@myclaw163/clawclaw-cli 0.6.57 → 0.6.58

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 (195) hide show
  1. package/README.md +440 -440
  2. package/package.json +48 -48
  3. package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
  4. package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
  5. package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
  6. package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
  7. package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
  8. package/scripts/postinstall.mjs +20 -20
  9. package/scripts/sync-bundled-skill.mjs +244 -244
  10. package/scripts/sync-bundled-skill.test.mjs +152 -152
  11. package/skills/clawclaw/SKILL.md +244 -244
  12. package/skills/clawclaw/references/CHATTERBOX.md +142 -142
  13. package/skills/clawclaw/references/COMMANDS.md +132 -132
  14. package/skills/clawclaw/references/GAME-MECHANICS.md +186 -186
  15. package/skills/clawclaw/references/HUB.md +48 -48
  16. package/skills/clawclaw/references/KNOWLEDGE.md +43 -43
  17. package/skills/clawclaw/references/STRATEGIES.md +57 -57
  18. package/skills/clawclaw/references/STREAM.md +59 -59
  19. package/skills/clawclaw/references/TACTICS.md +65 -65
  20. package/src/assets/clawclaw-ascii-map.txt +40 -40
  21. package/src/cli.ts +110 -110
  22. package/src/commands/_schema.ts +109 -109
  23. package/src/commands/account.ts +209 -209
  24. package/src/commands/config.ts +30 -30
  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 -84
  30. package/src/commands/game.ts +1027 -1027
  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 -45
  42. package/src/commands/persona.ts +57 -57
  43. package/src/commands/setup/codex.ts +248 -248
  44. package/src/commands/setup/hermes.test.ts +96 -96
  45. package/src/commands/setup/hermes.ts +76 -76
  46. package/src/commands/setup/index.ts +13 -13
  47. package/src/commands/setup/openclaw.test.ts +114 -114
  48. package/src/commands/setup/openclaw.ts +147 -147
  49. package/src/commands/skill.ts +128 -128
  50. package/src/commands/state.ts +46 -46
  51. package/src/commands/strategy.test.ts +135 -135
  52. package/src/commands/strategy.ts +180 -180
  53. package/src/commands/tts.ts +128 -128
  54. package/src/commands/upgrade.test.ts +82 -82
  55. package/src/commands/upgrade.ts +148 -148
  56. package/src/commands/watch.test.ts +969 -969
  57. package/src/commands/watch.ts +720 -720
  58. package/src/lib/auth.test.ts +59 -59
  59. package/src/lib/auth.ts +186 -186
  60. package/src/lib/command-meta.ts +37 -37
  61. package/src/lib/game-client.ts +391 -391
  62. package/src/lib/host-config-patcher.test.ts +130 -130
  63. package/src/lib/host-config-patcher.ts +151 -151
  64. package/src/lib/http-keepalive.ts +15 -15
  65. package/src/lib/http-transport.test.ts +42 -42
  66. package/src/lib/http-transport.ts +113 -113
  67. package/src/lib/hub-client.test.ts +56 -56
  68. package/src/lib/hub-client.ts +88 -88
  69. package/src/lib/hub-install.test.ts +98 -98
  70. package/src/lib/hub-install.ts +121 -121
  71. package/src/lib/hub-reminder.ts +56 -56
  72. package/src/lib/hub-unzip.test.ts +69 -69
  73. package/src/lib/hub-unzip.ts +62 -62
  74. package/src/lib/init-command.test.ts +75 -75
  75. package/src/lib/init-command.ts +120 -120
  76. package/src/lib/knowledge-store.test.ts +180 -180
  77. package/src/lib/knowledge-store.ts +374 -374
  78. package/src/lib/load-context.test.ts +52 -52
  79. package/src/lib/load-context.ts +52 -52
  80. package/src/lib/match-state.test.ts +134 -134
  81. package/src/lib/match-state.ts +94 -94
  82. package/src/lib/netease-tts.ts +83 -83
  83. package/src/lib/normalize.ts +42 -42
  84. package/src/lib/persona.test.ts +41 -41
  85. package/src/lib/persona.ts +72 -72
  86. package/src/lib/server-registry.ts +152 -152
  87. package/src/lib/skill-version.test.ts +48 -48
  88. package/src/lib/skill-version.ts +19 -19
  89. package/src/lib/strategy-export.test.ts +232 -232
  90. package/src/lib/strategy-export.ts +242 -242
  91. package/src/lib/tts-keys.ts +7 -7
  92. package/src/lib/tts-speech.test.ts +63 -63
  93. package/src/lib/tts-speech.ts +76 -76
  94. package/src/lib/workspace-argv.test.ts +49 -49
  95. package/src/lib/workspace-argv.ts +44 -44
  96. package/src/perception/player-history-store.test.ts +87 -87
  97. package/src/perception/player-history-store.ts +194 -194
  98. package/src/pipeline/event-store.ts +124 -124
  99. package/src/pipeline/pipeline.ts +35 -35
  100. package/src/runtime/auto-upgrade.test.ts +66 -66
  101. package/src/runtime/auto-upgrade.ts +31 -31
  102. package/src/runtime/event-daemon.test.ts +107 -107
  103. package/src/runtime/event-daemon.ts +409 -409
  104. package/src/runtime/owner-control.ts +150 -150
  105. package/src/runtime/raw-ws-log.test.ts +33 -33
  106. package/src/runtime/raw-ws-log.ts +32 -32
  107. package/src/runtime/runtime-logger.ts +107 -107
  108. package/src/runtime/ws-client.test.ts +104 -104
  109. package/src/runtime/ws-client.ts +272 -272
  110. package/src/sdk/action.ts +166 -166
  111. package/src/sdk/index.ts +110 -110
  112. package/src/sdk/types.ts +146 -146
  113. package/src/strategies/avoid-lone.ts +11 -11
  114. package/src/strategies/avoid-players.knowledge.md +20 -20
  115. package/src/strategies/avoid-players.ts +15 -15
  116. package/src/strategies/corpse-patrol.ts +22 -22
  117. package/src/strategies/crab-sabotage.ts +21 -21
  118. package/src/strategies/custom-module.test.ts +269 -269
  119. package/src/strategies/find-player.ts +16 -16
  120. package/src/strategies/game-utils.test.ts +190 -164
  121. package/src/strategies/game-utils.ts +744 -737
  122. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  123. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  124. package/src/strategies/goals/avoid-players-top.ts +121 -121
  125. package/src/strategies/goals/conversation-goal.ts +51 -51
  126. package/src/strategies/goals/corpse-patrol-top.ts +91 -91
  127. package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
  128. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  129. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  130. package/src/strategies/goals/find-player-top.ts +93 -93
  131. package/src/strategies/goals/flee-players-goal.ts +53 -53
  132. package/src/strategies/goals/goal-manager.ts +41 -41
  133. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  134. package/src/strategies/goals/goal.ts +28 -28
  135. package/src/strategies/goals/keep-away-goal.ts +209 -206
  136. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  137. package/src/strategies/goals/kill-lone-top.ts +160 -160
  138. package/src/strategies/goals/kill-target-goal.ts +59 -59
  139. package/src/strategies/goals/kill-target-top.ts +109 -109
  140. package/src/strategies/goals/leaf-goal.ts +25 -25
  141. package/src/strategies/goals/linger-corpse-goal.ts +79 -79
  142. package/src/strategies/goals/lone-kill-core.ts +82 -82
  143. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  144. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  145. package/src/strategies/goals/lone-kill-task-top.ts +86 -86
  146. package/src/strategies/goals/move-room-goal.ts +60 -60
  147. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  148. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  149. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  150. package/src/strategies/goals/paradise-fish-top.ts +219 -219
  151. package/src/strategies/goals/patrol-top.ts +57 -57
  152. package/src/strategies/goals/report-patrol-top.ts +80 -80
  153. package/src/strategies/goals/safe-task-goal.ts +102 -102
  154. package/src/strategies/goals/social-task-top.ts +161 -161
  155. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  156. package/src/strategies/goals/task-only-top.ts +57 -57
  157. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  158. package/src/strategies/goals/task-report-top.ts +57 -57
  159. package/src/strategies/goals/wander-task-goal.ts +33 -33
  160. package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -86
  161. package/src/strategies/goals/warrior-shrimp-top.ts +248 -248
  162. package/src/strategies/greeting.ts +53 -53
  163. package/src/strategies/kill-frenzy.ts +12 -12
  164. package/src/strategies/kill-lone.knowledge.md +20 -20
  165. package/src/strategies/kill-lone.ts +13 -13
  166. package/src/strategies/kill-target.ts +18 -18
  167. package/src/strategies/loader.test.ts +678 -678
  168. package/src/strategies/loader.ts +172 -172
  169. package/src/strategies/lone-kill-task.ts +21 -21
  170. package/src/strategies/meeting-gate.test.ts +59 -59
  171. package/src/strategies/meeting-gate.ts +23 -23
  172. package/src/strategies/move-room.ts +15 -15
  173. package/src/strategies/new-events-backfill.ts +98 -98
  174. package/src/strategies/paradise-fish.knowledge.md +20 -20
  175. package/src/strategies/paradise-fish.ts +25 -25
  176. package/src/strategies/pathfind/distance-field.ts +150 -150
  177. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  178. package/src/strategies/pathfind/escape-planner.ts +355 -348
  179. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  180. package/src/strategies/patrol.ts +11 -11
  181. package/src/strategies/player-targets.ts +13 -13
  182. package/src/strategies/report-patrol.ts +11 -11
  183. package/src/strategies/shrimp-memory.knowledge.md +20 -20
  184. package/src/strategies/shrimp-memory.ts +25 -25
  185. package/src/strategies/social-task.test.ts +28 -28
  186. package/src/strategies/social-task.ts +49 -49
  187. package/src/strategies/spawn.ts +82 -82
  188. package/src/strategies/speech-module.ts +123 -123
  189. package/src/strategies/strategy-loop.ts +763 -763
  190. package/src/strategies/task-kill-report.ts +17 -17
  191. package/src/strategies/task-only.ts +11 -11
  192. package/src/strategies/task-report.ts +22 -22
  193. package/src/strategies/types.ts +96 -96
  194. package/src/strategies/warrior-memory.knowledge.md +20 -20
  195. package/src/strategies/warrior-memory.ts +16 -16
@@ -1,121 +1,121 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { hasReachedRoomTarget, isKnowledgeThreat, isTargetAlive, matchesAnyTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
6
- import { MoveRoomGoal } from './move-room-goal.js';
7
-
8
- const PATROL_PRIORITY = 0.2;
9
- const FLEE_PRIORITY = 0.5;
10
-
11
- export class AvoidPlayersTop extends Goal {
12
- private readonly patrol = new PatrolState();
13
- private moveMode: 'patrol' | 'flee' | null = null;
14
- private lastAvoidNoticeKey = '';
15
-
16
- constructor(private readonly targets: string[]) {
17
- super();
18
- }
19
-
20
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
- const threats = this.threats(state, ctx);
22
-
23
- if (threats.length > 0) {
24
- this.setKeepAway();
25
- if (!this.emitAvoidNotice(ctx, threats)) this.emitAvoidProgress(state, ctx, threats);
26
- return [];
27
- }
28
-
29
- this.lastAvoidNoticeKey = '';
30
- let room = this.patrol.nextRoom(ctx);
31
- if (!room) {
32
- this.emitPatrolProgress(state, ctx, null);
33
- return [];
34
- }
35
-
36
- if (hasReachedRoomTarget(state, room)) {
37
- this.patrol.advance(ctx);
38
- room = this.patrol.nextRoom(ctx);
39
- if (!room) {
40
- this.emitPatrolProgress(state, ctx, null);
41
- return [];
42
- }
43
- }
44
-
45
- this.setMoveGoal(room, PATROL_PRIORITY, 'patrol', false);
46
- this.emitPatrolProgress(state, ctx, room);
47
- return [];
48
- }
49
-
50
- /** 寻路躲避:用 KeepAwayGoal 推演逃点远离回避目标(不限距离,名单上的人始终要躲)。 */
51
- private setKeepAway(): void {
52
- const key = this.targets.length > 0 ? this.targets.join('|') : 'avoid-knowledge';
53
- const resolve: ThreatResolver = (state, ctx) => this.threats(state, ctx);
54
- const options: KeepAwayGoalOptions = { threatRadius: Infinity, noun: '回避目标' };
55
- const worker = this.subGoal;
56
- if (worker instanceof KeepAwayGoal && worker.key === key) {
57
- this.moveMode = 'flee';
58
- return;
59
- }
60
- if (this.subGoal) this.removeSubGoal();
61
- this.setSubGoal(new KeepAwayGoal(key, resolve, options), FLEE_PRIORITY);
62
- this.moveMode = 'flee';
63
- }
64
-
65
- /** args 回避名单(活着的)∪ 知识里标记 suspect/hostile 的玩家。 */
66
- private threats(state: GameState, ctx: StrategyContext): PlayerInfo[] {
67
- const validTargets = this.targets.filter(target => isTargetAlive(state, target, ctx));
68
- return state.players.filter(p => matchesAnyTarget(p, validTargets, ctx) || isKnowledgeThreat(p, ctx));
69
- }
70
-
71
- private setMoveGoal(room: RoomTarget, priority: number, mode: 'patrol' | 'flee', stopOnPlayer: boolean): void {
72
- const worker = this.subGoal;
73
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
74
- if (this.subGoal) this.removeSubGoal();
75
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
76
- emitProgress: false,
77
- stopOnPlayer,
78
- }), priority);
79
- this.moveMode = mode;
80
- }
81
-
82
- private emitAvoidNotice(ctx: StrategyContext, threats: PlayerInfo[]): boolean {
83
- const names = threats.map(p => p.name).join('、');
84
- const key = threats.map(p => p.name).sort().join('|');
85
- if (key === this.lastAvoidNoticeKey) return false;
86
- this.lastAvoidNoticeKey = key;
87
-
88
- ctx.notifications.push(`发现回避目标${names},正在寻路躲避。`);
89
- return true;
90
- }
91
-
92
- private emitPatrolProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
93
- const now = Date.now();
94
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
95
- ctx.lastProgressNotifyAt = now;
96
-
97
- const room = state.you.room ?? '未知';
98
- const targetNames = this.targets.length > 0 ? this.targets.join(', ') : '(依据知识库)';
99
-
100
- let msg = `[进度] 当前在${room},巡逻中,回避名单: ${targetNames}`;
101
- if (target) {
102
- msg += `,正在前往${target.name}`;
103
- }
104
- msg += '。';
105
- ctx.notifications.push(msg);
106
- }
107
-
108
- private emitAvoidProgress(
109
- state: GameState,
110
- ctx: StrategyContext,
111
- threats: PlayerInfo[],
112
- ): void {
113
- const now = Date.now();
114
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
115
- ctx.lastProgressNotifyAt = now;
116
-
117
- const here = state.you.room ?? '未知';
118
- const names = threats.map(p => p.name).join('、');
119
- ctx.notifications.push(`[进度] 当前在${here},发现${names},正在寻路躲避。`);
120
- }
121
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { hasReachedRoomTarget, isKnowledgeThreat, isTargetAlive, matchesAnyTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
6
+ import { MoveRoomGoal } from './move-room-goal.js';
7
+
8
+ const PATROL_PRIORITY = 0.2;
9
+ const FLEE_PRIORITY = 0.5;
10
+
11
+ export class AvoidPlayersTop extends Goal {
12
+ private readonly patrol = new PatrolState();
13
+ private moveMode: 'patrol' | 'flee' | null = null;
14
+ private lastAvoidNoticeKey = '';
15
+
16
+ constructor(private readonly targets: string[]) {
17
+ super();
18
+ }
19
+
20
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
+ const threats = this.threats(state, ctx);
22
+
23
+ if (threats.length > 0) {
24
+ this.setKeepAway();
25
+ if (!this.emitAvoidNotice(ctx, threats)) this.emitAvoidProgress(state, ctx, threats);
26
+ return [];
27
+ }
28
+
29
+ this.lastAvoidNoticeKey = '';
30
+ let room = this.patrol.nextRoom(ctx);
31
+ if (!room) {
32
+ this.emitPatrolProgress(state, ctx, null);
33
+ return [];
34
+ }
35
+
36
+ if (hasReachedRoomTarget(state, room)) {
37
+ this.patrol.advance(ctx);
38
+ room = this.patrol.nextRoom(ctx);
39
+ if (!room) {
40
+ this.emitPatrolProgress(state, ctx, null);
41
+ return [];
42
+ }
43
+ }
44
+
45
+ this.setMoveGoal(room, PATROL_PRIORITY, 'patrol', false);
46
+ this.emitPatrolProgress(state, ctx, room);
47
+ return [];
48
+ }
49
+
50
+ /** 寻路躲避:用 KeepAwayGoal 推演逃点远离回避目标(不限距离,名单上的人始终要躲)。 */
51
+ private setKeepAway(): void {
52
+ const key = this.targets.length > 0 ? this.targets.join('|') : 'avoid-knowledge';
53
+ const resolve: ThreatResolver = (state, ctx) => this.threats(state, ctx);
54
+ const options: KeepAwayGoalOptions = { threatRadius: Infinity, noun: '回避目标' };
55
+ const worker = this.subGoal;
56
+ if (worker instanceof KeepAwayGoal && worker.key === key) {
57
+ this.moveMode = 'flee';
58
+ return;
59
+ }
60
+ if (this.subGoal) this.removeSubGoal();
61
+ this.setSubGoal(new KeepAwayGoal(key, resolve, options), FLEE_PRIORITY);
62
+ this.moveMode = 'flee';
63
+ }
64
+
65
+ /** args 回避名单(活着的)∪ 知识里标记 suspect/hostile 的玩家。 */
66
+ private threats(state: GameState, ctx: StrategyContext): PlayerInfo[] {
67
+ const validTargets = this.targets.filter(target => isTargetAlive(state, target, ctx));
68
+ return state.players.filter(p => matchesAnyTarget(p, validTargets, ctx) || isKnowledgeThreat(p, ctx));
69
+ }
70
+
71
+ private setMoveGoal(room: RoomTarget, priority: number, mode: 'patrol' | 'flee', stopOnPlayer: boolean): void {
72
+ const worker = this.subGoal;
73
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
74
+ if (this.subGoal) this.removeSubGoal();
75
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
76
+ emitProgress: false,
77
+ stopOnPlayer,
78
+ }), priority);
79
+ this.moveMode = mode;
80
+ }
81
+
82
+ private emitAvoidNotice(ctx: StrategyContext, threats: PlayerInfo[]): boolean {
83
+ const names = threats.map(p => p.name).join('、');
84
+ const key = threats.map(p => p.name).sort().join('|');
85
+ if (key === this.lastAvoidNoticeKey) return false;
86
+ this.lastAvoidNoticeKey = key;
87
+
88
+ ctx.notifications.push(`发现回避目标${names},正在寻路躲避。`);
89
+ return true;
90
+ }
91
+
92
+ private emitPatrolProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
93
+ const now = Date.now();
94
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
95
+ ctx.lastProgressNotifyAt = now;
96
+
97
+ const room = state.you.room ?? '未知';
98
+ const targetNames = this.targets.length > 0 ? this.targets.join(', ') : '(依据知识库)';
99
+
100
+ let msg = `[进度] 当前在${room},巡逻中,回避名单: ${targetNames}`;
101
+ if (target) {
102
+ msg += `,正在前往${target.name}`;
103
+ }
104
+ msg += '。';
105
+ ctx.notifications.push(msg);
106
+ }
107
+
108
+ private emitAvoidProgress(
109
+ state: GameState,
110
+ ctx: StrategyContext,
111
+ threats: PlayerInfo[],
112
+ ): void {
113
+ const now = Date.now();
114
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
115
+ ctx.lastProgressNotifyAt = now;
116
+
117
+ const here = state.you.room ?? '未知';
118
+ const names = threats.map(p => p.name).join('、');
119
+ ctx.notifications.push(`[进度] 当前在${here},发现${names},正在寻路躲避。`);
120
+ }
121
+ }
@@ -1,51 +1,51 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { Goal } from './goal.js';
4
- import { GoalManager } from './goal-manager.js';
5
- import { URGENT_GOAL_PRIORITY } from './leaf-goal.js';
6
- import type { SpeechModule } from '../speech-module.js';
7
-
8
- export class ConversationGoal extends Goal {
9
- private readonly innerMgr = new GoalManager();
10
-
11
- constructor(
12
- private readonly makeInner: () => Goal,
13
- private readonly speech: SpeechModule,
14
- ) {
15
- super();
16
- this.innerMgr.setTop(makeInner());
17
- }
18
-
19
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
20
- if (this.innerMgr.getTop() === null) this.innerMgr.setTop(this.makeInner());
21
- const innerDecisions = this.innerMgr.tick(state, ctx);
22
-
23
- const interruptible = this.innerLeafPriority() < URGENT_GOAL_PRIORITY;
24
- const primaryIsMove = innerDecisions[0]?.action.type === 'move';
25
- const result = this.speech.evaluate(state, ctx, {
26
- allowAutoGreet: interruptible && primaryIsMove,
27
- });
28
- for (const msg of result.notifications) ctx.speechNotifications.push(msg);
29
-
30
- return innerDecisions;
31
- }
32
-
33
- onMeetingResume(): void {
34
- this.speech.resetMeetingState();
35
- this.innerMgr.getTop()?.onMeetingResume();
36
- }
37
-
38
- updateConfig(role: string): void {
39
- this.speech.updateConfig(role);
40
- }
41
-
42
- private innerLeafPriority(): number {
43
- let node: Goal | null = this.innerMgr.getTop();
44
- let priority = 0;
45
- while (node) {
46
- priority = node.priority;
47
- node = node.subGoal;
48
- }
49
- return priority;
50
- }
51
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { Goal } from './goal.js';
4
+ import { GoalManager } from './goal-manager.js';
5
+ import { URGENT_GOAL_PRIORITY } from './leaf-goal.js';
6
+ import type { SpeechModule } from '../speech-module.js';
7
+
8
+ export class ConversationGoal extends Goal {
9
+ private readonly innerMgr = new GoalManager();
10
+
11
+ constructor(
12
+ private readonly makeInner: () => Goal,
13
+ private readonly speech: SpeechModule,
14
+ ) {
15
+ super();
16
+ this.innerMgr.setTop(makeInner());
17
+ }
18
+
19
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
20
+ if (this.innerMgr.getTop() === null) this.innerMgr.setTop(this.makeInner());
21
+ const innerDecisions = this.innerMgr.tick(state, ctx);
22
+
23
+ const interruptible = this.innerLeafPriority() < URGENT_GOAL_PRIORITY;
24
+ const primaryIsMove = innerDecisions[0]?.action.type === 'move';
25
+ const result = this.speech.evaluate(state, ctx, {
26
+ allowAutoGreet: interruptible && primaryIsMove,
27
+ });
28
+ for (const msg of result.notifications) ctx.speechNotifications.push(msg);
29
+
30
+ return innerDecisions;
31
+ }
32
+
33
+ onMeetingResume(): void {
34
+ this.speech.resetMeetingState();
35
+ this.innerMgr.getTop()?.onMeetingResume();
36
+ }
37
+
38
+ updateConfig(role: string): void {
39
+ this.speech.updateConfig(role);
40
+ }
41
+
42
+ private innerLeafPriority(): number {
43
+ let node: Goal | null = this.innerMgr.getTop();
44
+ let priority = 0;
45
+ while (node) {
46
+ priority = node.priority;
47
+ node = node.subGoal;
48
+ }
49
+ return priority;
50
+ }
51
+ }
@@ -1,91 +1,91 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- corpseAtScene,
5
- nearestKnownCorpseNav,
6
- patrolStep,
7
- PatrolState,
8
- PROGRESS_INTERVAL_MS,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
11
- import { Goal } from './goal.js';
12
- import { LingerCorpseGoal } from './linger-corpse-goal.js';
13
-
14
- const GREETING_COOLDOWN_MS = 120_000;
15
-
16
- export class CorpsePatrolTop extends Goal {
17
- private readonly patrol = new PatrolState();
18
- private readonly linger = new LingerCorpseGoal();
19
- private lastCorpseNotified = false;
20
- private lastGreetingAt: number | null = null;
21
-
22
- constructor(private readonly greetingPhrases: string[]) {
23
- super();
24
- }
25
-
26
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
- const decisions: BehaviorDecision[] = [];
28
-
29
- const greetingDecision = this.tryGreeting(state);
30
- if (greetingDecision) decisions.push(greetingDecision);
31
-
32
- const corpse = nearestKnownCorpseNav(state, ctx);
33
- const canMove = !state.you.doing_task;
34
-
35
- if (corpse) {
36
- if (!this.lastCorpseNotified) {
37
- this.lastCorpseNotified = true;
38
- const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
39
- // corpseAtScene=已站在尸体旁(≤150px);仅凭记忆/房间锚点导航过去时人还没到,别谎报「在附近徘徊」。
40
- ctx.notifications.push(
41
- corpseAtScene(state) ? `发现${label}!在附近徘徊观察。` : `发现${label}!正前往查看。`,
42
- );
43
- }
44
- if (canMove) decisions.push(...this.linger.tick(state, ctx));
45
- } else {
46
- this.lastCorpseNotified = false;
47
- if (canMove) decisions.push(...patrolStep(state, ctx, this.patrol, false));
48
- }
49
-
50
- this.emitProgress(state, ctx, corpse);
51
- return decisions;
52
- }
53
-
54
- private tryGreeting(state: GameState): BehaviorDecision | null {
55
- if (this.greetingPhrases.length === 0) return null;
56
- if (state.players.length === 0) return null;
57
-
58
- const now = Date.now();
59
- if (this.lastGreetingAt !== null && now - this.lastGreetingAt < GREETING_COOLDOWN_MS) return null;
60
-
61
- const text = this.greetingPhrases[Math.floor(Math.random() * this.greetingPhrases.length)];
62
- this.lastGreetingAt = now;
63
- return { action: Action.speech(text) };
64
- }
65
-
66
- private emitProgress(state: GameState, ctx: StrategyContext, corpse: CorpseTarget | null): void {
67
- const now = Date.now();
68
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
69
- ctx.lastProgressNotifyAt = now;
70
-
71
- const room = state.you.room ?? '未知';
72
-
73
- let msg = `[进度] 当前在${room}`;
74
- if (corpse) {
75
- const label = corpse.name ?? '未知';
76
- msg += corpseAtScene(state)
77
- ? `,在${label}的尸体附近徘徊。`
78
- : `,正前往${label}的尸体所在位置。`;
79
- } else {
80
- const target = this.patrol.nextRoom(ctx);
81
- if (target) {
82
- msg += `,巡逻中,正在前往${target.name}。`;
83
- } else {
84
- msg += `,巡逻中。`;
85
- }
86
- }
87
- msg += ` 共${ctx.rooms.length}个房间。`;
88
-
89
- ctx.notifications.push(msg);
90
- }
91
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ corpseAtScene,
5
+ nearestKnownCorpseNav,
6
+ patrolStep,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+ import { LingerCorpseGoal } from './linger-corpse-goal.js';
13
+
14
+ const GREETING_COOLDOWN_MS = 120_000;
15
+
16
+ export class CorpsePatrolTop extends Goal {
17
+ private readonly patrol = new PatrolState();
18
+ private readonly linger = new LingerCorpseGoal();
19
+ private lastCorpseNotified = false;
20
+ private lastGreetingAt: number | null = null;
21
+
22
+ constructor(private readonly greetingPhrases: string[]) {
23
+ super();
24
+ }
25
+
26
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
+ const decisions: BehaviorDecision[] = [];
28
+
29
+ const greetingDecision = this.tryGreeting(state);
30
+ if (greetingDecision) decisions.push(greetingDecision);
31
+
32
+ const corpse = nearestKnownCorpseNav(state, ctx);
33
+ const canMove = !state.you.doing_task;
34
+
35
+ if (corpse) {
36
+ if (!this.lastCorpseNotified) {
37
+ this.lastCorpseNotified = true;
38
+ const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
39
+ // corpseAtScene=已站在尸体旁(≤150px);仅凭记忆/房间锚点导航过去时人还没到,别谎报「在附近徘徊」。
40
+ ctx.notifications.push(
41
+ corpseAtScene(state) ? `发现${label}!在附近徘徊观察。` : `发现${label}!正前往查看。`,
42
+ );
43
+ }
44
+ if (canMove) decisions.push(...this.linger.tick(state, ctx));
45
+ } else {
46
+ this.lastCorpseNotified = false;
47
+ if (canMove) decisions.push(...patrolStep(state, ctx, this.patrol, false));
48
+ }
49
+
50
+ this.emitProgress(state, ctx, corpse);
51
+ return decisions;
52
+ }
53
+
54
+ private tryGreeting(state: GameState): BehaviorDecision | null {
55
+ if (this.greetingPhrases.length === 0) return null;
56
+ if (state.players.length === 0) return null;
57
+
58
+ const now = Date.now();
59
+ if (this.lastGreetingAt !== null && now - this.lastGreetingAt < GREETING_COOLDOWN_MS) return null;
60
+
61
+ const text = this.greetingPhrases[Math.floor(Math.random() * this.greetingPhrases.length)];
62
+ this.lastGreetingAt = now;
63
+ return { action: Action.speech(text) };
64
+ }
65
+
66
+ private emitProgress(state: GameState, ctx: StrategyContext, corpse: CorpseTarget | null): void {
67
+ const now = Date.now();
68
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
69
+ ctx.lastProgressNotifyAt = now;
70
+
71
+ const room = state.you.room ?? '未知';
72
+
73
+ let msg = `[进度] 当前在${room}`;
74
+ if (corpse) {
75
+ const label = corpse.name ?? '未知';
76
+ msg += corpseAtScene(state)
77
+ ? `,在${label}的尸体附近徘徊。`
78
+ : `,正前往${label}的尸体所在位置。`;
79
+ } else {
80
+ const target = this.patrol.nextRoom(ctx);
81
+ if (target) {
82
+ msg += `,巡逻中,正在前往${target.name}。`;
83
+ } else {
84
+ msg += `,巡逻中。`;
85
+ }
86
+ }
87
+ msg += ` 共${ctx.rooms.length}个房间。`;
88
+
89
+ ctx.notifications.push(msg);
90
+ }
91
+ }