@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
@@ -1,160 +1,160 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import {
3
- hasKillUseRemaining,
4
- hasReachedRoomTarget,
5
- isKnowledgeHostile,
6
- isKnowledgeTrusted,
7
- killCooldownSecs,
8
- LONE_IGNORE_MS,
9
- matchesAnyTarget,
10
- nearestPlayerByDistance,
11
- nonTeammatesVisible,
12
- PatrolState,
13
- PROGRESS_INTERVAL_MS,
14
- } from '../game-utils.js';
15
- import type { BehaviorDecision, StrategyContext } from '../types.js';
16
- import { Goal } from './goal.js';
17
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
- import { MoveRoomGoal } from './move-room-goal.js';
19
-
20
- const PATROL_PRIORITY = 0.2;
21
- const HUNT_PRIORITY = 0.5;
22
-
23
- export class KillLoneTop extends Goal {
24
- private readonly patrol = new PatrolState();
25
- private loneIgnoreUntil = 0;
26
- private patrolStopOnPlayer: boolean | null = null;
27
- private lastFlaggedTarget = '';
28
-
29
- constructor(private readonly protectedTargets: string[] = []) {
30
- super();
31
- }
32
-
33
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
- const now = Date.now();
35
- const nonTeammates = nonTeammatesVisible(state, ctx);
36
-
37
- if (!hasKillUseRemaining(state)) {
38
- this.setPatrolGoal(state, ctx, false);
39
- this.emitProgress(state, ctx);
40
- return [];
41
- }
42
-
43
- const flagged = nearestPlayerByDistance(
44
- state,
45
- nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
- );
47
- if (flagged) {
48
- if (flagged.name !== this.lastFlaggedTarget) {
49
- ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
- this.lastFlaggedTarget = flagged.name;
51
- }
52
- this.setHuntGoal(flagged.name, true);
53
- return [];
54
- } else {
55
- this.lastFlaggedTarget = '';
56
- }
57
-
58
- if (nonTeammates.length === 0 && state.players.length > 0) {
59
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
- }
61
-
62
- if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
- this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
- this.emitProgress(state, ctx);
65
- return [];
66
- }
67
-
68
- if (nonTeammates.length > 1) {
69
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
- this.setPatrolGoal(state, ctx, false);
71
- this.emitProgress(state, ctx);
72
- return [];
73
- }
74
-
75
- const target = nonTeammates[0];
76
- if (this.isProtected(target, ctx)) {
77
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
- this.setPatrolGoal(state, ctx, false);
79
- this.emitProgress(state, ctx);
80
- return [];
81
- }
82
-
83
- this.setHuntGoal(target.name);
84
- this.emitProgress(state, ctx);
85
- return [];
86
- }
87
-
88
- /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
- private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
- return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
- }
92
-
93
- private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
- const worker = this.subGoal;
95
- if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
- if (this.subGoal) this.removeSubGoal();
97
- this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
- this.patrolStopOnPlayer = null;
99
- }
100
-
101
- private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
- let room = this.patrol.nextRoom(ctx);
103
- if (!room) {
104
- this.clearGoal();
105
- return;
106
- }
107
-
108
- if (hasReachedRoomTarget(state, room)) {
109
- this.patrol.advance(ctx);
110
- room = this.patrol.nextRoom(ctx);
111
- if (!room) {
112
- this.clearGoal();
113
- return;
114
- }
115
- }
116
-
117
- const worker = this.subGoal;
118
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
- if (this.subGoal) this.removeSubGoal();
120
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
- emitProgress: false,
122
- stopOnPlayer,
123
- }), PATROL_PRIORITY);
124
- this.patrolStopOnPlayer = stopOnPlayer;
125
- }
126
-
127
- private clearGoal(): void {
128
- if (this.subGoal) this.removeSubGoal();
129
- this.patrolStopOnPlayer = null;
130
- }
131
-
132
- private emitProgress(state: GameState, ctx: StrategyContext): void {
133
- const now = Date.now();
134
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
- ctx.lastProgressNotifyAt = now;
136
-
137
- const room = state.you.room ?? '未知';
138
- const cd = killCooldownSecs(state);
139
- const killsRemaining = state.you.kills_remaining;
140
- const nonTeammates = nonTeammatesVisible(state, ctx);
141
-
142
- let msg = `[进度] 当前在${room}`;
143
- if (nonTeammates.length === 0) {
144
- msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
- } else if (nonTeammates.length === 1) {
146
- const target = nonTeammates[0];
147
- if (this.isProtected(target, ctx)) {
148
- msg += `,视野内发现保护目标${target.name},不动手。`;
149
- } else {
150
- msg += `,视野内发现落单目标${target.name}。`;
151
- }
152
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
- if (killsRemaining === 0) msg += '出刀次数已用完。';
154
- } else {
155
- msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
- }
157
-
158
- ctx.notifications.push(msg);
159
- }
160
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import {
3
+ hasKillUseRemaining,
4
+ hasReachedRoomTarget,
5
+ isKnowledgeHostile,
6
+ isKnowledgeTrusted,
7
+ killCooldownSecs,
8
+ LONE_IGNORE_MS,
9
+ matchesAnyTarget,
10
+ nearestPlayerByDistance,
11
+ nonTeammatesVisible,
12
+ PatrolState,
13
+ PROGRESS_INTERVAL_MS,
14
+ } from '../game-utils.js';
15
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
16
+ import { Goal } from './goal.js';
17
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
+ import { MoveRoomGoal } from './move-room-goal.js';
19
+
20
+ const PATROL_PRIORITY = 0.2;
21
+ const HUNT_PRIORITY = 0.5;
22
+
23
+ export class KillLoneTop extends Goal {
24
+ private readonly patrol = new PatrolState();
25
+ private loneIgnoreUntil = 0;
26
+ private patrolStopOnPlayer: boolean | null = null;
27
+ private lastFlaggedTarget = '';
28
+
29
+ constructor(private readonly protectedTargets: string[] = []) {
30
+ super();
31
+ }
32
+
33
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
+ const now = Date.now();
35
+ const nonTeammates = nonTeammatesVisible(state, ctx);
36
+
37
+ if (!hasKillUseRemaining(state)) {
38
+ this.setPatrolGoal(state, ctx, false);
39
+ this.emitProgress(state, ctx);
40
+ return [];
41
+ }
42
+
43
+ const flagged = nearestPlayerByDistance(
44
+ state,
45
+ nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
+ );
47
+ if (flagged) {
48
+ if (flagged.name !== this.lastFlaggedTarget) {
49
+ ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
+ this.lastFlaggedTarget = flagged.name;
51
+ }
52
+ this.setHuntGoal(flagged.name, true);
53
+ return [];
54
+ } else {
55
+ this.lastFlaggedTarget = '';
56
+ }
57
+
58
+ if (nonTeammates.length === 0 && state.players.length > 0) {
59
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
+ }
61
+
62
+ if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
+ this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
+ this.emitProgress(state, ctx);
65
+ return [];
66
+ }
67
+
68
+ if (nonTeammates.length > 1) {
69
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
+ this.setPatrolGoal(state, ctx, false);
71
+ this.emitProgress(state, ctx);
72
+ return [];
73
+ }
74
+
75
+ const target = nonTeammates[0];
76
+ if (this.isProtected(target, ctx)) {
77
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
+ this.setPatrolGoal(state, ctx, false);
79
+ this.emitProgress(state, ctx);
80
+ return [];
81
+ }
82
+
83
+ this.setHuntGoal(target.name);
84
+ this.emitProgress(state, ctx);
85
+ return [];
86
+ }
87
+
88
+ /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
+ private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
+ return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
+ }
92
+
93
+ private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
+ const worker = this.subGoal;
95
+ if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
+ if (this.subGoal) this.removeSubGoal();
97
+ this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
+ this.patrolStopOnPlayer = null;
99
+ }
100
+
101
+ private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
+ let room = this.patrol.nextRoom(ctx);
103
+ if (!room) {
104
+ this.clearGoal();
105
+ return;
106
+ }
107
+
108
+ if (hasReachedRoomTarget(state, room)) {
109
+ this.patrol.advance(ctx);
110
+ room = this.patrol.nextRoom(ctx);
111
+ if (!room) {
112
+ this.clearGoal();
113
+ return;
114
+ }
115
+ }
116
+
117
+ const worker = this.subGoal;
118
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
+ if (this.subGoal) this.removeSubGoal();
120
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
+ emitProgress: false,
122
+ stopOnPlayer,
123
+ }), PATROL_PRIORITY);
124
+ this.patrolStopOnPlayer = stopOnPlayer;
125
+ }
126
+
127
+ private clearGoal(): void {
128
+ if (this.subGoal) this.removeSubGoal();
129
+ this.patrolStopOnPlayer = null;
130
+ }
131
+
132
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
133
+ const now = Date.now();
134
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
+ ctx.lastProgressNotifyAt = now;
136
+
137
+ const room = state.you.room ?? '未知';
138
+ const cd = killCooldownSecs(state);
139
+ const killsRemaining = state.you.kills_remaining;
140
+ const nonTeammates = nonTeammatesVisible(state, ctx);
141
+
142
+ let msg = `[进度] 当前在${room}`;
143
+ if (nonTeammates.length === 0) {
144
+ msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
+ } else if (nonTeammates.length === 1) {
146
+ const target = nonTeammates[0];
147
+ if (this.isProtected(target, ctx)) {
148
+ msg += `,视野内发现保护目标${target.name},不动手。`;
149
+ } else {
150
+ msg += `,视野内发现落单目标${target.name}。`;
151
+ }
152
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
154
+ } else {
155
+ msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
+ }
157
+
158
+ ctx.notifications.push(msg);
159
+ }
160
+ }
@@ -1,59 +1,59 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- hasKillUseRemaining,
7
- isKnowledgeTrusted,
8
- killCommitRange,
9
- LONE_FOLLOW_DISTANCE,
10
- matchesAnyTarget,
11
- nonTeammatesVisible,
12
- } from '../game-utils.js';
13
- import type { BehaviorDecision, StrategyContext } from '../types.js';
14
- import { Goal } from './goal.js';
15
-
16
- export class KillVisibleTargetGoal extends Goal {
17
- constructor(
18
- public readonly targetName: string,
19
- private readonly protectedTargets: string[],
20
- public readonly ignoreCrowd = false,
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = this.target(state, ctx);
27
- if (!target) return [];
28
- if (!hasKillUseRemaining(state)) return [];
29
-
30
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
-
32
- if (d <= killCommitRange(state.you.role)) {
33
- if (canUseKill(state)) {
34
- ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
- return [{ action: Action.kill(target.name) }];
36
- }
37
- return d > LONE_FOLLOW_DISTANCE
38
- ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
- : [];
40
- }
41
-
42
- ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
- return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
- }
45
-
46
- isFinish(state: GameState, ctx: StrategyContext): boolean {
47
- return this.target(state, ctx) == null;
48
- }
49
-
50
- private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
- const visible = nonTeammatesVisible(state, ctx);
52
- if (!this.ignoreCrowd && visible.length !== 1) return null;
53
- const target = visible.find(p => p.name === this.targetName) ?? null;
54
- if (!target) return null;
55
- if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
- if (isKnowledgeTrusted(target, ctx)) return null;
57
- return target;
58
- }
59
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ hasKillUseRemaining,
7
+ isKnowledgeTrusted,
8
+ killCommitRange,
9
+ LONE_FOLLOW_DISTANCE,
10
+ matchesAnyTarget,
11
+ nonTeammatesVisible,
12
+ } from '../game-utils.js';
13
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
14
+ import { Goal } from './goal.js';
15
+
16
+ export class KillVisibleTargetGoal extends Goal {
17
+ constructor(
18
+ public readonly targetName: string,
19
+ private readonly protectedTargets: string[],
20
+ public readonly ignoreCrowd = false,
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = this.target(state, ctx);
27
+ if (!target) return [];
28
+ if (!hasKillUseRemaining(state)) return [];
29
+
30
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
+
32
+ if (d <= killCommitRange(state.you.role)) {
33
+ if (canUseKill(state)) {
34
+ ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
+ return [{ action: Action.kill(target.name) }];
36
+ }
37
+ return d > LONE_FOLLOW_DISTANCE
38
+ ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
+ : [];
40
+ }
41
+
42
+ ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
+ return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
+ }
45
+
46
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
47
+ return this.target(state, ctx) == null;
48
+ }
49
+
50
+ private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
+ const visible = nonTeammatesVisible(state, ctx);
52
+ if (!this.ignoreCrowd && visible.length !== 1) return null;
53
+ const target = visible.find(p => p.name === this.targetName) ?? null;
54
+ if (!target) return null;
55
+ if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
+ if (isKnowledgeTrusted(target, ctx)) return null;
57
+ return target;
58
+ }
59
+ }
@@ -1,109 +1,109 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- dist,
4
- killCooldownSecs,
5
- isTargetAlive,
6
- isRecentlyKilledTarget,
7
- killCommitRange,
8
- LONE_FOLLOW_DISTANCE,
9
- LONE_IGNORE_MS,
10
- matchesTarget,
11
- nearestVisibleTarget,
12
- patrolStep,
13
- PatrolState,
14
- PROGRESS_INTERVAL_MS,
15
- pursueVisibleTarget,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
-
20
- export class KillTargetTop extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private skipStopUntil = 0;
23
- private completedAfterKill = false;
24
- private completedNotified = false;
25
-
26
- constructor(private readonly targets: string[]) {
27
- super();
28
- }
29
-
30
- onMeetingResume(): void {
31
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
- }
33
-
34
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
- if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
-
37
- const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
- const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
- const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
- if (validTargets.length === 0) {
41
- if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
- this.completedAfterKill = true;
43
- return this.completedPatrol(state, ctx);
44
- }
45
- ctx.notifications.push('所有目标都已死亡或为队友');
46
- this.emitProgress(state, ctx);
47
- return [];
48
- }
49
-
50
- const target = nearestVisibleTarget(state, ctx, validTargets);
51
- if (target) {
52
- const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
- if (decision?.action.type === 'kill') {
54
- ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
- } else {
56
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
- if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
- }
59
- this.emitProgress(state, ctx);
60
- return decision ? [decision] : [];
61
- }
62
-
63
- if (state.players.length > 0 || ctx.emergency) {
64
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
- }
66
- this.emitProgress(state, ctx);
67
- return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
- }
69
-
70
- private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
- if (!this.completedNotified) {
72
- ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
- ctx.forcePatrolAdvance = true;
74
- this.completedNotified = true;
75
- }
76
- return patrolStep(state, ctx, this.patrol, false);
77
- }
78
-
79
- private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
- if (!isTargetAlive(state, t, ctx)) return false;
81
- const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
- const resolvedName = nameFromSeat ?? t.trim();
83
- return !ctx.teammates.has(resolvedName);
84
- }
85
-
86
- private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
- return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
- }
89
-
90
- private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
- const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
- if (player) return player.is_alive === false;
93
- return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
- }
95
-
96
- private emitProgress(state: GameState, ctx: StrategyContext): void {
97
- const now = Date.now();
98
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
- ctx.lastProgressNotifyAt = now;
100
-
101
- const room = state.you.room ?? '未知';
102
- const cd = killCooldownSecs(state);
103
- const killsRemaining = state.you.kills_remaining;
104
- let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
- if (killsRemaining === 0) msg += '出刀次数已用完。';
107
- ctx.notifications.push(msg);
108
- }
109
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ dist,
4
+ killCooldownSecs,
5
+ isTargetAlive,
6
+ isRecentlyKilledTarget,
7
+ killCommitRange,
8
+ LONE_FOLLOW_DISTANCE,
9
+ LONE_IGNORE_MS,
10
+ matchesTarget,
11
+ nearestVisibleTarget,
12
+ patrolStep,
13
+ PatrolState,
14
+ PROGRESS_INTERVAL_MS,
15
+ pursueVisibleTarget,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+
20
+ export class KillTargetTop extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private skipStopUntil = 0;
23
+ private completedAfterKill = false;
24
+ private completedNotified = false;
25
+
26
+ constructor(private readonly targets: string[]) {
27
+ super();
28
+ }
29
+
30
+ onMeetingResume(): void {
31
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
+ }
33
+
34
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
+ if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
+
37
+ const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
+ const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
+ const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
+ if (validTargets.length === 0) {
41
+ if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
+ this.completedAfterKill = true;
43
+ return this.completedPatrol(state, ctx);
44
+ }
45
+ ctx.notifications.push('所有目标都已死亡或为队友');
46
+ this.emitProgress(state, ctx);
47
+ return [];
48
+ }
49
+
50
+ const target = nearestVisibleTarget(state, ctx, validTargets);
51
+ if (target) {
52
+ const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
+ if (decision?.action.type === 'kill') {
54
+ ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
+ } else {
56
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
+ }
59
+ this.emitProgress(state, ctx);
60
+ return decision ? [decision] : [];
61
+ }
62
+
63
+ if (state.players.length > 0 || ctx.emergency) {
64
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
+ }
66
+ this.emitProgress(state, ctx);
67
+ return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
+ }
69
+
70
+ private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
+ if (!this.completedNotified) {
72
+ ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
+ ctx.forcePatrolAdvance = true;
74
+ this.completedNotified = true;
75
+ }
76
+ return patrolStep(state, ctx, this.patrol, false);
77
+ }
78
+
79
+ private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
+ if (!isTargetAlive(state, t, ctx)) return false;
81
+ const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
+ const resolvedName = nameFromSeat ?? t.trim();
83
+ return !ctx.teammates.has(resolvedName);
84
+ }
85
+
86
+ private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
+ return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
+ }
89
+
90
+ private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
+ const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
+ if (player) return player.is_alive === false;
93
+ return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
+ }
95
+
96
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
97
+ const now = Date.now();
98
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
+ ctx.lastProgressNotifyAt = now;
100
+
101
+ const room = state.you.room ?? '未知';
102
+ const cd = killCooldownSecs(state);
103
+ const killsRemaining = state.you.kills_remaining;
104
+ let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
107
+ ctx.notifications.push(msg);
108
+ }
109
+ }