@myclaw163/clawclaw-cli 0.6.56 → 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
@@ -1,168 +1,168 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
6
- import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
7
-
8
- const PATROL_PRIORITY = 0.2;
9
- const MOVE_PRIORITY = 0.5;
10
- const EMPTY_GRACE_MS = 8_000;
11
- // 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
12
- const GATHER_FOLLOW_DISTANCE = 200;
13
-
14
- type MoveMode = 'patrol' | 'flee' | 'gather';
15
-
16
- export class AvoidLoneTop extends Goal {
17
- private readonly patrol = new PatrolState();
18
- private emptySince: number | null = null;
19
- private moveMode: MoveMode | null = null;
20
- private lastNoticeKey = '';
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- const now = Date.now();
24
- const visible = state.players;
25
-
26
- if (visible.length === 0) {
27
- if (this.emptySince == null) this.emptySince = now;
28
- // 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
29
- // gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
30
- // 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
31
- const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
32
- if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
33
- this.setPatrolGoal(state, ctx);
34
- this.emitProgress(state, ctx, 'patrol', null, visible);
35
- } else {
36
- this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
37
- }
38
- return [];
39
- }
40
-
41
- this.emptySince = null;
42
-
43
- if (visible.length === 1) {
44
- const lone = visible[0].name;
45
- this.setKeepAway(`single:${lone}`,
46
- currentState => currentState.players.filter(player => player.name === lone));
47
- if (!this.emitNotice(ctx, `flee:${lone}`,
48
- `视野内只有${lone},正在寻路避免落单。`))
49
- this.emitProgress(state, ctx, 'flee', null, visible);
50
- return [];
51
- }
52
-
53
- // 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
54
- // 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
55
- this.clearGoal();
56
- this.moveMode = 'gather';
57
- const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
58
- const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
59
- if (decision) {
60
- if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
61
- `视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
62
- this.emitProgress(state, ctx, 'gather', null, visible);
63
- return [{
64
- action: decision.action.withThinking(
65
- `跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
66
- ),
67
- }];
68
- }
69
- if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
70
- `视野内${visible.length}人,已和大家在一起保持安全。`))
71
- this.emitProgress(state, ctx, 'gather', null, visible);
72
- return [];
73
- }
74
-
75
- private distOf(state: GameState, p: PlayerInfo): number {
76
- return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
77
- }
78
-
79
- private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
80
- let room = this.patrol.nextRoom(ctx);
81
- if (!room) {
82
- this.clearGoal();
83
- return;
84
- }
85
-
86
- if (hasReachedRoomTarget(state, room)) {
87
- this.patrol.advance(ctx);
88
- room = this.patrol.nextRoom(ctx);
89
- if (!room) {
90
- this.clearGoal();
91
- return;
92
- }
93
- }
94
-
95
- this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
96
- this.lastNoticeKey = '';
97
- }
98
-
99
- /**
100
- * 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
101
- * finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
102
- * 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
103
- */
104
- private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
105
- const worker = this.subGoal;
106
- if (worker instanceof KeepAwayGoal && worker.key === key) {
107
- this.moveMode = 'flee';
108
- return;
109
- }
110
- if (this.subGoal) this.removeSubGoal();
111
- this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
112
- threatRadius: Infinity,
113
- finishWhenClear: false,
114
- noun: '',
115
- }), MOVE_PRIORITY);
116
- this.moveMode = 'flee';
117
- }
118
-
119
- private setMoveGoal(
120
- room: RoomTarget,
121
- mode: MoveMode,
122
- stopOnPlayer: boolean,
123
- priority = MOVE_PRIORITY,
124
- hasArrived: RoomArrival = hasReachedRoomTarget,
125
- ): void {
126
- const worker = this.subGoal;
127
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
128
- if (this.subGoal) this.removeSubGoal();
129
- this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
130
- emitProgress: false,
131
- stopOnPlayer,
132
- }), priority);
133
- this.moveMode = mode;
134
- }
135
-
136
- private clearGoal(): void {
137
- if (this.subGoal) this.removeSubGoal();
138
- this.moveMode = null;
139
- }
140
-
141
- private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
142
- if (key === this.lastNoticeKey) return false;
143
- this.lastNoticeKey = key;
144
- ctx.notifications.push(message);
145
- return true;
146
- }
147
-
148
- private emitProgress(
149
- state: GameState,
150
- ctx: StrategyContext,
151
- mode: MoveMode | null,
152
- target: RoomTarget | null,
153
- visible: PlayerInfo[],
154
- ): void {
155
- const now = Date.now();
156
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
157
- ctx.lastProgressNotifyAt = now;
158
-
159
- const room = state.you.room ?? '未知';
160
- let msg = `[进度] 当前在${room},视野内${visible.length}人`;
161
- if (mode === 'gather') msg += ',正在跟随人群';
162
- else if (mode === 'flee') msg += ',正在避免落单风险';
163
- else msg += ',正在巡逻寻找人群';
164
- if (target) msg += `,前往${target.name}`;
165
- msg += '。';
166
- ctx.notifications.push(msg);
167
- }
168
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
6
+ import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
7
+
8
+ const PATROL_PRIORITY = 0.2;
9
+ const MOVE_PRIORITY = 0.5;
10
+ const EMPTY_GRACE_MS = 8_000;
11
+ // 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
12
+ const GATHER_FOLLOW_DISTANCE = 200;
13
+
14
+ type MoveMode = 'patrol' | 'flee' | 'gather';
15
+
16
+ export class AvoidLoneTop extends Goal {
17
+ private readonly patrol = new PatrolState();
18
+ private emptySince: number | null = null;
19
+ private moveMode: MoveMode | null = null;
20
+ private lastNoticeKey = '';
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ const now = Date.now();
24
+ const visible = state.players;
25
+
26
+ if (visible.length === 0) {
27
+ if (this.emptySince == null) this.emptySince = now;
28
+ // 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
29
+ // gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
30
+ // 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
31
+ const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
32
+ if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
33
+ this.setPatrolGoal(state, ctx);
34
+ this.emitProgress(state, ctx, 'patrol', null, visible);
35
+ } else {
36
+ this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
37
+ }
38
+ return [];
39
+ }
40
+
41
+ this.emptySince = null;
42
+
43
+ if (visible.length === 1) {
44
+ const lone = visible[0].name;
45
+ this.setKeepAway(`single:${lone}`,
46
+ currentState => currentState.players.filter(player => player.name === lone));
47
+ if (!this.emitNotice(ctx, `flee:${lone}`,
48
+ `视野内只有${lone},正在寻路避免落单。`))
49
+ this.emitProgress(state, ctx, 'flee', null, visible);
50
+ return [];
51
+ }
52
+
53
+ // 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
54
+ // 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
55
+ this.clearGoal();
56
+ this.moveMode = 'gather';
57
+ const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
58
+ const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
59
+ if (decision) {
60
+ if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
61
+ `视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
62
+ this.emitProgress(state, ctx, 'gather', null, visible);
63
+ return [{
64
+ action: decision.action.withThinking(
65
+ `跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
66
+ ),
67
+ }];
68
+ }
69
+ if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
70
+ `视野内${visible.length}人,已和大家在一起保持安全。`))
71
+ this.emitProgress(state, ctx, 'gather', null, visible);
72
+ return [];
73
+ }
74
+
75
+ private distOf(state: GameState, p: PlayerInfo): number {
76
+ return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
77
+ }
78
+
79
+ private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
80
+ let room = this.patrol.nextRoom(ctx);
81
+ if (!room) {
82
+ this.clearGoal();
83
+ return;
84
+ }
85
+
86
+ if (hasReachedRoomTarget(state, room)) {
87
+ this.patrol.advance(ctx);
88
+ room = this.patrol.nextRoom(ctx);
89
+ if (!room) {
90
+ this.clearGoal();
91
+ return;
92
+ }
93
+ }
94
+
95
+ this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
96
+ this.lastNoticeKey = '';
97
+ }
98
+
99
+ /**
100
+ * 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
101
+ * finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
102
+ * 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
103
+ */
104
+ private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
105
+ const worker = this.subGoal;
106
+ if (worker instanceof KeepAwayGoal && worker.key === key) {
107
+ this.moveMode = 'flee';
108
+ return;
109
+ }
110
+ if (this.subGoal) this.removeSubGoal();
111
+ this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
112
+ threatRadius: Infinity,
113
+ finishWhenClear: false,
114
+ noun: '',
115
+ }), MOVE_PRIORITY);
116
+ this.moveMode = 'flee';
117
+ }
118
+
119
+ private setMoveGoal(
120
+ room: RoomTarget,
121
+ mode: MoveMode,
122
+ stopOnPlayer: boolean,
123
+ priority = MOVE_PRIORITY,
124
+ hasArrived: RoomArrival = hasReachedRoomTarget,
125
+ ): void {
126
+ const worker = this.subGoal;
127
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
128
+ if (this.subGoal) this.removeSubGoal();
129
+ this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
130
+ emitProgress: false,
131
+ stopOnPlayer,
132
+ }), priority);
133
+ this.moveMode = mode;
134
+ }
135
+
136
+ private clearGoal(): void {
137
+ if (this.subGoal) this.removeSubGoal();
138
+ this.moveMode = null;
139
+ }
140
+
141
+ private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
142
+ if (key === this.lastNoticeKey) return false;
143
+ this.lastNoticeKey = key;
144
+ ctx.notifications.push(message);
145
+ return true;
146
+ }
147
+
148
+ private emitProgress(
149
+ state: GameState,
150
+ ctx: StrategyContext,
151
+ mode: MoveMode | null,
152
+ target: RoomTarget | null,
153
+ visible: PlayerInfo[],
154
+ ): void {
155
+ const now = Date.now();
156
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
157
+ ctx.lastProgressNotifyAt = now;
158
+
159
+ const room = state.you.room ?? '未知';
160
+ let msg = `[进度] 当前在${room},视野内${visible.length}人`;
161
+ if (mode === 'gather') msg += ',正在跟随人群';
162
+ else if (mode === 'flee') msg += ',正在避免落单风险';
163
+ else msg += ',正在巡逻寻找人群';
164
+ if (target) msg += `,前往${target.name}`;
165
+ msg += '。';
166
+ ctx.notifications.push(msg);
167
+ }
168
+ }
@@ -1,83 +1,83 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { AvoidPlayersTop } from './avoid-players-top.js';
5
-
6
- function state(overrides: Partial<GameState> = {}): GameState {
7
- return {
8
- phase: 'wandering',
9
- tick: 1,
10
- you: {
11
- name: 'self',
12
- x: 0,
13
- y: 0,
14
- room: 'start',
15
- role: 'neutral_octopus',
16
- faction: 'neutral',
17
- is_alive: true,
18
- },
19
- your_tasks: [],
20
- players: [],
21
- corpses: [],
22
- stale: false,
23
- ...overrides,
24
- };
25
- }
26
-
27
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
28
- return {
29
- taskData: [],
30
- emergency: null,
31
- taskLocalBlockedUntil: 0,
32
- reportCorpseTarget: null,
33
- reportBlockedUntil: 0,
34
- notifications: [],
35
- lastProgressNotifyAt: Date.now(),
36
- teammates: new Set(),
37
- alarmDone: false,
38
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
39
- playerNamesBySeat: {},
40
- forcePatrolAdvance: false,
41
- blockedMoveTarget: null,
42
- mySeat: 1,
43
- speechNotifications: [],
44
- agentAlerts: [],
45
- ...overrides,
46
- };
47
- }
48
-
49
- describe('AvoidPlayersTop', () => {
50
- it('patrols without stop_on_player when the avoid list has no active threat', () => {
51
- const top = new AvoidPlayersTop([]);
52
- const ctx = context();
53
- const current = state({
54
- players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
55
- });
56
-
57
- top.tick(current, ctx);
58
- const decisions = top.subGoal?.tick(current, ctx) ?? [];
59
-
60
- expect(decisions).toHaveLength(1);
61
- expect(decisions[0].action.type).toBe('move');
62
- expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
63
- expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
64
- });
65
-
66
- it('patrols without stop_on_player when the configured avoid target is dead', () => {
67
- const top = new AvoidPlayersTop(['dead-target']);
68
- const ctx = context();
69
- const current = state({
70
- players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
71
- all_players: [
72
- { name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
73
- { name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
74
- ],
75
- });
76
-
77
- top.tick(current, ctx);
78
- const decisions = top.subGoal?.tick(current, ctx) ?? [];
79
-
80
- expect(decisions).toHaveLength(1);
81
- expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
82
- });
83
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { AvoidPlayersTop } from './avoid-players-top.js';
5
+
6
+ function state(overrides: Partial<GameState> = {}): GameState {
7
+ return {
8
+ phase: 'wandering',
9
+ tick: 1,
10
+ you: {
11
+ name: 'self',
12
+ x: 0,
13
+ y: 0,
14
+ room: 'start',
15
+ role: 'neutral_octopus',
16
+ faction: 'neutral',
17
+ is_alive: true,
18
+ },
19
+ your_tasks: [],
20
+ players: [],
21
+ corpses: [],
22
+ stale: false,
23
+ ...overrides,
24
+ };
25
+ }
26
+
27
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
28
+ return {
29
+ taskData: [],
30
+ emergency: null,
31
+ taskLocalBlockedUntil: 0,
32
+ reportCorpseTarget: null,
33
+ reportBlockedUntil: 0,
34
+ notifications: [],
35
+ lastProgressNotifyAt: Date.now(),
36
+ teammates: new Set(),
37
+ alarmDone: false,
38
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
39
+ playerNamesBySeat: {},
40
+ forcePatrolAdvance: false,
41
+ blockedMoveTarget: null,
42
+ mySeat: 1,
43
+ speechNotifications: [],
44
+ agentAlerts: [],
45
+ ...overrides,
46
+ };
47
+ }
48
+
49
+ describe('AvoidPlayersTop', () => {
50
+ it('patrols without stop_on_player when the avoid list has no active threat', () => {
51
+ const top = new AvoidPlayersTop([]);
52
+ const ctx = context();
53
+ const current = state({
54
+ players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
55
+ });
56
+
57
+ top.tick(current, ctx);
58
+ const decisions = top.subGoal?.tick(current, ctx) ?? [];
59
+
60
+ expect(decisions).toHaveLength(1);
61
+ expect(decisions[0].action.type).toBe('move');
62
+ expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
63
+ expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
64
+ });
65
+
66
+ it('patrols without stop_on_player when the configured avoid target is dead', () => {
67
+ const top = new AvoidPlayersTop(['dead-target']);
68
+ const ctx = context();
69
+ const current = state({
70
+ players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
71
+ all_players: [
72
+ { name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
73
+ { name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
74
+ ],
75
+ });
76
+
77
+ top.tick(current, ctx);
78
+ const decisions = top.subGoal?.tick(current, ctx) ?? [];
79
+
80
+ expect(decisions).toHaveLength(1);
81
+ expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
82
+ });
83
+ });