@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
@@ -1,117 +1,117 @@
1
- import { readFileSync } from 'fs';
2
- import type { Position } from '../../sdk/types.js';
3
-
4
- // Walkability bitmap baked from the server's inflated_weights (walls already
5
- // inflated by the agent collision radius, so a walkable tile means the agent
6
- // center may stand there). Regenerate with scripts/export-walkable-grid.py.
7
-
8
- const HEADER_SIZE = 20;
9
-
10
- export interface WalkableGrid {
11
- readonly width: number;
12
- readonly height: number;
13
- readonly tileSize: number;
14
- isWalkable(tx: number, ty: number): boolean;
15
- isWalkableCell(cell: number): boolean;
16
- /** cell = ty * width + tx; world coords are clamped into the map. */
17
- worldToCell(wx: number, wy: number): number;
18
- /** Tile center in world coords. */
19
- cellToWorld(cell: number): Position;
20
- /** Nearest walkable cell within maxRadius tiles (Chebyshev rings); -1 if none. */
21
- snapToWalkable(cell: number, maxRadius?: number): number;
22
- }
23
-
24
- class Grid implements WalkableGrid {
25
- readonly width: number;
26
- readonly height: number;
27
- readonly tileSize: number;
28
- private readonly bits: Buffer;
29
- private readonly rowBytes: number;
30
-
31
- constructor(buf: Buffer) {
32
- if (buf.toString('ascii', 0, 4) !== 'CCWG') throw new Error('walkable grid: bad magic');
33
- const version = buf.readUInt32LE(4);
34
- if (version !== 1) throw new Error(`walkable grid: unsupported version ${version}`);
35
- this.width = buf.readUInt32LE(8);
36
- this.height = buf.readUInt32LE(12);
37
- this.tileSize = buf.readUInt32LE(16);
38
- this.rowBytes = Math.ceil(this.width / 8);
39
- if (buf.length !== HEADER_SIZE + this.rowBytes * this.height) {
40
- throw new Error('walkable grid: size mismatch');
41
- }
42
- this.bits = buf;
43
- }
44
-
45
- isWalkable(tx: number, ty: number): boolean {
46
- if (tx < 0 || ty < 0 || tx >= this.width || ty >= this.height) return false;
47
- const byte = this.bits[HEADER_SIZE + ty * this.rowBytes + (tx >> 3)];
48
- return ((byte >> (tx & 7)) & 1) === 1;
49
- }
50
-
51
- isWalkableCell(cell: number): boolean {
52
- return this.isWalkable(cell % this.width, Math.floor(cell / this.width));
53
- }
54
-
55
- worldToCell(wx: number, wy: number): number {
56
- const tx = Math.min(this.width - 1, Math.max(0, Math.floor(wx / this.tileSize)));
57
- const ty = Math.min(this.height - 1, Math.max(0, Math.floor(wy / this.tileSize)));
58
- return ty * this.width + tx;
59
- }
60
-
61
- cellToWorld(cell: number): Position {
62
- const tx = cell % this.width;
63
- const ty = Math.floor(cell / this.width);
64
- return { x: tx * this.tileSize + this.tileSize / 2, y: ty * this.tileSize + this.tileSize / 2 };
65
- }
66
-
67
- snapToWalkable(cell: number, maxRadius = 8): number {
68
- const cx = cell % this.width;
69
- const cy = Math.floor(cell / this.width);
70
- for (let r = 0; r <= maxRadius; r++) {
71
- let best = -1;
72
- let bestSq = Infinity;
73
- for (let dy = -r; dy <= r; dy++) {
74
- for (let dx = -r; dx <= r; dx++) {
75
- if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
76
- if (!this.isWalkable(cx + dx, cy + dy)) continue;
77
- const sq = dx * dx + dy * dy;
78
- if (sq < bestSq) {
79
- bestSq = sq;
80
- best = (cy + dy) * this.width + (cx + dx);
81
- }
82
- }
83
- }
84
- if (best >= 0) return best;
85
- }
86
- return -1;
87
- }
88
- }
89
-
90
- let cached: WalkableGrid | null = null;
91
-
92
- export function loadWalkableGrid(): WalkableGrid {
93
- if (!cached) {
94
- cached = new Grid(readFileSync(new URL('./clawclaw-walkable.bin', import.meta.url)));
95
- }
96
- return cached;
97
- }
98
-
99
- const STOP_NEIGHBORS = [[1, 0], [-1, 0], [0, 1], [0, -1], [1, 1], [1, -1], [-1, 1], [-1, -1]];
100
-
101
- /**
102
- * A walkable tile center >= 2px away from pos, used to stop in place: the
103
- * server ignores moves shorter than 1px without interrupting the current
104
- * movement, so stopping means moving somewhere nearby.
105
- */
106
- export function nearbyStopPoint(pos: Position): Position {
107
- const grid = loadWalkableGrid();
108
- const cell = grid.worldToCell(pos.x, pos.y);
109
- const tx = cell % grid.width;
110
- const ty = Math.floor(cell / grid.width);
111
- for (const [dx, dy] of STOP_NEIGHBORS) {
112
- if (grid.isWalkable(tx + dx, ty + dy)) return grid.cellToWorld(cell + dy * grid.width + dx);
113
- }
114
- const center = grid.cellToWorld(cell);
115
- if (Math.hypot(center.x - pos.x, center.y - pos.y) >= 1.5) return center;
116
- return { x: pos.x + 2, y: pos.y };
117
- }
1
+ import { readFileSync } from 'fs';
2
+ import type { Position } from '../../sdk/types.js';
3
+
4
+ // Walkability bitmap baked from the server's inflated_weights (walls already
5
+ // inflated by the agent collision radius, so a walkable tile means the agent
6
+ // center may stand there). Regenerate with scripts/export-walkable-grid.py.
7
+
8
+ const HEADER_SIZE = 20;
9
+
10
+ export interface WalkableGrid {
11
+ readonly width: number;
12
+ readonly height: number;
13
+ readonly tileSize: number;
14
+ isWalkable(tx: number, ty: number): boolean;
15
+ isWalkableCell(cell: number): boolean;
16
+ /** cell = ty * width + tx; world coords are clamped into the map. */
17
+ worldToCell(wx: number, wy: number): number;
18
+ /** Tile center in world coords. */
19
+ cellToWorld(cell: number): Position;
20
+ /** Nearest walkable cell within maxRadius tiles (Chebyshev rings); -1 if none. */
21
+ snapToWalkable(cell: number, maxRadius?: number): number;
22
+ }
23
+
24
+ class Grid implements WalkableGrid {
25
+ readonly width: number;
26
+ readonly height: number;
27
+ readonly tileSize: number;
28
+ private readonly bits: Buffer;
29
+ private readonly rowBytes: number;
30
+
31
+ constructor(buf: Buffer) {
32
+ if (buf.toString('ascii', 0, 4) !== 'CCWG') throw new Error('walkable grid: bad magic');
33
+ const version = buf.readUInt32LE(4);
34
+ if (version !== 1) throw new Error(`walkable grid: unsupported version ${version}`);
35
+ this.width = buf.readUInt32LE(8);
36
+ this.height = buf.readUInt32LE(12);
37
+ this.tileSize = buf.readUInt32LE(16);
38
+ this.rowBytes = Math.ceil(this.width / 8);
39
+ if (buf.length !== HEADER_SIZE + this.rowBytes * this.height) {
40
+ throw new Error('walkable grid: size mismatch');
41
+ }
42
+ this.bits = buf;
43
+ }
44
+
45
+ isWalkable(tx: number, ty: number): boolean {
46
+ if (tx < 0 || ty < 0 || tx >= this.width || ty >= this.height) return false;
47
+ const byte = this.bits[HEADER_SIZE + ty * this.rowBytes + (tx >> 3)];
48
+ return ((byte >> (tx & 7)) & 1) === 1;
49
+ }
50
+
51
+ isWalkableCell(cell: number): boolean {
52
+ return this.isWalkable(cell % this.width, Math.floor(cell / this.width));
53
+ }
54
+
55
+ worldToCell(wx: number, wy: number): number {
56
+ const tx = Math.min(this.width - 1, Math.max(0, Math.floor(wx / this.tileSize)));
57
+ const ty = Math.min(this.height - 1, Math.max(0, Math.floor(wy / this.tileSize)));
58
+ return ty * this.width + tx;
59
+ }
60
+
61
+ cellToWorld(cell: number): Position {
62
+ const tx = cell % this.width;
63
+ const ty = Math.floor(cell / this.width);
64
+ return { x: tx * this.tileSize + this.tileSize / 2, y: ty * this.tileSize + this.tileSize / 2 };
65
+ }
66
+
67
+ snapToWalkable(cell: number, maxRadius = 8): number {
68
+ const cx = cell % this.width;
69
+ const cy = Math.floor(cell / this.width);
70
+ for (let r = 0; r <= maxRadius; r++) {
71
+ let best = -1;
72
+ let bestSq = Infinity;
73
+ for (let dy = -r; dy <= r; dy++) {
74
+ for (let dx = -r; dx <= r; dx++) {
75
+ if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
76
+ if (!this.isWalkable(cx + dx, cy + dy)) continue;
77
+ const sq = dx * dx + dy * dy;
78
+ if (sq < bestSq) {
79
+ bestSq = sq;
80
+ best = (cy + dy) * this.width + (cx + dx);
81
+ }
82
+ }
83
+ }
84
+ if (best >= 0) return best;
85
+ }
86
+ return -1;
87
+ }
88
+ }
89
+
90
+ let cached: WalkableGrid | null = null;
91
+
92
+ export function loadWalkableGrid(): WalkableGrid {
93
+ if (!cached) {
94
+ cached = new Grid(readFileSync(new URL('./clawclaw-walkable.bin', import.meta.url)));
95
+ }
96
+ return cached;
97
+ }
98
+
99
+ const STOP_NEIGHBORS = [[1, 0], [-1, 0], [0, 1], [0, -1], [1, 1], [1, -1], [-1, 1], [-1, -1]];
100
+
101
+ /**
102
+ * A walkable tile center >= 2px away from pos, used to stop in place: the
103
+ * server ignores moves shorter than 1px without interrupting the current
104
+ * movement, so stopping means moving somewhere nearby.
105
+ */
106
+ export function nearbyStopPoint(pos: Position): Position {
107
+ const grid = loadWalkableGrid();
108
+ const cell = grid.worldToCell(pos.x, pos.y);
109
+ const tx = cell % grid.width;
110
+ const ty = Math.floor(cell / grid.width);
111
+ for (const [dx, dy] of STOP_NEIGHBORS) {
112
+ if (grid.isWalkable(tx + dx, ty + dy)) return grid.cellToWorld(cell + dy * grid.width + dx);
113
+ }
114
+ const center = grid.cellToWorld(cell);
115
+ if (Math.hypot(center.x - pos.x, center.y - pos.y) >= 1.5) return center;
116
+ return { x: pos.x + 2, y: pos.y };
117
+ }
@@ -1,11 +1,11 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { PatrolTop } from './goals/patrol-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'patrol',
7
- description: '按地图房间顺序依次游走,到达一个房间后自动前往下一个,循环往复。卡路时会跳过当前目标换下一个房间。纯游走,不做任务、不打人、不报告尸体。',
8
- create() {
9
- return new GoalRootStrategy('patrol', () => new PatrolTop(), { resetOnMeetingResume: false });
10
- },
11
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { PatrolTop } from './goals/patrol-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'patrol',
7
+ description: '按地图房间顺序依次游走,到达一个房间后自动前往下一个,循环往复。卡路时会跳过当前目标换下一个房间。纯游走,不做任务、不打人、不报告尸体。',
8
+ create() {
9
+ return new GoalRootStrategy('patrol', () => new PatrolTop(), { resetOnMeetingResume: false });
10
+ },
11
+ };
@@ -1,13 +1,13 @@
1
- /** Split CLI args on commas and/or whitespace (Windows may pass `3,5` as one token). */
2
- export function parseTargetArgs(args: string[]): string[] {
3
- return args
4
- .flatMap((a) => a.split(/[,\s]+/))
5
- .map((t) => t.trim())
6
- .filter((t) => t.length > 0);
7
- }
8
-
9
- export const ROLE_ID_RE = /\b(?:shrimp_generic|shrimp_warrior|shrimp_pistol|crab_generic|neutral_paradise_fish|neutral_octopus)\b/g;
10
-
11
- export function stripRoleIds(text: string): string {
12
- return text.replace(ROLE_ID_RE, '').replace(/\s+/g, ' ').trim();
13
- }
1
+ /** Split CLI args on commas and/or whitespace (Windows may pass `3,5` as one token). */
2
+ export function parseTargetArgs(args: string[]): string[] {
3
+ return args
4
+ .flatMap((a) => a.split(/[,\s]+/))
5
+ .map((t) => t.trim())
6
+ .filter((t) => t.length > 0);
7
+ }
8
+
9
+ export const ROLE_ID_RE = /\b(?:shrimp_generic|shrimp_warrior|shrimp_pistol|crab_generic|neutral_paradise_fish|neutral_octopus)\b/g;
10
+
11
+ export function stripRoleIds(text: string): string {
12
+ return text.replace(ROLE_ID_RE, '').replace(/\s+/g, ' ').trim();
13
+ }
@@ -1,11 +1,11 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { ReportPatrolTop } from './goals/report-patrol-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'report-patrol',
7
- description: '专门找尸体:达到报告距离立刻报告,看到尸体就靠近;没有尸体就巡逻各房间。不做任何任务,不打人,目标是让会议尽快开起来。',
8
- create() {
9
- return new GoalRootStrategy('report-patrol', () => new ReportPatrolTop(), { resetOnMeetingResume: false });
10
- },
11
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { ReportPatrolTop } from './goals/report-patrol-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'report-patrol',
7
+ description: '专门找尸体:达到报告距离立刻报告,看到尸体就靠近;没有尸体就巡逻各房间。不做任何任务,不打人,目标是让会议尽快开起来。',
8
+ create() {
9
+ return new GoalRootStrategy('report-patrol', () => new ReportPatrolTop(), { resetOnMeetingResume: false });
10
+ },
11
+ };
@@ -1,20 +1,20 @@
1
- # shrimp-memory 知识契约
2
-
3
- `shrimp-memory` 只读取统一的玩家三档标记:
4
-
5
- | 标记 | 行为 |
6
- |------|------|
7
- | `suspect` | 可疑:进入视野后寻路远离 |
8
- | `hostile` | 敌对:进入视野后寻路远离 |
9
- | `trusted` | 可信:可以结伴做任务,其在场时不对陌生人触发后撤 |
10
-
11
- 普通虾永不出刀,因此 suspect 与 hostile 都表现为回避;两档仍保留,是为了与武士虾等带刀策略共享同一份知识。无标记玩家按陌生人处理:无 trusted 同伴且单人贴近 270px 内时拉开距离,多人互为目击者时照常做任务。
12
-
13
- ```bash
14
- ccl knowledge mark 5 suspect --confidence 0.7 --note "行为可疑"
15
- ccl knowledge mark 5 hostile --confidence 0.9 --note "确认敌对"
16
- ccl knowledge mark 3 trusted --note "已澄清"
17
- ccl knowledge del player 5
18
- ```
19
-
20
- `role` 是纯身份事实,不直接控制策略。
1
+ # shrimp-memory 知识契约
2
+
3
+ `shrimp-memory` 只读取统一的玩家三档标记:
4
+
5
+ | 标记 | 行为 |
6
+ |------|------|
7
+ | `suspect` | 可疑:进入视野后寻路远离 |
8
+ | `hostile` | 敌对:进入视野后寻路远离 |
9
+ | `trusted` | 可信:可以结伴做任务,其在场时不对陌生人触发后撤 |
10
+
11
+ 普通虾永不出刀,因此 suspect 与 hostile 都表现为回避;两档仍保留,是为了与武士虾等带刀策略共享同一份知识。无标记玩家按陌生人处理:无 trusted 同伴且单人贴近 270px 内时拉开距离,多人互为目击者时照常做任务。
12
+
13
+ ```bash
14
+ ccl knowledge mark 5 suspect --confidence 0.7 --note "行为可疑"
15
+ ccl knowledge mark 5 hostile --confidence 0.9 --note "确认敌对"
16
+ ccl knowledge mark 3 trusted --note "已澄清"
17
+ ccl knowledge del player 5
18
+ ```
19
+
20
+ `role` 是纯身份事实,不直接控制策略。
@@ -1,25 +1,25 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { NormalShrimpTop } from './goals/normal-shrimp-top.js';
4
- import { parseGreetingArgs } from './greeting.js';
5
-
6
- class ShrimpMemoryStrategy extends GoalRootStrategy {
7
- constructor(private readonly greetingPhrases: string[]) {
8
- super('shrimp-memory', () => new NormalShrimpTop(greetingPhrases), {
9
- resetOnMeetingResume: false,
10
- });
11
- }
12
-
13
- speechWarmupTexts(): string[] {
14
- return this.greetingPhrases;
15
- }
16
- }
17
-
18
- export const strategy: StrategyEntry = {
19
- id: 'shrimp-memory',
20
- description:
21
- '普通虾·记忆进阶版(好人、不带刀;task-report 的带记忆升级)。统一读取 ccl knowledge 三档标记:suspect/hostile 都寻路远离,trusted 视为可信同伴。发现尸体最优先报警,并提示复核尸体旁身份不明者;无可信同伴且单个陌生人贴近270内时先拉开距离到300再做任务;再处理紧急任务,最后做任务/巡逻(选测地最近、跳过威胁旁或必经威胁的任务)。永不出刀。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。',
22
- create(args?: string[]) {
23
- return new ShrimpMemoryStrategy(parseGreetingArgs(args, 'shrimp-memory'));
24
- },
25
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { NormalShrimpTop } from './goals/normal-shrimp-top.js';
4
+ import { parseGreetingArgs } from './greeting.js';
5
+
6
+ class ShrimpMemoryStrategy extends GoalRootStrategy {
7
+ constructor(private readonly greetingPhrases: string[]) {
8
+ super('shrimp-memory', () => new NormalShrimpTop(greetingPhrases), {
9
+ resetOnMeetingResume: false,
10
+ });
11
+ }
12
+
13
+ speechWarmupTexts(): string[] {
14
+ return this.greetingPhrases;
15
+ }
16
+ }
17
+
18
+ export const strategy: StrategyEntry = {
19
+ id: 'shrimp-memory',
20
+ description:
21
+ '普通虾·记忆进阶版(好人、不带刀;task-report 的带记忆升级)。统一读取 ccl knowledge 三档标记:suspect/hostile 都寻路远离,trusted 视为可信同伴。发现尸体最优先报警,并提示复核尸体旁身份不明者;无可信同伴且单个陌生人贴近270内时先拉开距离到300再做任务;再处理紧急任务,最后做任务/巡逻(选测地最近、跳过威胁旁或必经威胁的任务)。永不出刀。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。',
22
+ create(args?: string[]) {
23
+ return new ShrimpMemoryStrategy(parseGreetingArgs(args, 'shrimp-memory'));
24
+ },
25
+ };
@@ -1,28 +1,28 @@
1
- import { describe, expect, it } from 'vitest';
2
- import { parseSocialArgs } from './social-task.js';
3
-
4
- describe('parseSocialArgs', () => {
5
- it('parses space-separated tokens', () => {
6
- expect(parseSocialArgs(['3=你好', '5', '8=嗨'])).toEqual([
7
- { target: '3', greeting: '你好' },
8
- { target: '5', greeting: null },
9
- { target: '8', greeting: '嗨' },
10
- ]);
11
- });
12
-
13
- it('parses one CLI token with glued seat=greeting segments', () => {
14
- const one =
15
- '1=嗨 2=你好 3=嘿4=哈喽5=你也在啊6=嗨嗨 7=你好呀 8=嘿嘿 9=哈喽呀';
16
- expect(parseSocialArgs([one])).toEqual([
17
- { target: '1', greeting: '嗨' },
18
- { target: '2', greeting: '你好' },
19
- { target: '3', greeting: '嘿' },
20
- { target: '4', greeting: '哈喽' },
21
- { target: '5', greeting: '你也在啊' },
22
- { target: '6', greeting: '嗨嗨' },
23
- { target: '7', greeting: '你好呀' },
24
- { target: '8', greeting: '嘿嘿' },
25
- { target: '9', greeting: '哈喽呀' },
26
- ]);
27
- });
28
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import { parseSocialArgs } from './social-task.js';
3
+
4
+ describe('parseSocialArgs', () => {
5
+ it('parses space-separated tokens', () => {
6
+ expect(parseSocialArgs(['3=你好', '5', '8=嗨'])).toEqual([
7
+ { target: '3', greeting: '你好' },
8
+ { target: '5', greeting: null },
9
+ { target: '8', greeting: '嗨' },
10
+ ]);
11
+ });
12
+
13
+ it('parses one CLI token with glued seat=greeting segments', () => {
14
+ const one =
15
+ '1=嗨 2=你好 3=嘿4=哈喽5=你也在啊6=嗨嗨 7=你好呀 8=嘿嘿 9=哈喽呀';
16
+ expect(parseSocialArgs([one])).toEqual([
17
+ { target: '1', greeting: '嗨' },
18
+ { target: '2', greeting: '你好' },
19
+ { target: '3', greeting: '嘿' },
20
+ { target: '4', greeting: '哈喽' },
21
+ { target: '5', greeting: '你也在啊' },
22
+ { target: '6', greeting: '嗨嗨' },
23
+ { target: '7', greeting: '你好呀' },
24
+ { target: '8', greeting: '嘿嘿' },
25
+ { target: '9', greeting: '哈喽呀' },
26
+ ]);
27
+ });
28
+ });
@@ -1,49 +1,49 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { SocialTaskTop, type SocialTarget } from './goals/social-task-top.js';
4
-
5
- /**
6
- * Parse args in format: `seat=greeting` or just `seat`.
7
- * E.g. `3=你好 5 8=嗨` → [{target:'3', greeting:'你好'}, {target:'5', greeting:null}, {target:'8', greeting:'嗨'}]
8
- *
9
- * CLI may pass one token (`"1=嗨 2=你好 3=嘿4=哈喽5=..."`) — normalize glued `4=`, `5=` before splitting.
10
- */
11
- export function parseSocialArgs(args: string[]): SocialTarget[] {
12
- let raw = args.join(' ').trim();
13
- if (!raw) return [];
14
-
15
- // `3=嘿4=哈喽5=你也在啊` → `3=嘿 4=哈喽 5=你也在啊`
16
- raw = raw.replace(/(?<!\s)(\d+=)/g, ' $1').trim();
17
-
18
- const targets: SocialTarget[] = [];
19
- for (const token of raw.split(/\s+/)) {
20
- const eqIdx = token.indexOf('=');
21
- if (eqIdx >= 0) {
22
- const target = token.slice(0, eqIdx).trim();
23
- const greeting = token.slice(eqIdx + 1).trim();
24
- if (target) {
25
- targets.push({ target, greeting: greeting || null });
26
- }
27
- } else if (/^\d+$/.test(token)) {
28
- targets.push({ target: token, greeting: null });
29
- }
30
- }
31
- return targets;
32
- }
33
-
34
- export const strategy: StrategyEntry = {
35
- id: 'social-task',
36
- description: '针对指定玩家社交(参数格式 座位=话术 或纯座位,可多人)。视野内出现目标就靠近,没打过招呼先发一次招呼;对方说话就停下等你回复,10秒没回应就转去做任务。全程见到可报告的尸体就报、见到尸体就靠近。不打人。参数:座位=话术 / 座位(可多人)。',
37
- create(args?: string[]) {
38
- if (!args || args.length === 0) {
39
- throw new Error("social-task strategy requires social targets as arguments. Format: seat=greeting or seat. E.g. '3=你好 5 8=嗨'");
40
- }
41
- const socialTargets = parseSocialArgs(args);
42
- if (socialTargets.length === 0) {
43
- throw new Error("social-task strategy: no valid social targets parsed from arguments.");
44
- }
45
- return new GoalRootStrategy('social-task', () => new SocialTaskTop(socialTargets), {
46
- resetOnMeetingResume: false,
47
- });
48
- },
49
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { SocialTaskTop, type SocialTarget } from './goals/social-task-top.js';
4
+
5
+ /**
6
+ * Parse args in format: `seat=greeting` or just `seat`.
7
+ * E.g. `3=你好 5 8=嗨` → [{target:'3', greeting:'你好'}, {target:'5', greeting:null}, {target:'8', greeting:'嗨'}]
8
+ *
9
+ * CLI may pass one token (`"1=嗨 2=你好 3=嘿4=哈喽5=..."`) — normalize glued `4=`, `5=` before splitting.
10
+ */
11
+ export function parseSocialArgs(args: string[]): SocialTarget[] {
12
+ let raw = args.join(' ').trim();
13
+ if (!raw) return [];
14
+
15
+ // `3=嘿4=哈喽5=你也在啊` → `3=嘿 4=哈喽 5=你也在啊`
16
+ raw = raw.replace(/(?<!\s)(\d+=)/g, ' $1').trim();
17
+
18
+ const targets: SocialTarget[] = [];
19
+ for (const token of raw.split(/\s+/)) {
20
+ const eqIdx = token.indexOf('=');
21
+ if (eqIdx >= 0) {
22
+ const target = token.slice(0, eqIdx).trim();
23
+ const greeting = token.slice(eqIdx + 1).trim();
24
+ if (target) {
25
+ targets.push({ target, greeting: greeting || null });
26
+ }
27
+ } else if (/^\d+$/.test(token)) {
28
+ targets.push({ target: token, greeting: null });
29
+ }
30
+ }
31
+ return targets;
32
+ }
33
+
34
+ export const strategy: StrategyEntry = {
35
+ id: 'social-task',
36
+ description: '针对指定玩家社交(参数格式 座位=话术 或纯座位,可多人)。视野内出现目标就靠近,没打过招呼先发一次招呼;对方说话就停下等你回复,10秒没回应就转去做任务。全程见到可报告的尸体就报、见到尸体就靠近。不打人。参数:座位=话术 / 座位(可多人)。',
37
+ create(args?: string[]) {
38
+ if (!args || args.length === 0) {
39
+ throw new Error("social-task strategy requires social targets as arguments. Format: seat=greeting or seat. E.g. '3=你好 5 8=嗨'");
40
+ }
41
+ const socialTargets = parseSocialArgs(args);
42
+ if (socialTargets.length === 0) {
43
+ throw new Error("social-task strategy: no valid social targets parsed from arguments.");
44
+ }
45
+ return new GoalRootStrategy('social-task', () => new SocialTaskTop(socialTargets), {
46
+ resetOnMeetingResume: false,
47
+ });
48
+ },
49
+ };