@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
@@ -1,80 +1,80 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- nearestKnownCorpse,
5
- nearestReportableCorpse,
6
- patrolStep,
7
- PatrolState,
8
- PROGRESS_INTERVAL_MS,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, StrategyContext } from '../types.js';
11
- import { Goal } from './goal.js';
12
-
13
- export class ReportPatrolTop extends Goal {
14
- private readonly patrol = new PatrolState();
15
- private lastCorpseNotified = false;
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const reportDecision = this.tryReport(state, ctx);
19
- if (reportDecision) {
20
- this.emitProgress(state, ctx);
21
- return [reportDecision];
22
- }
23
-
24
- const decisions = this.patrolDecision(state, ctx);
25
- this.emitProgress(state, ctx);
26
- return decisions;
27
- }
28
-
29
- private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
- const reportable = nearestReportableCorpse(state);
31
- if (reportable) {
32
- ctx.reportCorpseTarget = null;
33
- this.lastCorpseNotified = false;
34
- ctx.notifications.push('发现尸体,正在报告!');
35
- return { action: Action.report(reportable.name, reportable.room) };
36
- }
37
-
38
- const corpse = nearestKnownCorpse(state, ctx);
39
- if (corpse) {
40
- if (!this.lastCorpseNotified) {
41
- this.lastCorpseNotified = true;
42
- const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
- ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
- }
45
- ctx.reportCorpseTarget = corpse;
46
- return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
- }
48
-
49
- this.lastCorpseNotified = false;
50
- ctx.reportCorpseTarget = null;
51
- return null;
52
- }
53
-
54
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
- if (state.you.doing_task) return [];
56
- return patrolStep(state, ctx, this.patrol, false);
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 target = this.patrol.nextRoom(ctx);
66
-
67
- let msg = `[进度] 当前在${room}`;
68
- if (ctx.reportCorpseTarget) {
69
- const label = ctx.reportCorpseTarget.name ?? '未知';
70
- msg += `,正在靠近${label}的尸体准备报告。`;
71
- } else if (target) {
72
- msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
- } else {
74
- msg += ',巡逻中。';
75
- }
76
- msg += ` 共${ctx.rooms.length}个房间。`;
77
-
78
- ctx.notifications.push(msg);
79
- }
80
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ nearestKnownCorpse,
5
+ nearestReportableCorpse,
6
+ patrolStep,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+
13
+ export class ReportPatrolTop extends Goal {
14
+ private readonly patrol = new PatrolState();
15
+ private lastCorpseNotified = false;
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const reportDecision = this.tryReport(state, ctx);
19
+ if (reportDecision) {
20
+ this.emitProgress(state, ctx);
21
+ return [reportDecision];
22
+ }
23
+
24
+ const decisions = this.patrolDecision(state, ctx);
25
+ this.emitProgress(state, ctx);
26
+ return decisions;
27
+ }
28
+
29
+ private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
+ const reportable = nearestReportableCorpse(state);
31
+ if (reportable) {
32
+ ctx.reportCorpseTarget = null;
33
+ this.lastCorpseNotified = false;
34
+ ctx.notifications.push('发现尸体,正在报告!');
35
+ return { action: Action.report(reportable.name, reportable.room) };
36
+ }
37
+
38
+ const corpse = nearestKnownCorpse(state, ctx);
39
+ if (corpse) {
40
+ if (!this.lastCorpseNotified) {
41
+ this.lastCorpseNotified = true;
42
+ const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
+ ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
+ }
45
+ ctx.reportCorpseTarget = corpse;
46
+ return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
+ }
48
+
49
+ this.lastCorpseNotified = false;
50
+ ctx.reportCorpseTarget = null;
51
+ return null;
52
+ }
53
+
54
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
+ if (state.you.doing_task) return [];
56
+ return patrolStep(state, ctx, this.patrol, false);
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 target = this.patrol.nextRoom(ctx);
66
+
67
+ let msg = `[进度] 当前在${room}`;
68
+ if (ctx.reportCorpseTarget) {
69
+ const label = ctx.reportCorpseTarget.name ?? '未知';
70
+ msg += `,正在靠近${label}的尸体准备报告。`;
71
+ } else if (target) {
72
+ msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
+ } else {
74
+ msg += ',巡逻中。';
75
+ }
76
+ msg += ` 共${ctx.rooms.length}个房间。`;
77
+
78
+ ctx.notifications.push(msg);
79
+ }
80
+ }
@@ -1,102 +1,102 @@
1
- import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
- const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
-
10
- export interface SafeTaskPlanOptions {
11
- holdUnsafeCurrentForMs?: number;
12
- }
13
-
14
- /**
15
- * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
- * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
- * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
- * 全部任务被排除或做完时按房间顺序巡逻。
19
- */
20
- export class SafeTaskOrPatrolGoal extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private current: TaskInfo | null = null;
23
- private holdUnsafeCurrentUntil = 0;
24
-
25
- constructor(private readonly threatPoints: ThreatPointResolver) {
26
- super();
27
- }
28
-
29
- /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
- get currentTask(): TaskInfo | null {
31
- return this.current;
32
- }
33
-
34
- /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
- planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
- if (opts.holdUnsafeCurrentForMs != null) {
37
- this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
- }
39
- if (state.you.doing_task) return this.current;
40
-
41
- const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
- threatPoints: this.threatPoints(state, ctx),
43
- stickyTaskName: this.current?.task_name ?? null,
44
- });
45
- this.current = task;
46
- return task;
47
- }
48
-
49
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
- if (state.you.doing_task) return [];
51
-
52
- const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
- if (locked) {
54
- this.current = locked;
55
- return [taskMoveDecision(state, ctx, locked)];
56
- }
57
-
58
- if (this.current) {
59
- const remembered = this.findCurrentTask(ctx);
60
- if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
- this.current = null;
62
- const replanned = this.planTask(state, ctx);
63
- if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
- }
65
-
66
- let room = this.patrol.nextRoom(ctx);
67
- if (!room) return [];
68
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
- this.patrol.advance(ctx);
70
- const next = this.patrol.nextRoom(ctx);
71
- if (next) room = next;
72
- }
73
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
- }
75
-
76
- private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
- const current = this.findCurrentTask(ctx);
78
- if (!current) return null;
79
-
80
- const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
- threatPoints: this.threatPoints(state, ctx),
82
- stickyTaskName: current.task_name,
83
- });
84
- return safe;
85
- }
86
-
87
- private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
- if (!this.current) return null;
89
- return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
- ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
- ?? null;
92
- }
93
-
94
- private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
- return task.status !== 'completed'
96
- && task.status !== 'in_progress'
97
- && task.x != null
98
- && task.y != null
99
- && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
- && NON_CRAB(task);
101
- }
102
- }
1
+ import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
+ const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
+
10
+ export interface SafeTaskPlanOptions {
11
+ holdUnsafeCurrentForMs?: number;
12
+ }
13
+
14
+ /**
15
+ * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
+ * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
+ * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
+ * 全部任务被排除或做完时按房间顺序巡逻。
19
+ */
20
+ export class SafeTaskOrPatrolGoal extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private current: TaskInfo | null = null;
23
+ private holdUnsafeCurrentUntil = 0;
24
+
25
+ constructor(private readonly threatPoints: ThreatPointResolver) {
26
+ super();
27
+ }
28
+
29
+ /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
+ get currentTask(): TaskInfo | null {
31
+ return this.current;
32
+ }
33
+
34
+ /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
+ planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
+ if (opts.holdUnsafeCurrentForMs != null) {
37
+ this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
+ }
39
+ if (state.you.doing_task) return this.current;
40
+
41
+ const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
+ threatPoints: this.threatPoints(state, ctx),
43
+ stickyTaskName: this.current?.task_name ?? null,
44
+ });
45
+ this.current = task;
46
+ return task;
47
+ }
48
+
49
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
+ if (state.you.doing_task) return [];
51
+
52
+ const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
+ if (locked) {
54
+ this.current = locked;
55
+ return [taskMoveDecision(state, ctx, locked)];
56
+ }
57
+
58
+ if (this.current) {
59
+ const remembered = this.findCurrentTask(ctx);
60
+ if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
+ this.current = null;
62
+ const replanned = this.planTask(state, ctx);
63
+ if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
+ }
65
+
66
+ let room = this.patrol.nextRoom(ctx);
67
+ if (!room) return [];
68
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
+ this.patrol.advance(ctx);
70
+ const next = this.patrol.nextRoom(ctx);
71
+ if (next) room = next;
72
+ }
73
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
+ }
75
+
76
+ private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
+ const current = this.findCurrentTask(ctx);
78
+ if (!current) return null;
79
+
80
+ const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
+ threatPoints: this.threatPoints(state, ctx),
82
+ stickyTaskName: current.task_name,
83
+ });
84
+ return safe;
85
+ }
86
+
87
+ private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
+ if (!this.current) return null;
89
+ return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
+ ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
+ ?? null;
92
+ }
93
+
94
+ private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
+ return task.status !== 'completed'
96
+ && task.status !== 'in_progress'
97
+ && task.x != null
98
+ && task.y != null
99
+ && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
+ && NON_CRAB(task);
101
+ }
102
+ }