@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
@@ -1,86 +1,86 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- firstAvailableTask,
4
- killCooldownSecs,
5
- nonTeammatesVisible,
6
- PatrolState,
7
- PROGRESS_INTERVAL_MS,
8
- } from '../game-utils.js';
9
- import type { BehaviorDecision, StrategyContext } from '../types.js';
10
- import { Goal } from './goal.js';
11
- import { LoneKillCore } from './lone-kill-core.js';
12
- import { LoneKillGoal } from './lone-kill-goal.js';
13
- import { WanderTaskGoal } from './wander-task-goal.js';
14
- import { emitLeaf, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
15
- import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
16
-
17
- /**
18
- * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
19
- * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
20
- *
21
- * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好 →
22
- * 立刻出刀;否则有尸体且附近有非队友 → 报警/靠近报警(不管尸体是谁造成的)。
23
- * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
24
- * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。
25
- * 2. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务;章鱼不能提交紧急维修任务,
26
- * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
27
- */
28
- export class LoneKillTaskTop extends Goal {
29
- private readonly killCore = new LoneKillCore();
30
- private readonly patrol = new PatrolState();
31
- private readonly loneKillGoal = new LoneKillGoal(this.killCore);
32
- private readonly wanderGoal = new WanderTaskGoal(
33
- (state, ctx) => firstAvailableTask(ctx.taskData, () => true, undefined, ctx.blockedMoveTarget, ctx.knownCorpses),
34
- () => this.killCore.patrolStopOnPlayer(),
35
- this.patrol,
36
- );
37
-
38
- onMeetingResume(): void {
39
- this.killCore.reset();
40
- }
41
-
42
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
- this.emitProgress(state, ctx);
44
-
45
- const immediateKill = immediateLoneKillDecision(state, ctx);
46
- if (immediateKill) return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
47
-
48
- const corpseReport = corpseReportWithNonTeammate(state, ctx);
49
- if (corpseReport) return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
50
-
51
- const target = this.killCore.assess(state, ctx);
52
- if (target.kind === 'hunt') {
53
- this.loneKillGoal.setTarget(target.target);
54
- return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
55
- }
56
- return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
57
- }
58
-
59
- private emitProgress(state: GameState, ctx: StrategyContext): void {
60
- const now = Date.now();
61
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
- ctx.lastProgressNotifyAt = now;
63
-
64
- const room = state.you.room ?? '未知';
65
- const cd = killCooldownSecs(state);
66
- const killsRemaining = state.you.kills_remaining;
67
- const nonTeammates = nonTeammatesVisible(state, ctx);
68
-
69
- let msg = `[进度] 当前在${room}`;
70
- if (nonTeammates.length === 0) {
71
- msg += ',视野内没有落单目标,继续做任务伪装。';
72
- } else if (nonTeammates.length === 1) {
73
- msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
74
- if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
75
- if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
76
- } else {
77
- msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
78
- }
79
-
80
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
81
- const total = ctx.taskData.length;
82
- msg += ` 任务进度 ${completed}/${total}。`;
83
-
84
- ctx.notifications.push(msg);
85
- }
86
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ firstAvailableTask,
4
+ killCooldownSecs,
5
+ nonTeammatesVisible,
6
+ PatrolState,
7
+ PROGRESS_INTERVAL_MS,
8
+ } from '../game-utils.js';
9
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
10
+ import { Goal } from './goal.js';
11
+ import { LoneKillCore } from './lone-kill-core.js';
12
+ import { LoneKillGoal } from './lone-kill-goal.js';
13
+ import { WanderTaskGoal } from './wander-task-goal.js';
14
+ import { emitLeaf, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
15
+ import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
16
+
17
+ /**
18
+ * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
19
+ * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
20
+ *
21
+ * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好 →
22
+ * 立刻出刀;否则有尸体且附近有非队友 → 报警/靠近报警(不管尸体是谁造成的)。
23
+ * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
24
+ * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。
25
+ * 2. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务;章鱼不能提交紧急维修任务,
26
+ * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
27
+ */
28
+ export class LoneKillTaskTop extends Goal {
29
+ private readonly killCore = new LoneKillCore();
30
+ private readonly patrol = new PatrolState();
31
+ private readonly loneKillGoal = new LoneKillGoal(this.killCore);
32
+ private readonly wanderGoal = new WanderTaskGoal(
33
+ (state, ctx) => firstAvailableTask(ctx.taskData, () => true, undefined, ctx.blockedMoveTarget, ctx.knownCorpses),
34
+ () => this.killCore.patrolStopOnPlayer(),
35
+ this.patrol,
36
+ );
37
+
38
+ onMeetingResume(): void {
39
+ this.killCore.reset();
40
+ }
41
+
42
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
+ this.emitProgress(state, ctx);
44
+
45
+ const immediateKill = immediateLoneKillDecision(state, ctx);
46
+ if (immediateKill) return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
47
+
48
+ const corpseReport = corpseReportWithNonTeammate(state, ctx);
49
+ if (corpseReport) return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
50
+
51
+ const target = this.killCore.assess(state, ctx);
52
+ if (target.kind === 'hunt') {
53
+ this.loneKillGoal.setTarget(target.target);
54
+ return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
55
+ }
56
+ return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
57
+ }
58
+
59
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
60
+ const now = Date.now();
61
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
+ ctx.lastProgressNotifyAt = now;
63
+
64
+ const room = state.you.room ?? '未知';
65
+ const cd = killCooldownSecs(state);
66
+ const killsRemaining = state.you.kills_remaining;
67
+ const nonTeammates = nonTeammatesVisible(state, ctx);
68
+
69
+ let msg = `[进度] 当前在${room}`;
70
+ if (nonTeammates.length === 0) {
71
+ msg += ',视野内没有落单目标,继续做任务伪装。';
72
+ } else if (nonTeammates.length === 1) {
73
+ msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
74
+ if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
75
+ if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
76
+ } else {
77
+ msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
78
+ }
79
+
80
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
81
+ const total = ctx.taskData.length;
82
+ msg += ` 任务进度 ${completed}/${total}。`;
83
+
84
+ ctx.notifications.push(msg);
85
+ }
86
+ }
@@ -1,60 +1,60 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
-
9
- const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
-
11
- export interface MoveRoomGoalOptions {
12
- emitProgress?: boolean;
13
- stopOnPlayer?: boolean;
14
- }
15
-
16
- export class MoveRoomGoal extends Goal {
17
- constructor(
18
- public readonly room: string,
19
- private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
- private readonly options: MoveRoomGoalOptions = {},
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = resolveRoom(this.room, ctx);
27
- this.emitProgress(state, ctx, target);
28
- if (!target || this.hasArrived(state, target)) return [];
29
- return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
- }
31
-
32
- isFinish(state: GameState, ctx: StrategyContext): boolean {
33
- const target = resolveRoom(this.room, ctx);
34
- if (target == null) return false;
35
- const finished = this.hasArrived(state, target);
36
- if (finished) this.emitProgress(state, ctx, target);
37
- return finished;
38
- }
39
-
40
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
- if (this.options.emitProgress === false) return;
42
-
43
- const now = Date.now();
44
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
- ctx.lastProgressNotifyAt = now;
46
-
47
- const room = state.you.room ?? '未知房间';
48
- if (!target) {
49
- const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
- ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
- return;
52
- }
53
-
54
- if (state.you.room === target.name) {
55
- ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
- } else {
57
- ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
- }
59
- }
60
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
+
9
+ const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
+
11
+ export interface MoveRoomGoalOptions {
12
+ emitProgress?: boolean;
13
+ stopOnPlayer?: boolean;
14
+ }
15
+
16
+ export class MoveRoomGoal extends Goal {
17
+ constructor(
18
+ public readonly room: string,
19
+ private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
+ private readonly options: MoveRoomGoalOptions = {},
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = resolveRoom(this.room, ctx);
27
+ this.emitProgress(state, ctx, target);
28
+ if (!target || this.hasArrived(state, target)) return [];
29
+ return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
+ }
31
+
32
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
33
+ const target = resolveRoom(this.room, ctx);
34
+ if (target == null) return false;
35
+ const finished = this.hasArrived(state, target);
36
+ if (finished) this.emitProgress(state, ctx, target);
37
+ return finished;
38
+ }
39
+
40
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
+ if (this.options.emitProgress === false) return;
42
+
43
+ const now = Date.now();
44
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
+ ctx.lastProgressNotifyAt = now;
46
+
47
+ const room = state.you.room ?? '未知房间';
48
+ if (!target) {
49
+ const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
+ ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
+ return;
52
+ }
53
+
54
+ if (state.you.room === target.name) {
55
+ ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
+ } else {
57
+ ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
+ }
59
+ }
60
+ }
@@ -1,80 +1,80 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { KeepAwayGoal } from './keep-away-goal.js';
5
- import { NormalShrimpTop } from './normal-shrimp-top.js';
6
-
7
- function stateWithStranger(distance: number): GameState {
8
- return {
9
- phase: 'wandering',
10
- tick: 1,
11
- you: {
12
- name: 'shrimp',
13
- x: 0,
14
- y: 0,
15
- room: 'control',
16
- role: 'shrimp',
17
- faction: 'lobster',
18
- is_alive: true,
19
- },
20
- your_tasks: [],
21
- players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
- all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
- corpses: [],
24
- stale: false,
25
- };
26
- }
27
-
28
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
- return {
30
- taskData: [],
31
- emergency: null,
32
- taskLocalBlockedUntil: 0,
33
- reportCorpseTarget: null,
34
- reportBlockedUntil: 0,
35
- notifications: [],
36
- lastProgressNotifyAt: Date.now(),
37
- teammates: new Set(),
38
- alarmDone: false,
39
- rooms: [],
40
- playerNamesBySeat: { '2': 'stranger' },
41
- forcePatrolAdvance: false,
42
- blockedMoveTarget: null,
43
- mySeat: 1,
44
- speechNotifications: [],
45
- agentAlerts: [],
46
- ...overrides,
47
- };
48
- }
49
-
50
- describe('NormalShrimpTop vision thresholds', () => {
51
- it('starts backing off at the shrimp vision range', () => {
52
- const top = new NormalShrimpTop();
53
-
54
- top.tick(stateWithStranger(270), context());
55
-
56
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
- });
58
-
59
- it('does not start backing off just outside the vision enter range', () => {
60
- const top = new NormalShrimpTop();
61
-
62
- top.tick(stateWithStranger(271), context());
63
-
64
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
- });
66
-
67
- it('keeps backing off through the vision exit buffer', () => {
68
- const top = new NormalShrimpTop();
69
- const ctx = context();
70
-
71
- top.tick(stateWithStranger(270), ctx);
72
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
-
74
- top.tick(stateWithStranger(299), ctx);
75
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
-
77
- top.tick(stateWithStranger(300), ctx);
78
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
- });
80
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { KeepAwayGoal } from './keep-away-goal.js';
5
+ import { NormalShrimpTop } from './normal-shrimp-top.js';
6
+
7
+ function stateWithStranger(distance: number): GameState {
8
+ return {
9
+ phase: 'wandering',
10
+ tick: 1,
11
+ you: {
12
+ name: 'shrimp',
13
+ x: 0,
14
+ y: 0,
15
+ room: 'control',
16
+ role: 'shrimp',
17
+ faction: 'lobster',
18
+ is_alive: true,
19
+ },
20
+ your_tasks: [],
21
+ players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
+ all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
+ corpses: [],
24
+ stale: false,
25
+ };
26
+ }
27
+
28
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
+ return {
30
+ taskData: [],
31
+ emergency: null,
32
+ taskLocalBlockedUntil: 0,
33
+ reportCorpseTarget: null,
34
+ reportBlockedUntil: 0,
35
+ notifications: [],
36
+ lastProgressNotifyAt: Date.now(),
37
+ teammates: new Set(),
38
+ alarmDone: false,
39
+ rooms: [],
40
+ playerNamesBySeat: { '2': 'stranger' },
41
+ forcePatrolAdvance: false,
42
+ blockedMoveTarget: null,
43
+ mySeat: 1,
44
+ speechNotifications: [],
45
+ agentAlerts: [],
46
+ ...overrides,
47
+ };
48
+ }
49
+
50
+ describe('NormalShrimpTop vision thresholds', () => {
51
+ it('starts backing off at the shrimp vision range', () => {
52
+ const top = new NormalShrimpTop();
53
+
54
+ top.tick(stateWithStranger(270), context());
55
+
56
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
+ });
58
+
59
+ it('does not start backing off just outside the vision enter range', () => {
60
+ const top = new NormalShrimpTop();
61
+
62
+ top.tick(stateWithStranger(271), context());
63
+
64
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
+ });
66
+
67
+ it('keeps backing off through the vision exit buffer', () => {
68
+ const top = new NormalShrimpTop();
69
+ const ctx = context();
70
+
71
+ top.tick(stateWithStranger(270), ctx);
72
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
+
74
+ top.tick(stateWithStranger(299), ctx);
75
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
+
77
+ top.tick(stateWithStranger(300), ctx);
78
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
+ });
80
+ });