@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
@@ -1,161 +1,161 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- firstAvailableTask,
6
- isTargetAlive,
7
- matchesTarget,
8
- PROGRESS_INTERVAL_MS,
9
- reportCorpseDecision,
10
- TASK_SUBMIT_RADIUS,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- export interface SocialTarget {
16
- target: string;
17
- greeting: string | null;
18
- }
19
-
20
- interface SocialTargetState {
21
- greetingSent: boolean;
22
- lastSpeechTime: number;
23
- silenceNotified: boolean;
24
- }
25
-
26
- const GREETING_DISTANCE = 200;
27
- const SILENCE_TIMEOUT_MS = 10_000;
28
-
29
- export class SocialTaskTop extends Goal {
30
- private readonly socialTargets: SocialTarget[];
31
- private readonly targetStates = new Map<string, SocialTargetState>();
32
-
33
- constructor(socialTargets: SocialTarget[]) {
34
- super();
35
- this.socialTargets = socialTargets;
36
- for (const st of socialTargets) {
37
- this.targetStates.set(st.target, {
38
- greetingSent: false,
39
- lastSpeechTime: 0,
40
- silenceNotified: false,
41
- });
42
- }
43
- }
44
-
45
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
- const decisions: BehaviorDecision[] = [];
47
- const now = Date.now();
48
-
49
- const corpseDecision = reportCorpseDecision(state, ctx);
50
- if (corpseDecision) {
51
- this.emitProgress(state, ctx);
52
- return [corpseDecision];
53
- }
54
-
55
- for (const st of this.socialTargets) {
56
- if (!isTargetAlive(state, st.target, ctx)) continue;
57
-
58
- const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
- if (!visiblePlayer) continue;
60
-
61
- const targetState = this.targetStates.get(st.target)!;
62
- const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
-
64
- const targetSpeechEvent = (state.new_events ?? []).find(
65
- evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
- );
67
-
68
- if (targetSpeechEvent) {
69
- targetState.lastSpeechTime = now;
70
- targetState.silenceNotified = false;
71
-
72
- const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
- const seatNum = visiblePlayer.seat ?? st.target;
74
- ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
- this.emitProgress(state, ctx);
76
- return decisions;
77
- }
78
-
79
- if (st.greeting != null && !targetState.greetingSent) {
80
- if (d > GREETING_DISTANCE) {
81
- if (state.you.doing_task) {
82
- this.emitProgress(state, ctx);
83
- return decisions;
84
- }
85
- decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
- this.emitProgress(state, ctx);
87
- return decisions;
88
- }
89
- decisions.push({ action: Action.speech(st.greeting) });
90
- targetState.greetingSent = true;
91
- targetState.lastSpeechTime = now;
92
- targetState.silenceNotified = false;
93
- const seatNum = visiblePlayer.seat ?? st.target;
94
- ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
- this.emitProgress(state, ctx);
96
- return decisions;
97
- }
98
-
99
- if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
- if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
- if (!targetState.silenceNotified) {
102
- targetState.silenceNotified = true;
103
- const seatNum = visiblePlayer.seat ?? st.target;
104
- ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
- }
106
- continue;
107
- }
108
- }
109
-
110
- if (targetState.greetingSent) {
111
- this.emitProgress(state, ctx);
112
- return decisions;
113
- }
114
-
115
- }
116
-
117
- const taskDecision = this.tryTask(state, ctx);
118
- if (taskDecision) decisions.push(taskDecision);
119
-
120
- this.emitProgress(state, ctx);
121
- return decisions;
122
- }
123
-
124
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
- if (!task) return null;
127
-
128
- const isEmergencyTask = task === ctx.emergency;
129
- if (state.you.doing_task && !isEmergencyTask) return null;
130
-
131
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
- return { action: Action.doTask(task.task_name) };
134
- }
135
- return { action: Action.move({ x: task.x!, y: task.y! }) };
136
- }
137
-
138
- private emitProgress(state: GameState, ctx: StrategyContext): void {
139
- const now = Date.now();
140
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
- ctx.lastProgressNotifyAt = now;
142
-
143
- const room = state.you.room ?? '未知';
144
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
-
147
- const visibleTargetNames = this.socialTargets
148
- .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
- .map(st => st.target);
150
-
151
- let msg = `[进度] 当前在${room}。`;
152
- if (visibleTargetNames.length > 0) {
153
- msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
- } else {
155
- msg += `社交目标不在视野内,正在做任务。`;
156
- }
157
- msg += ` 任务进度 ${completed}/${total}。`;
158
-
159
- ctx.notifications.push(msg);
160
- }
161
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ firstAvailableTask,
6
+ isTargetAlive,
7
+ matchesTarget,
8
+ PROGRESS_INTERVAL_MS,
9
+ reportCorpseDecision,
10
+ TASK_SUBMIT_RADIUS,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ export interface SocialTarget {
16
+ target: string;
17
+ greeting: string | null;
18
+ }
19
+
20
+ interface SocialTargetState {
21
+ greetingSent: boolean;
22
+ lastSpeechTime: number;
23
+ silenceNotified: boolean;
24
+ }
25
+
26
+ const GREETING_DISTANCE = 200;
27
+ const SILENCE_TIMEOUT_MS = 10_000;
28
+
29
+ export class SocialTaskTop extends Goal {
30
+ private readonly socialTargets: SocialTarget[];
31
+ private readonly targetStates = new Map<string, SocialTargetState>();
32
+
33
+ constructor(socialTargets: SocialTarget[]) {
34
+ super();
35
+ this.socialTargets = socialTargets;
36
+ for (const st of socialTargets) {
37
+ this.targetStates.set(st.target, {
38
+ greetingSent: false,
39
+ lastSpeechTime: 0,
40
+ silenceNotified: false,
41
+ });
42
+ }
43
+ }
44
+
45
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
+ const decisions: BehaviorDecision[] = [];
47
+ const now = Date.now();
48
+
49
+ const corpseDecision = reportCorpseDecision(state, ctx);
50
+ if (corpseDecision) {
51
+ this.emitProgress(state, ctx);
52
+ return [corpseDecision];
53
+ }
54
+
55
+ for (const st of this.socialTargets) {
56
+ if (!isTargetAlive(state, st.target, ctx)) continue;
57
+
58
+ const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
+ if (!visiblePlayer) continue;
60
+
61
+ const targetState = this.targetStates.get(st.target)!;
62
+ const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
+
64
+ const targetSpeechEvent = (state.new_events ?? []).find(
65
+ evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
+ );
67
+
68
+ if (targetSpeechEvent) {
69
+ targetState.lastSpeechTime = now;
70
+ targetState.silenceNotified = false;
71
+
72
+ const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
+ const seatNum = visiblePlayer.seat ?? st.target;
74
+ ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
+ this.emitProgress(state, ctx);
76
+ return decisions;
77
+ }
78
+
79
+ if (st.greeting != null && !targetState.greetingSent) {
80
+ if (d > GREETING_DISTANCE) {
81
+ if (state.you.doing_task) {
82
+ this.emitProgress(state, ctx);
83
+ return decisions;
84
+ }
85
+ decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
+ this.emitProgress(state, ctx);
87
+ return decisions;
88
+ }
89
+ decisions.push({ action: Action.speech(st.greeting) });
90
+ targetState.greetingSent = true;
91
+ targetState.lastSpeechTime = now;
92
+ targetState.silenceNotified = false;
93
+ const seatNum = visiblePlayer.seat ?? st.target;
94
+ ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
+ this.emitProgress(state, ctx);
96
+ return decisions;
97
+ }
98
+
99
+ if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
+ if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
+ if (!targetState.silenceNotified) {
102
+ targetState.silenceNotified = true;
103
+ const seatNum = visiblePlayer.seat ?? st.target;
104
+ ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
+ }
106
+ continue;
107
+ }
108
+ }
109
+
110
+ if (targetState.greetingSent) {
111
+ this.emitProgress(state, ctx);
112
+ return decisions;
113
+ }
114
+
115
+ }
116
+
117
+ const taskDecision = this.tryTask(state, ctx);
118
+ if (taskDecision) decisions.push(taskDecision);
119
+
120
+ this.emitProgress(state, ctx);
121
+ return decisions;
122
+ }
123
+
124
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
+ if (!task) return null;
127
+
128
+ const isEmergencyTask = task === ctx.emergency;
129
+ if (state.you.doing_task && !isEmergencyTask) return null;
130
+
131
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
+ return { action: Action.doTask(task.task_name) };
134
+ }
135
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
136
+ }
137
+
138
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
139
+ const now = Date.now();
140
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
+ ctx.lastProgressNotifyAt = now;
142
+
143
+ const room = state.you.room ?? '未知';
144
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
+
147
+ const visibleTargetNames = this.socialTargets
148
+ .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
+ .map(st => st.target);
150
+
151
+ let msg = `[进度] 当前在${room}。`;
152
+ if (visibleTargetNames.length > 0) {
153
+ msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
+ } else {
155
+ msg += `社交目标不在视野内,正在做任务。`;
156
+ }
157
+ msg += ` 任务进度 ${completed}/${total}。`;
158
+
159
+ ctx.notifications.push(msg);
160
+ }
161
+ }
@@ -1,163 +1,163 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- firstAvailableTask,
7
- hasKillUseRemaining,
8
- isTargetAlive,
9
- killCooldownSecs,
10
- KILL_RANGE,
11
- LONE_FOLLOW_DISTANCE,
12
- matchesTarget,
13
- PROGRESS_INTERVAL_MS,
14
- reportCorpseDecision,
15
- TASK_SUBMIT_RADIUS,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
- import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
-
21
- type VisibleTargetMatch = {
22
- player: GameState['players'][number];
23
- dist: number;
24
- };
25
-
26
- export class TaskKillReportTop extends Goal {
27
- private readonly targets: string[];
28
- private readonly targetSpottedNotified = new Set<string>();
29
-
30
- constructor(targets: string[]) {
31
- super();
32
- this.targets = [...targets];
33
- }
34
-
35
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
- const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
- if (allDead) {
38
- ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
- this.emitProgress(state, ctx);
40
- this.clearSub();
41
- return [];
42
- }
43
-
44
- const visibleMatches = this.visibleTargets(state, ctx);
45
- const cd = killCooldownSecs(state);
46
- const hasKill = hasKillUseRemaining(state);
47
- const killReady = canUseKill(state);
48
-
49
- if (visibleMatches.length > 0 && hasKill) {
50
- const nearest = visibleMatches[0];
51
-
52
- if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
- this.targetSpottedNotified.add(nearest.player.name);
54
- ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
- }
56
-
57
- if (nearest.dist <= KILL_RANGE && killReady) {
58
- ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
- return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
- }
61
-
62
- if (nearest.dist > KILL_RANGE && killReady) {
63
- return this.emitDecisions(
64
- state,
65
- ctx,
66
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
- URGENT_GOAL_PRIORITY,
68
- );
69
- }
70
-
71
- if (!killReady) {
72
- if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
- return this.emitDecisions(
74
- state,
75
- ctx,
76
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
- URGENT_GOAL_PRIORITY,
78
- );
79
- }
80
- this.emitProgress(state, ctx);
81
- this.clearSub();
82
- return [];
83
- }
84
- } else {
85
- this.targetSpottedNotified.clear();
86
- }
87
-
88
- const reportDecision = reportCorpseDecision(state, ctx);
89
- if (reportDecision) {
90
- return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
- }
92
-
93
- const taskDecision = this.tryTask(state, ctx);
94
- if (taskDecision) {
95
- return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
- }
97
-
98
- this.emitProgress(state, ctx);
99
- this.clearSub();
100
- return [];
101
- }
102
-
103
- private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
- const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
- return state.players
106
- .map(player => {
107
- if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
- const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
- return { player, dist: d };
110
- })
111
- .filter((match): match is VisibleTargetMatch => match !== null)
112
- .sort((a, b) => a.dist - b.dist);
113
- }
114
-
115
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
- if (state.you.doing_task) return null;
117
-
118
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
- if (!task) return null;
120
-
121
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
- return { action: Action.doTask(task.task_name) };
124
- }
125
- return { action: Action.move({ x: task.x!, y: task.y! }) };
126
- }
127
-
128
- private emitDecisions(
129
- state: GameState,
130
- ctx: StrategyContext,
131
- decisions: BehaviorDecision[],
132
- priority: number,
133
- ): BehaviorDecision[] {
134
- this.emitProgress(state, ctx);
135
- return emitLeaf(this, decisions, priority);
136
- }
137
-
138
- private clearSub(): void {
139
- if (this.subGoal) this.removeSubGoal();
140
- }
141
-
142
- private emitProgress(state: GameState, ctx: StrategyContext): void {
143
- const now = Date.now();
144
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
- ctx.lastProgressNotifyAt = now;
146
-
147
- const room = state.you.room ?? '未知';
148
- const cd = killCooldownSecs(state);
149
- const killsRemaining = state.you.kills_remaining;
150
- const targetNames = this.targets.join(', ');
151
- const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
-
153
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
-
156
- let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
- if (killsRemaining === 0) msg += '出刀次数已用完。';
159
- msg += ` 任务进度 ${completed}/${total}。`;
160
-
161
- ctx.notifications.push(msg);
162
- }
163
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ firstAvailableTask,
7
+ hasKillUseRemaining,
8
+ isTargetAlive,
9
+ killCooldownSecs,
10
+ killCommitRange,
11
+ LONE_FOLLOW_DISTANCE,
12
+ matchesTarget,
13
+ PROGRESS_INTERVAL_MS,
14
+ reportCorpseDecision,
15
+ TASK_SUBMIT_RADIUS,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+ import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
+
21
+ type VisibleTargetMatch = {
22
+ player: GameState['players'][number];
23
+ dist: number;
24
+ };
25
+
26
+ export class TaskKillReportTop extends Goal {
27
+ private readonly targets: string[];
28
+ private readonly targetSpottedNotified = new Set<string>();
29
+
30
+ constructor(targets: string[]) {
31
+ super();
32
+ this.targets = [...targets];
33
+ }
34
+
35
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
+ const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
+ if (allDead) {
38
+ ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
+ this.emitProgress(state, ctx);
40
+ this.clearSub();
41
+ return [];
42
+ }
43
+
44
+ const visibleMatches = this.visibleTargets(state, ctx);
45
+ const cd = killCooldownSecs(state);
46
+ const hasKill = hasKillUseRemaining(state);
47
+ const killReady = canUseKill(state);
48
+
49
+ if (visibleMatches.length > 0 && hasKill) {
50
+ const nearest = visibleMatches[0];
51
+
52
+ if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
+ this.targetSpottedNotified.add(nearest.player.name);
54
+ ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
+ }
56
+
57
+ if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
+ ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
+ return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
+ }
61
+
62
+ if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
+ return this.emitDecisions(
64
+ state,
65
+ ctx,
66
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
+ URGENT_GOAL_PRIORITY,
68
+ );
69
+ }
70
+
71
+ if (!killReady) {
72
+ if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
+ return this.emitDecisions(
74
+ state,
75
+ ctx,
76
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
+ URGENT_GOAL_PRIORITY,
78
+ );
79
+ }
80
+ this.emitProgress(state, ctx);
81
+ this.clearSub();
82
+ return [];
83
+ }
84
+ } else {
85
+ this.targetSpottedNotified.clear();
86
+ }
87
+
88
+ const reportDecision = reportCorpseDecision(state, ctx);
89
+ if (reportDecision) {
90
+ return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
+ }
92
+
93
+ const taskDecision = this.tryTask(state, ctx);
94
+ if (taskDecision) {
95
+ return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
+ }
97
+
98
+ this.emitProgress(state, ctx);
99
+ this.clearSub();
100
+ return [];
101
+ }
102
+
103
+ private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
+ const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
+ return state.players
106
+ .map(player => {
107
+ if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
+ const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
+ return { player, dist: d };
110
+ })
111
+ .filter((match): match is VisibleTargetMatch => match !== null)
112
+ .sort((a, b) => a.dist - b.dist);
113
+ }
114
+
115
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
+ if (state.you.doing_task) return null;
117
+
118
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
+ if (!task) return null;
120
+
121
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
+ return { action: Action.doTask(task.task_name) };
124
+ }
125
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
126
+ }
127
+
128
+ private emitDecisions(
129
+ state: GameState,
130
+ ctx: StrategyContext,
131
+ decisions: BehaviorDecision[],
132
+ priority: number,
133
+ ): BehaviorDecision[] {
134
+ this.emitProgress(state, ctx);
135
+ return emitLeaf(this, decisions, priority);
136
+ }
137
+
138
+ private clearSub(): void {
139
+ if (this.subGoal) this.removeSubGoal();
140
+ }
141
+
142
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
143
+ const now = Date.now();
144
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
+ ctx.lastProgressNotifyAt = now;
146
+
147
+ const room = state.you.room ?? '未知';
148
+ const cd = killCooldownSecs(state);
149
+ const killsRemaining = state.you.kills_remaining;
150
+ const targetNames = this.targets.join(', ');
151
+ const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
+
153
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
+
156
+ let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
159
+ msg += ` 任务进度 ${completed}/${total}。`;
160
+
161
+ ctx.notifications.push(msg);
162
+ }
163
+ }