- }
39
-
40
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
41
- return {
42
- taskData: [],
43
- emergency: null,
44
- taskLocalBlockedUntil: 0,
45
- reportCorpseTarget: null,
46
- reportBlockedUntil: 0,
47
- notifications: [],
48
- lastProgressNotifyAt: Date.now(),
49
- teammates: new Set(),
50
- alarmDone: false,
51
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
52
- playerNamesBySeat: {},
53
- forcePatrolAdvance: false,
54
- blockedMoveTarget: null,
55
- mySeat: 1,
56
- speechNotifications: [],
57
- agentAlerts: [],
58
- ...overrides,
59
- };
60
- }
61
-
62
- describe('LoneKillTaskTop', () => {
63
- it('does not try to repair emergency tasks as octopus', () => {
64
- const top = new LoneKillTaskTop();
65
- const ctx = context({
66
- taskData: [task('fake-clean', 100, 0)],
67
- emergency: {
68
- task_id: 'repair',
69
- task_name: 'repair',
70
- room: 'control',
71
- status: 'emergency',
72
- x: 0,
73
- y: 0,
74
- remaining_secs: 60,
75
- },
76
- });
77
-
78
- top.tick(state(), ctx);
79
- const decisions = top.subGoal?.tick(state(), ctx) ?? [];
80
-
81
- expect(decisions).toHaveLength(1);
82
- expect(decisions[0].action.type).toBe('move');
83
- expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
84
- });
85
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { LoneKillTaskTop } from './lone-kill-task-top.js';
5
+
6
+ function state(overrides: Partial<GameState> = {}): GameState {
7
+ return {
8
+ phase: 'wandering',
9
+ tick: 1,
10
+ you: {
11
+ name: 'octopus',
12
+ x: 0,
13
+ y: 0,
14
+ room: 'control',
15
+ role: 'neutral_octopus',
16
+ faction: 'neutral',
17
+ is_alive: true,
18
+ kill_cooldown_secs: 10,
19
+ },
20
+ your_tasks: [],
21
+ players: [],
22
+ corpses: [],
23
+ stale: false,
24
+ ...overrides,
25
+ };
26
+ }
27
+
28
+ function task(task_name: string, x: number, y: number): TaskInfo {
29
+ return {
30
+ task_id: task_name,
31
+ task_name,
32
+ room: 'control',
33
+ status: 'normal',
34
+ x,
35
+ y,
36
+ is_fake_shrimp: true,
37
+ };
38
+ }
39
+
40
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
41
+ return {
42
+ taskData: [],
43
+ emergency: null,
44
+ taskLocalBlockedUntil: 0,
45
+ reportCorpseTarget: null,
46
+ reportBlockedUntil: 0,
47
+ notifications: [],
48
+ lastProgressNotifyAt: Date.now(),
49
+ teammates: new Set(),
50
+ alarmDone: false,
51
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
52
+ playerNamesBySeat: {},
53
+ forcePatrolAdvance: false,
54
+ blockedMoveTarget: null,
55
+ mySeat: 1,
56
+ speechNotifications: [],
57
+ agentAlerts: [],
58
+ ...overrides,
59
+ };
60
+ }
61
+
62
+ describe('LoneKillTaskTop', () => {
63
+ it('does not try to repair emergency tasks as octopus', () => {
64
+ const top = new LoneKillTaskTop();
65
+ const ctx = context({
66
+ taskData: [task('fake-clean', 100, 0)],
67
+ emergency: {
68
+ task_id: 'repair',
69
+ task_name: 'repair',
70
+ room: 'control',
71
+ status: 'emergency',
72
+ x: 0,
73
+ y: 0,
74
+ remaining_secs: 60,
75
+ },
76
+ });
77
+
78
+ top.tick(state(), ctx);
79
+ const decisions = top.subGoal?.tick(state(), ctx) ?? [];
80
+
81
+ expect(decisions).toHaveLength(1);
82
+ expect(decisions[0].action.type).toBe('move');
83
+ expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
84
+ });
85
+ });