@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
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export class TaskOnlyTop extends Goal {
7
- private lastEmergencyNotified = false;
8
-
9
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
- if (state.emergency && !this.lastEmergencyNotified) {
11
- this.lastEmergencyNotified = true;
12
- ctx.notifications.push(`紧急任务出现!优先处理。`);
13
- } else if (!state.emergency) {
14
- this.lastEmergencyNotified = false;
15
- }
16
-
17
- const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
- if (!task) {
19
- this.emitProgress(state, ctx);
20
- return [];
21
- }
22
-
23
- if (state.you.doing_task && task !== ctx.emergency) {
24
- this.emitProgress(state, ctx);
25
- return [];
26
- }
27
-
28
- const decisions = [taskMoveDecision(state, ctx, task)];
29
- this.emitProgress(state, ctx);
30
- return decisions;
31
- }
32
-
33
- private emitProgress(state: GameState, ctx: StrategyContext): void {
34
- const now = Date.now();
35
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
- ctx.lastProgressNotifyAt = now;
37
-
38
- const room = state.you.room ?? '未知';
39
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
- const total = ctx.taskData.length;
41
- const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
-
43
- let msg = `[进度] 当前在${room}`;
44
- if (current) {
45
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
- } else {
47
- msg += `,没有可用任务`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export class TaskOnlyTop extends Goal {
7
+ private lastEmergencyNotified = false;
8
+
9
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
+ if (state.emergency && !this.lastEmergencyNotified) {
11
+ this.lastEmergencyNotified = true;
12
+ ctx.notifications.push(`紧急任务出现!优先处理。`);
13
+ } else if (!state.emergency) {
14
+ this.lastEmergencyNotified = false;
15
+ }
16
+
17
+ const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
+ if (!task) {
19
+ this.emitProgress(state, ctx);
20
+ return [];
21
+ }
22
+
23
+ if (state.you.doing_task && task !== ctx.emergency) {
24
+ this.emitProgress(state, ctx);
25
+ return [];
26
+ }
27
+
28
+ const decisions = [taskMoveDecision(state, ctx, task)];
29
+ this.emitProgress(state, ctx);
30
+ return decisions;
31
+ }
32
+
33
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
34
+ const now = Date.now();
35
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
+ ctx.lastProgressNotifyAt = now;
37
+
38
+ const room = state.you.room ?? '未知';
39
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
+ const total = ctx.taskData.length;
41
+ const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
+
43
+ let msg = `[进度] 当前在${room}`;
44
+ if (current) {
45
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
+ } else {
47
+ msg += `,没有可用任务`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,41 +1,41 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, firstAvailableTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type TaskPredicate = (task: TaskInfo) => boolean;
8
- const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
-
10
- /**
11
- * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
- * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
- * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
- *
15
- * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
- * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
- * 自身不发进度通知,进度由调用方按场景统一播报。
18
- */
19
- export class TaskOrPatrolGoal extends Goal {
20
- private readonly patrol = new PatrolState();
21
-
22
- constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
- super();
24
- }
25
-
26
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
- if (state.you.doing_task) return [];
28
-
29
- const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
- if (task) return [taskMoveDecision(state, ctx, task)];
31
-
32
- let room = this.patrol.nextRoom(ctx);
33
- if (!room) return [];
34
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
- this.patrol.advance(ctx);
36
- const next = this.patrol.nextRoom(ctx);
37
- if (next) room = next;
38
- }
39
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
- }
41
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, firstAvailableTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type TaskPredicate = (task: TaskInfo) => boolean;
8
+ const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
+
10
+ /**
11
+ * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
+ * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
+ * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
+ *
15
+ * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
+ * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
+ * 自身不发进度通知,进度由调用方按场景统一播报。
18
+ */
19
+ export class TaskOrPatrolGoal extends Goal {
20
+ private readonly patrol = new PatrolState();
21
+
22
+ constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
+ super();
24
+ }
25
+
26
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
+ if (state.you.doing_task) return [];
28
+
29
+ const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
+ if (task) return [taskMoveDecision(state, ctx, task)];
31
+
32
+ let room = this.patrol.nextRoom(ctx);
33
+ if (!room) return [];
34
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
+ this.patrol.advance(ctx);
36
+ const next = this.patrol.nextRoom(ctx);
37
+ if (next) room = next;
38
+ }
39
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
+ }
41
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
- import { GreetingTracker } from '../greeting.js';
5
- import { Goal } from './goal.js';
6
- import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
-
8
- export class TaskReportTop extends Goal {
9
- private readonly taskGoal = new TaskOrPatrolGoal();
10
- private readonly greeting: GreetingTracker;
11
-
12
- constructor(greetingPhrases: string[]) {
13
- super();
14
- this.greeting = new GreetingTracker(greetingPhrases);
15
- }
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const decisions: BehaviorDecision[] = [];
19
-
20
- const greetingDecision = this.greeting.tryGreeting(state);
21
- if (greetingDecision) decisions.push(greetingDecision);
22
-
23
- const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
- if (reportDecision) {
25
- decisions.unshift(reportDecision);
26
- return decisions;
27
- }
28
-
29
- decisions.push(...this.taskGoal.tick(state, ctx));
30
-
31
- this.emitProgress(state, ctx);
32
- return decisions;
33
- }
34
-
35
- private emitProgress(state: GameState, ctx: StrategyContext): void {
36
- const now = Date.now();
37
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
- ctx.lastProgressNotifyAt = now;
39
-
40
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
- const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
- const room = state.you.room ?? '未知';
44
-
45
- let msg = `[进度] 当前在${room}`;
46
- if (current) {
47
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
+ import { GreetingTracker } from '../greeting.js';
5
+ import { Goal } from './goal.js';
6
+ import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
+
8
+ export class TaskReportTop extends Goal {
9
+ private readonly taskGoal = new TaskOrPatrolGoal();
10
+ private readonly greeting: GreetingTracker;
11
+
12
+ constructor(greetingPhrases: string[]) {
13
+ super();
14
+ this.greeting = new GreetingTracker(greetingPhrases);
15
+ }
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const decisions: BehaviorDecision[] = [];
19
+
20
+ const greetingDecision = this.greeting.tryGreeting(state);
21
+ if (greetingDecision) decisions.push(greetingDecision);
22
+
23
+ const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
+ if (reportDecision) {
25
+ decisions.unshift(reportDecision);
26
+ return decisions;
27
+ }
28
+
29
+ decisions.push(...this.taskGoal.tick(state, ctx));
30
+
31
+ this.emitProgress(state, ctx);
32
+ return decisions;
33
+ }
34
+
35
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
36
+ const now = Date.now();
37
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
+ ctx.lastProgressNotifyAt = now;
39
+
40
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
+ const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
+ const room = state.you.room ?? '未知';
44
+
45
+ let msg = `[进度] 当前在${room}`;
46
+ if (current) {
47
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,33 +1,33 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
-
8
- /**
9
- * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
- * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
- * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
- */
13
- export class WanderTaskGoal extends Goal {
14
- constructor(
15
- private readonly pickTask: TaskPicker,
16
- private readonly stopOnPlayer: () => boolean,
17
- private readonly patrol: PatrolState,
18
- ) {
19
- super();
20
- }
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- if (state.you.doing_task) return [];
24
-
25
- const task = this.pickTask(state, ctx);
26
- if (task) {
27
- const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
- if (decision) return decision;
29
- // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
- }
31
- return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
- }
33
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
+
8
+ /**
9
+ * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
+ * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
+ * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
+ */
13
+ export class WanderTaskGoal extends Goal {
14
+ constructor(
15
+ private readonly pickTask: TaskPicker,
16
+ private readonly stopOnPlayer: () => boolean,
17
+ private readonly patrol: PatrolState,
18
+ ) {
19
+ super();
20
+ }
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ if (state.you.doing_task) return [];
24
+
25
+ const task = this.pickTask(state, ctx);
26
+ if (task) {
27
+ const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
+ if (decision) return decision;
29
+ // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
+ }
31
+ return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
+ }
33
+ }
@@ -1,86 +1,86 @@
1
- import { describe, expect, it } from 'vitest';
2
- import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
- import type { GameState } from '../../sdk/types.js';
4
- import type { StrategyContext } from '../types.js';
5
- import { KeepAwayGoal } from './keep-away-goal.js';
6
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
- import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
-
9
- function state(): GameState {
10
- return {
11
- phase: 'wandering',
12
- tick: 1,
13
- you: {
14
- name: 'warrior',
15
- x: 0,
16
- y: 0,
17
- room: 'control',
18
- role: 'shrimp_warrior',
19
- faction: 'lobster',
20
- is_alive: true,
21
- kill_cooldown_secs: 0,
22
- kills_remaining: 1,
23
- },
24
- your_tasks: [],
25
- players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
- all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
- corpses: [],
28
- stale: false,
29
- };
30
- }
31
-
32
- function knowledge(mark: 'suspect' | 'hostile' | 'trusted') {
33
- const ts = Date.now();
34
- const file: KnowledgeFile = {
35
- version: 1,
36
- gameId: 'game-1',
37
- subjects: {
38
- 'player:target': {
39
- type: 'player',
40
- selector: 'target',
41
- tags: { [mark]: { ts } },
42
- },
43
- },
44
- };
45
- return buildKnowledgeView(file);
46
- }
47
-
48
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
- return {
50
- taskData: [],
51
- emergency: null,
52
- taskLocalBlockedUntil: 0,
53
- reportCorpseTarget: null,
54
- reportBlockedUntil: 0,
55
- notifications: [],
56
- lastProgressNotifyAt: Date.now(),
57
- teammates: new Set(),
58
- alarmDone: false,
59
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
- playerNamesBySeat: { '2': 'target' },
61
- forcePatrolAdvance: false,
62
- blockedMoveTarget: null,
63
- mySeat: 1,
64
- speechNotifications: [],
65
- agentAlerts: [],
66
- ...overrides,
67
- };
68
- }
69
-
70
- describe('WarriorShrimpTop knowledge tiers', () => {
71
- it('avoids a suspect even when the weapon is ready', () => {
72
- const top = new WarriorShrimpTop();
73
-
74
- top.tick(state(), context({ knowledge: knowledge('suspect') }));
75
-
76
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
77
- });
78
-
79
- it('hunts hostile targets', () => {
80
- const top = new WarriorShrimpTop();
81
-
82
- top.tick(state(), context({ knowledge: knowledge('hostile') }));
83
-
84
- expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
85
- });
86
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
+ import type { GameState } from '../../sdk/types.js';
4
+ import type { StrategyContext } from '../types.js';
5
+ import { KeepAwayGoal } from './keep-away-goal.js';
6
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
+ import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
+
9
+ function state(): GameState {
10
+ return {
11
+ phase: 'wandering',
12
+ tick: 1,
13
+ you: {
14
+ name: 'warrior',
15
+ x: 0,
16
+ y: 0,
17
+ room: 'control',
18
+ role: 'shrimp_warrior',
19
+ faction: 'lobster',
20
+ is_alive: true,
21
+ kill_cooldown_secs: 0,
22
+ kills_remaining: 1,
23
+ },
24
+ your_tasks: [],
25
+ players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
+ all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
+ corpses: [],
28
+ stale: false,
29
+ };
30
+ }
31
+
32
+ function knowledge(mark: 'suspect' | 'hostile' | 'trusted') {
33
+ const ts = Date.now();
34
+ const file: KnowledgeFile = {
35
+ version: 1,
36
+ gameId: 'game-1',
37
+ subjects: {
38
+ 'player:target': {
39
+ type: 'player',
40
+ selector: 'target',
41
+ tags: { [mark]: { ts } },
42
+ },
43
+ },
44
+ };
45
+ return buildKnowledgeView(file);
46
+ }
47
+
48
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
+ return {
50
+ taskData: [],
51
+ emergency: null,
52
+ taskLocalBlockedUntil: 0,
53
+ reportCorpseTarget: null,
54
+ reportBlockedUntil: 0,
55
+ notifications: [],
56
+ lastProgressNotifyAt: Date.now(),
57
+ teammates: new Set(),
58
+ alarmDone: false,
59
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
+ playerNamesBySeat: { '2': 'target' },
61
+ forcePatrolAdvance: false,
62
+ blockedMoveTarget: null,
63
+ mySeat: 1,
64
+ speechNotifications: [],
65
+ agentAlerts: [],
66
+ ...overrides,
67
+ };
68
+ }
69
+
70
+ describe('WarriorShrimpTop knowledge tiers', () => {
71
+ it('avoids a suspect even when the weapon is ready', () => {
72
+ const top = new WarriorShrimpTop();
73
+
74
+ top.tick(state(), context({ knowledge: knowledge('suspect') }));
75
+
76
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
77
+ });
78
+
79
+ it('hunts hostile targets', () => {
80
+ const top = new WarriorShrimpTop();
81
+
82
+ top.tick(state(), context({ knowledge: knowledge('hostile') }));
83
+
84
+ expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
85
+ });
86
+ });