@myclaw163/clawclaw-cli 0.6.57 → 0.6.58

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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
@@ -1,219 +1,219 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- corpseAtScene,
5
- dist,
6
- hasKnownCorpse,
7
- isKnowledgeThreat,
8
- isKnowledgeTrusted,
9
- nonTeammatesVisible,
10
- PatrolState,
11
- PROGRESS_INTERVAL_MS,
12
- safePatrolStep,
13
- } from '../game-utils.js';
14
- import type { BehaviorDecision, StrategyContext } from '../types.js';
15
- import { GreetingTracker } from '../greeting.js';
16
- import { Goal } from './goal.js';
17
- import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
- import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
-
20
- const SUB_PRIORITY = 0.5;
21
- const HUDDLE_DISTANCE = 80;
22
- const AVOID_ROUTE_MEMORY_MS = 10_000;
23
- const WITNESS_EXEMPT_COUNT = 2;
24
-
25
- type Tier = 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
26
-
27
- export class ParadiseFishTop extends Goal {
28
- private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
29
- private readonly patrol = new PatrolState();
30
- private readonly greeting: GreetingTracker;
31
- private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
32
-
33
- constructor(greetingPhrases: string[] = []) {
34
- super();
35
- this.greeting = new GreetingTracker(greetingPhrases);
36
- }
37
-
38
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
39
- const visible = nonTeammatesVisible(state, ctx);
40
- const threatTargets = visible.filter(p => this.isThreat(p, ctx));
41
- const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
42
- const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
43
- this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
44
- const decisions: BehaviorDecision[] = [];
45
- const greeting = this.greeting.tryGreeting(state);
46
- if (greeting) decisions.push(greeting);
47
-
48
- if (threatTargets.length > 0) {
49
- this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isThreat(p, c)), {
50
- threatRadius: Infinity,
51
- noun: '认定带刀坏人',
52
- });
53
- this.emitProgress(state, ctx, visible, 'flee-bad');
54
- return decisions;
55
- }
56
-
57
- if (strangerAvoidTargets.length > 0) {
58
- this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
59
- threatRadius: Infinity,
60
- noun: '陌生人',
61
- planOpts: { steps: 4 },
62
- });
63
- this.emitProgress(state, ctx, visible, 'keep-distance');
64
- return decisions;
65
- }
66
-
67
- // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
68
- // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
69
- // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
70
- // 人进视野后坐标自然补全,再切到贴尸游走)。
71
- if (hasKnownCorpse(ctx)) {
72
- this.clearSub();
73
- const linger = this.linger.tick(state, ctx);
74
- if (linger.length > 0) {
75
- this.emitProgress(state, ctx, visible, 'corpse');
76
- return [...linger, ...decisions];
77
- }
78
- }
79
-
80
- const trusted = trustedTargets;
81
- if (trusted.length > 0) {
82
- this.clearSub();
83
- this.emitProgress(state, ctx, visible, 'huddle');
84
- return [...this.huddle(state, trusted), ...decisions];
85
- }
86
-
87
- this.clearSub();
88
- this.emitProgress(state, ctx, visible, 'wander');
89
- return [...this.wander(state, ctx), ...decisions];
90
- }
91
-
92
- private isThreat(p: PlayerInfo, ctx: StrategyContext): boolean {
93
- return isKnowledgeThreat(p, ctx) && !this.isTrusted(p, ctx);
94
- }
95
-
96
- private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
97
- return isKnowledgeTrusted(p, ctx);
98
- }
99
-
100
- private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
101
- if (visible.some(p => this.isTrusted(p, ctx))) return [];
102
- const nonBad = visible.filter(p => !this.isThreat(p, ctx));
103
- if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
104
- return visible.filter(p => !this.isTrusted(p, ctx) && !this.isThreat(p, ctx));
105
- }
106
-
107
- private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
108
- const visible = nonTeammatesVisible(state, ctx);
109
- const threats = visible.filter(p => this.isThreat(p, ctx));
110
- return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
111
- }
112
-
113
- private huddle(state: GameState, trusted: PlayerInfo[]): BehaviorDecision[] {
114
- if (trusted.length === 0) return [];
115
- const mate = trusted.reduce((best, p) => {
116
- const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
117
- const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
118
- return d < bestD ? p : best;
119
- });
120
- const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
121
- if (d > HUDDLE_DISTANCE) {
122
- return [{ action: Action.move({ x: mate.x, y: mate.y }) }];
123
- }
124
- return [];
125
- }
126
-
127
- private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
128
- return safePatrolStep(state, ctx, this.patrol, false, {
129
- threatPoints: this.activeAvoidPoints(),
130
- });
131
- }
132
-
133
- private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
134
- const now = Date.now();
135
- if (visible.length > 0 && !avoidNonThreat) {
136
- for (const [key, item] of this.recentAvoidPoints) {
137
- if (!item.threat) this.recentAvoidPoints.delete(key);
138
- }
139
- }
140
- for (const p of visible) {
141
- const key = this.playerKey(p);
142
- if (!key) continue;
143
- if (this.isTrusted(p, ctx)) {
144
- this.recentAvoidPoints.delete(key);
145
- continue;
146
- }
147
- const threat = this.isThreat(p, ctx);
148
- if (!threat && !avoidNonThreat) {
149
- this.recentAvoidPoints.delete(key);
150
- continue;
151
- }
152
- this.recentAvoidPoints.set(key, {
153
- point: { x: p.x, y: p.y },
154
- until: now + AVOID_ROUTE_MEMORY_MS,
155
- threat,
156
- });
157
- }
158
- for (const [key, item] of this.recentAvoidPoints) {
159
- if (item.until <= now) this.recentAvoidPoints.delete(key);
160
- }
161
- }
162
-
163
- private activeAvoidPoints(): Position[] {
164
- const now = Date.now();
165
- const points: Position[] = [];
166
- for (const [key, item] of this.recentAvoidPoints) {
167
- if (item.until <= now) {
168
- this.recentAvoidPoints.delete(key);
169
- } else {
170
- points.push(item.point);
171
- }
172
- }
173
- return points;
174
- }
175
-
176
- private playerKey(p: PlayerInfo): string {
177
- return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
178
- }
179
-
180
- private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
181
- const worker = this.subGoal;
182
- if (worker instanceof KeepAwayGoal && worker.key === key) return;
183
- if (this.subGoal) this.removeSubGoal();
184
- this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
185
- }
186
-
187
- private clearSub(): void {
188
- if (this.subGoal) this.removeSubGoal();
189
- }
190
-
191
- private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
192
- const now = Date.now();
193
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
194
- ctx.lastProgressNotifyAt = now;
195
-
196
- const room = state.you.room ?? '未知';
197
- let msg = `[进度] 当前在${room}`;
198
- if (tier === 'corpse') {
199
- // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
200
- if (!corpseAtScene(state)) {
201
- msg += ',记得有尸体,正前往尸体处(不报警)。';
202
- } else {
203
- msg += visible.length > 0
204
- ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
205
- : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
206
- }
207
- } else if (tier === 'flee-bad') {
208
- const names = visible.filter(p => this.isThreat(p, ctx)).map(p => p.name).join('、');
209
- msg += `,发现认定带刀坏人${names},正在远离。`;
210
- } else if (tier === 'keep-distance') {
211
- msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
212
- } else if (tier === 'huddle') {
213
- msg += ',附近有可信同伴,抱团假装做任务。';
214
- } else {
215
- msg += ',附近无人,四处游荡。';
216
- }
217
- ctx.notifications.push(msg);
218
- }
219
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ corpseAtScene,
5
+ dist,
6
+ hasKnownCorpse,
7
+ isKnowledgeThreat,
8
+ isKnowledgeTrusted,
9
+ nonTeammatesVisible,
10
+ PatrolState,
11
+ PROGRESS_INTERVAL_MS,
12
+ safePatrolStep,
13
+ } from '../game-utils.js';
14
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
15
+ import { GreetingTracker } from '../greeting.js';
16
+ import { Goal } from './goal.js';
17
+ import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
+ import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
+
20
+ const SUB_PRIORITY = 0.5;
21
+ const HUDDLE_DISTANCE = 80;
22
+ const AVOID_ROUTE_MEMORY_MS = 10_000;
23
+ const WITNESS_EXEMPT_COUNT = 2;
24
+
25
+ type Tier = 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
26
+
27
+ export class ParadiseFishTop extends Goal {
28
+ private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
29
+ private readonly patrol = new PatrolState();
30
+ private readonly greeting: GreetingTracker;
31
+ private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
32
+
33
+ constructor(greetingPhrases: string[] = []) {
34
+ super();
35
+ this.greeting = new GreetingTracker(greetingPhrases);
36
+ }
37
+
38
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
39
+ const visible = nonTeammatesVisible(state, ctx);
40
+ const threatTargets = visible.filter(p => this.isThreat(p, ctx));
41
+ const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
42
+ const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
43
+ this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
44
+ const decisions: BehaviorDecision[] = [];
45
+ const greeting = this.greeting.tryGreeting(state);
46
+ if (greeting) decisions.push(greeting);
47
+
48
+ if (threatTargets.length > 0) {
49
+ this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isThreat(p, c)), {
50
+ threatRadius: Infinity,
51
+ noun: '认定带刀坏人',
52
+ });
53
+ this.emitProgress(state, ctx, visible, 'flee-bad');
54
+ return decisions;
55
+ }
56
+
57
+ if (strangerAvoidTargets.length > 0) {
58
+ this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
59
+ threatRadius: Infinity,
60
+ noun: '陌生人',
61
+ planOpts: { steps: 4 },
62
+ });
63
+ this.emitProgress(state, ctx, visible, 'keep-distance');
64
+ return decisions;
65
+ }
66
+
67
+ // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
68
+ // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
69
+ // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
70
+ // 人进视野后坐标自然补全,再切到贴尸游走)。
71
+ if (hasKnownCorpse(ctx)) {
72
+ this.clearSub();
73
+ const linger = this.linger.tick(state, ctx);
74
+ if (linger.length > 0) {
75
+ this.emitProgress(state, ctx, visible, 'corpse');
76
+ return [...linger, ...decisions];
77
+ }
78
+ }
79
+
80
+ const trusted = trustedTargets;
81
+ if (trusted.length > 0) {
82
+ this.clearSub();
83
+ this.emitProgress(state, ctx, visible, 'huddle');
84
+ return [...this.huddle(state, trusted), ...decisions];
85
+ }
86
+
87
+ this.clearSub();
88
+ this.emitProgress(state, ctx, visible, 'wander');
89
+ return [...this.wander(state, ctx), ...decisions];
90
+ }
91
+
92
+ private isThreat(p: PlayerInfo, ctx: StrategyContext): boolean {
93
+ return isKnowledgeThreat(p, ctx) && !this.isTrusted(p, ctx);
94
+ }
95
+
96
+ private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
97
+ return isKnowledgeTrusted(p, ctx);
98
+ }
99
+
100
+ private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
101
+ if (visible.some(p => this.isTrusted(p, ctx))) return [];
102
+ const nonBad = visible.filter(p => !this.isThreat(p, ctx));
103
+ if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
104
+ return visible.filter(p => !this.isTrusted(p, ctx) && !this.isThreat(p, ctx));
105
+ }
106
+
107
+ private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
108
+ const visible = nonTeammatesVisible(state, ctx);
109
+ const threats = visible.filter(p => this.isThreat(p, ctx));
110
+ return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
111
+ }
112
+
113
+ private huddle(state: GameState, trusted: PlayerInfo[]): BehaviorDecision[] {
114
+ if (trusted.length === 0) return [];
115
+ const mate = trusted.reduce((best, p) => {
116
+ const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
117
+ const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
118
+ return d < bestD ? p : best;
119
+ });
120
+ const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
121
+ if (d > HUDDLE_DISTANCE) {
122
+ return [{ action: Action.move({ x: mate.x, y: mate.y }) }];
123
+ }
124
+ return [];
125
+ }
126
+
127
+ private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
128
+ return safePatrolStep(state, ctx, this.patrol, false, {
129
+ threatPoints: this.activeAvoidPoints(),
130
+ });
131
+ }
132
+
133
+ private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
134
+ const now = Date.now();
135
+ if (visible.length > 0 && !avoidNonThreat) {
136
+ for (const [key, item] of this.recentAvoidPoints) {
137
+ if (!item.threat) this.recentAvoidPoints.delete(key);
138
+ }
139
+ }
140
+ for (const p of visible) {
141
+ const key = this.playerKey(p);
142
+ if (!key) continue;
143
+ if (this.isTrusted(p, ctx)) {
144
+ this.recentAvoidPoints.delete(key);
145
+ continue;
146
+ }
147
+ const threat = this.isThreat(p, ctx);
148
+ if (!threat && !avoidNonThreat) {
149
+ this.recentAvoidPoints.delete(key);
150
+ continue;
151
+ }
152
+ this.recentAvoidPoints.set(key, {
153
+ point: { x: p.x, y: p.y },
154
+ until: now + AVOID_ROUTE_MEMORY_MS,
155
+ threat,
156
+ });
157
+ }
158
+ for (const [key, item] of this.recentAvoidPoints) {
159
+ if (item.until <= now) this.recentAvoidPoints.delete(key);
160
+ }
161
+ }
162
+
163
+ private activeAvoidPoints(): Position[] {
164
+ const now = Date.now();
165
+ const points: Position[] = [];
166
+ for (const [key, item] of this.recentAvoidPoints) {
167
+ if (item.until <= now) {
168
+ this.recentAvoidPoints.delete(key);
169
+ } else {
170
+ points.push(item.point);
171
+ }
172
+ }
173
+ return points;
174
+ }
175
+
176
+ private playerKey(p: PlayerInfo): string {
177
+ return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
178
+ }
179
+
180
+ private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
181
+ const worker = this.subGoal;
182
+ if (worker instanceof KeepAwayGoal && worker.key === key) return;
183
+ if (this.subGoal) this.removeSubGoal();
184
+ this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
185
+ }
186
+
187
+ private clearSub(): void {
188
+ if (this.subGoal) this.removeSubGoal();
189
+ }
190
+
191
+ private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
192
+ const now = Date.now();
193
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
194
+ ctx.lastProgressNotifyAt = now;
195
+
196
+ const room = state.you.room ?? '未知';
197
+ let msg = `[进度] 当前在${room}`;
198
+ if (tier === 'corpse') {
199
+ // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
200
+ if (!corpseAtScene(state)) {
201
+ msg += ',记得有尸体,正前往尸体处(不报警)。';
202
+ } else {
203
+ msg += visible.length > 0
204
+ ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
205
+ : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
206
+ }
207
+ } else if (tier === 'flee-bad') {
208
+ const names = visible.filter(p => this.isThreat(p, ctx)).map(p => p.name).join('、');
209
+ msg += `,发现认定带刀坏人${names},正在远离。`;
210
+ } else if (tier === 'keep-distance') {
211
+ msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
212
+ } else if (tier === 'huddle') {
213
+ msg += ',附近有可信同伴,抱团假装做任务。';
214
+ } else {
215
+ msg += ',附近无人,四处游荡。';
216
+ }
217
+ ctx.notifications.push(msg);
218
+ }
219
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { hasReachedRoomTarget, 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 { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- const PATROL_PRIORITY = 0.2;
8
-
9
- export class PatrolTop extends Goal {
10
- private readonly patrol = new PatrolState();
11
-
12
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
- let room = this.patrol.nextRoom(ctx);
14
- if (!room) {
15
- this.emitProgress(state, ctx, null);
16
- return [];
17
- }
18
-
19
- if (hasReachedRoomTarget(state, room)) {
20
- this.patrol.advance(ctx);
21
- room = this.patrol.nextRoom(ctx);
22
- if (!room) {
23
- this.emitProgress(state, ctx, null);
24
- return [];
25
- }
26
- }
27
-
28
- const worker = this.subGoal;
29
- if (worker instanceof MoveRoomGoal) {
30
- if (worker.room !== room.name) {
31
- this.removeSubGoal();
32
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
- }
34
- } else {
35
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
- }
37
- this.emitProgress(state, ctx, room);
38
- return [];
39
- }
40
-
41
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
- const now = Date.now();
43
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
- ctx.lastProgressNotifyAt = now;
45
-
46
- const room = state.you.room ?? '未知';
47
- const totalRooms = ctx.rooms.length;
48
-
49
- let msg = `[进度] 当前在${room}`;
50
- if (target) {
51
- msg += `,正在巡逻前往${target.name}`;
52
- }
53
- msg += `。共${totalRooms}个房间。`;
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ const PATROL_PRIORITY = 0.2;
8
+
9
+ export class PatrolTop extends Goal {
10
+ private readonly patrol = new PatrolState();
11
+
12
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
+ let room = this.patrol.nextRoom(ctx);
14
+ if (!room) {
15
+ this.emitProgress(state, ctx, null);
16
+ return [];
17
+ }
18
+
19
+ if (hasReachedRoomTarget(state, room)) {
20
+ this.patrol.advance(ctx);
21
+ room = this.patrol.nextRoom(ctx);
22
+ if (!room) {
23
+ this.emitProgress(state, ctx, null);
24
+ return [];
25
+ }
26
+ }
27
+
28
+ const worker = this.subGoal;
29
+ if (worker instanceof MoveRoomGoal) {
30
+ if (worker.room !== room.name) {
31
+ this.removeSubGoal();
32
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
+ }
34
+ } else {
35
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
+ }
37
+ this.emitProgress(state, ctx, room);
38
+ return [];
39
+ }
40
+
41
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
+ const now = Date.now();
43
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
+ ctx.lastProgressNotifyAt = now;
45
+
46
+ const room = state.you.room ?? '未知';
47
+ const totalRooms = ctx.rooms.length;
48
+
49
+ let msg = `[进度] 当前在${room}`;
50
+ if (target) {
51
+ msg += `,正在巡逻前往${target.name}`;
52
+ }
53
+ msg += `。共${totalRooms}个房间。`;
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }