@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
@@ -1,80 +1,80 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- nearestKnownCorpse,
5
- nearestReportableCorpse,
6
- patrolStep,
7
- PatrolState,
8
- PROGRESS_INTERVAL_MS,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, StrategyContext } from '../types.js';
11
- import { Goal } from './goal.js';
12
-
13
- export class ReportPatrolTop extends Goal {
14
- private readonly patrol = new PatrolState();
15
- private lastCorpseNotified = false;
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const reportDecision = this.tryReport(state, ctx);
19
- if (reportDecision) {
20
- this.emitProgress(state, ctx);
21
- return [reportDecision];
22
- }
23
-
24
- const decisions = this.patrolDecision(state, ctx);
25
- this.emitProgress(state, ctx);
26
- return decisions;
27
- }
28
-
29
- private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
- const reportable = nearestReportableCorpse(state);
31
- if (reportable) {
32
- ctx.reportCorpseTarget = null;
33
- this.lastCorpseNotified = false;
34
- ctx.notifications.push('发现尸体,正在报告!');
35
- return { action: Action.report(reportable.name, reportable.room) };
36
- }
37
-
38
- const corpse = nearestKnownCorpse(state, ctx);
39
- if (corpse) {
40
- if (!this.lastCorpseNotified) {
41
- this.lastCorpseNotified = true;
42
- const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
- ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
- }
45
- ctx.reportCorpseTarget = corpse;
46
- return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
- }
48
-
49
- this.lastCorpseNotified = false;
50
- ctx.reportCorpseTarget = null;
51
- return null;
52
- }
53
-
54
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
- if (state.you.doing_task) return [];
56
- return patrolStep(state, ctx, this.patrol, false);
57
- }
58
-
59
- private emitProgress(state: GameState, ctx: StrategyContext): void {
60
- const now = Date.now();
61
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
- ctx.lastProgressNotifyAt = now;
63
-
64
- const room = state.you.room ?? '未知';
65
- const target = this.patrol.nextRoom(ctx);
66
-
67
- let msg = `[进度] 当前在${room}`;
68
- if (ctx.reportCorpseTarget) {
69
- const label = ctx.reportCorpseTarget.name ?? '未知';
70
- msg += `,正在靠近${label}的尸体准备报告。`;
71
- } else if (target) {
72
- msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
- } else {
74
- msg += ',巡逻中。';
75
- }
76
- msg += ` 共${ctx.rooms.length}个房间。`;
77
-
78
- ctx.notifications.push(msg);
79
- }
80
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ nearestKnownCorpse,
5
+ nearestReportableCorpse,
6
+ patrolStep,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+
13
+ export class ReportPatrolTop extends Goal {
14
+ private readonly patrol = new PatrolState();
15
+ private lastCorpseNotified = false;
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const reportDecision = this.tryReport(state, ctx);
19
+ if (reportDecision) {
20
+ this.emitProgress(state, ctx);
21
+ return [reportDecision];
22
+ }
23
+
24
+ const decisions = this.patrolDecision(state, ctx);
25
+ this.emitProgress(state, ctx);
26
+ return decisions;
27
+ }
28
+
29
+ private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
+ const reportable = nearestReportableCorpse(state);
31
+ if (reportable) {
32
+ ctx.reportCorpseTarget = null;
33
+ this.lastCorpseNotified = false;
34
+ ctx.notifications.push('发现尸体,正在报告!');
35
+ return { action: Action.report(reportable.name, reportable.room) };
36
+ }
37
+
38
+ const corpse = nearestKnownCorpse(state, ctx);
39
+ if (corpse) {
40
+ if (!this.lastCorpseNotified) {
41
+ this.lastCorpseNotified = true;
42
+ const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
+ ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
+ }
45
+ ctx.reportCorpseTarget = corpse;
46
+ return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
+ }
48
+
49
+ this.lastCorpseNotified = false;
50
+ ctx.reportCorpseTarget = null;
51
+ return null;
52
+ }
53
+
54
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
+ if (state.you.doing_task) return [];
56
+ return patrolStep(state, ctx, this.patrol, false);
57
+ }
58
+
59
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
60
+ const now = Date.now();
61
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
+ ctx.lastProgressNotifyAt = now;
63
+
64
+ const room = state.you.room ?? '未知';
65
+ const target = this.patrol.nextRoom(ctx);
66
+
67
+ let msg = `[进度] 当前在${room}`;
68
+ if (ctx.reportCorpseTarget) {
69
+ const label = ctx.reportCorpseTarget.name ?? '未知';
70
+ msg += `,正在靠近${label}的尸体准备报告。`;
71
+ } else if (target) {
72
+ msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
+ } else {
74
+ msg += ',巡逻中。';
75
+ }
76
+ msg += ` 共${ctx.rooms.length}个房间。`;
77
+
78
+ ctx.notifications.push(msg);
79
+ }
80
+ }
@@ -1,102 +1,102 @@
1
- import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestSafeTask, 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 ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
- const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
-
10
- export interface SafeTaskPlanOptions {
11
- holdUnsafeCurrentForMs?: number;
12
- }
13
-
14
- /**
15
- * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
- * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
- * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
- * 全部任务被排除或做完时按房间顺序巡逻。
19
- */
20
- export class SafeTaskOrPatrolGoal extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private current: TaskInfo | null = null;
23
- private holdUnsafeCurrentUntil = 0;
24
-
25
- constructor(private readonly threatPoints: ThreatPointResolver) {
26
- super();
27
- }
28
-
29
- /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
- get currentTask(): TaskInfo | null {
31
- return this.current;
32
- }
33
-
34
- /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
- planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
- if (opts.holdUnsafeCurrentForMs != null) {
37
- this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
- }
39
- if (state.you.doing_task) return this.current;
40
-
41
- const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
- threatPoints: this.threatPoints(state, ctx),
43
- stickyTaskName: this.current?.task_name ?? null,
44
- });
45
- this.current = task;
46
- return task;
47
- }
48
-
49
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
- if (state.you.doing_task) return [];
51
-
52
- const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
- if (locked) {
54
- this.current = locked;
55
- return [taskMoveDecision(state, ctx, locked)];
56
- }
57
-
58
- if (this.current) {
59
- const remembered = this.findCurrentTask(ctx);
60
- if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
- this.current = null;
62
- const replanned = this.planTask(state, ctx);
63
- if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
- }
65
-
66
- let room = this.patrol.nextRoom(ctx);
67
- if (!room) return [];
68
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
- this.patrol.advance(ctx);
70
- const next = this.patrol.nextRoom(ctx);
71
- if (next) room = next;
72
- }
73
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
- }
75
-
76
- private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
- const current = this.findCurrentTask(ctx);
78
- if (!current) return null;
79
-
80
- const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
- threatPoints: this.threatPoints(state, ctx),
82
- stickyTaskName: current.task_name,
83
- });
84
- return safe;
85
- }
86
-
87
- private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
- if (!this.current) return null;
89
- return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
- ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
- ?? null;
92
- }
93
-
94
- private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
- return task.status !== 'completed'
96
- && task.status !== 'in_progress'
97
- && task.x != null
98
- && task.y != null
99
- && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
- && NON_CRAB(task);
101
- }
102
- }
1
+ import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestSafeTask, 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 ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
+ const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
+
10
+ export interface SafeTaskPlanOptions {
11
+ holdUnsafeCurrentForMs?: number;
12
+ }
13
+
14
+ /**
15
+ * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
+ * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
+ * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
+ * 全部任务被排除或做完时按房间顺序巡逻。
19
+ */
20
+ export class SafeTaskOrPatrolGoal extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private current: TaskInfo | null = null;
23
+ private holdUnsafeCurrentUntil = 0;
24
+
25
+ constructor(private readonly threatPoints: ThreatPointResolver) {
26
+ super();
27
+ }
28
+
29
+ /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
+ get currentTask(): TaskInfo | null {
31
+ return this.current;
32
+ }
33
+
34
+ /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
+ planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
+ if (opts.holdUnsafeCurrentForMs != null) {
37
+ this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
+ }
39
+ if (state.you.doing_task) return this.current;
40
+
41
+ const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
+ threatPoints: this.threatPoints(state, ctx),
43
+ stickyTaskName: this.current?.task_name ?? null,
44
+ });
45
+ this.current = task;
46
+ return task;
47
+ }
48
+
49
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
+ if (state.you.doing_task) return [];
51
+
52
+ const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
+ if (locked) {
54
+ this.current = locked;
55
+ return [taskMoveDecision(state, ctx, locked)];
56
+ }
57
+
58
+ if (this.current) {
59
+ const remembered = this.findCurrentTask(ctx);
60
+ if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
+ this.current = null;
62
+ const replanned = this.planTask(state, ctx);
63
+ if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
+ }
65
+
66
+ let room = this.patrol.nextRoom(ctx);
67
+ if (!room) return [];
68
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
+ this.patrol.advance(ctx);
70
+ const next = this.patrol.nextRoom(ctx);
71
+ if (next) room = next;
72
+ }
73
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
+ }
75
+
76
+ private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
+ const current = this.findCurrentTask(ctx);
78
+ if (!current) return null;
79
+
80
+ const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
+ threatPoints: this.threatPoints(state, ctx),
82
+ stickyTaskName: current.task_name,
83
+ });
84
+ return safe;
85
+ }
86
+
87
+ private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
+ if (!this.current) return null;
89
+ return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
+ ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
+ ?? null;
92
+ }
93
+
94
+ private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
+ return task.status !== 'completed'
96
+ && task.status !== 'in_progress'
97
+ && task.x != null
98
+ && task.y != null
99
+ && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
+ && NON_CRAB(task);
101
+ }
102
+ }