@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
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export class TaskOnlyTop extends Goal {
7
- private lastEmergencyNotified = false;
8
-
9
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
- if (state.emergency && !this.lastEmergencyNotified) {
11
- this.lastEmergencyNotified = true;
12
- ctx.notifications.push(`紧急任务出现!优先处理。`);
13
- } else if (!state.emergency) {
14
- this.lastEmergencyNotified = false;
15
- }
16
-
17
- const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
- if (!task) {
19
- this.emitProgress(state, ctx);
20
- return [];
21
- }
22
-
23
- if (state.you.doing_task && task !== ctx.emergency) {
24
- this.emitProgress(state, ctx);
25
- return [];
26
- }
27
-
28
- const decisions = [taskMoveDecision(state, ctx, task)];
29
- this.emitProgress(state, ctx);
30
- return decisions;
31
- }
32
-
33
- private emitProgress(state: GameState, ctx: StrategyContext): void {
34
- const now = Date.now();
35
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
- ctx.lastProgressNotifyAt = now;
37
-
38
- const room = state.you.room ?? '未知';
39
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
- const total = ctx.taskData.length;
41
- const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
-
43
- let msg = `[进度] 当前在${room}`;
44
- if (current) {
45
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
- } else {
47
- msg += `,没有可用任务`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export class TaskOnlyTop extends Goal {
7
+ private lastEmergencyNotified = false;
8
+
9
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
+ if (state.emergency && !this.lastEmergencyNotified) {
11
+ this.lastEmergencyNotified = true;
12
+ ctx.notifications.push(`紧急任务出现!优先处理。`);
13
+ } else if (!state.emergency) {
14
+ this.lastEmergencyNotified = false;
15
+ }
16
+
17
+ const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
+ if (!task) {
19
+ this.emitProgress(state, ctx);
20
+ return [];
21
+ }
22
+
23
+ if (state.you.doing_task && task !== ctx.emergency) {
24
+ this.emitProgress(state, ctx);
25
+ return [];
26
+ }
27
+
28
+ const decisions = [taskMoveDecision(state, ctx, task)];
29
+ this.emitProgress(state, ctx);
30
+ return decisions;
31
+ }
32
+
33
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
34
+ const now = Date.now();
35
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
+ ctx.lastProgressNotifyAt = now;
37
+
38
+ const room = state.you.room ?? '未知';
39
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
+ const total = ctx.taskData.length;
41
+ const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
+
43
+ let msg = `[进度] 当前在${room}`;
44
+ if (current) {
45
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
+ } else {
47
+ msg += `,没有可用任务`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,41 +1,41 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, firstAvailableTask, 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 TaskPredicate = (task: TaskInfo) => boolean;
8
- const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
-
10
- /**
11
- * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
- * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
- * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
- *
15
- * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
- * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
- * 自身不发进度通知,进度由调用方按场景统一播报。
18
- */
19
- export class TaskOrPatrolGoal extends Goal {
20
- private readonly patrol = new PatrolState();
21
-
22
- constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
- super();
24
- }
25
-
26
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
- if (state.you.doing_task) return [];
28
-
29
- const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
- if (task) return [taskMoveDecision(state, ctx, task)];
31
-
32
- let room = this.patrol.nextRoom(ctx);
33
- if (!room) return [];
34
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
- this.patrol.advance(ctx);
36
- const next = this.patrol.nextRoom(ctx);
37
- if (next) room = next;
38
- }
39
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
- }
41
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, firstAvailableTask, 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 TaskPredicate = (task: TaskInfo) => boolean;
8
+ const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
+
10
+ /**
11
+ * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
+ * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
+ * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
+ *
15
+ * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
+ * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
+ * 自身不发进度通知,进度由调用方按场景统一播报。
18
+ */
19
+ export class TaskOrPatrolGoal extends Goal {
20
+ private readonly patrol = new PatrolState();
21
+
22
+ constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
+ super();
24
+ }
25
+
26
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
+ if (state.you.doing_task) return [];
28
+
29
+ const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
+ if (task) return [taskMoveDecision(state, ctx, task)];
31
+
32
+ let room = this.patrol.nextRoom(ctx);
33
+ if (!room) return [];
34
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
+ this.patrol.advance(ctx);
36
+ const next = this.patrol.nextRoom(ctx);
37
+ if (next) room = next;
38
+ }
39
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
+ }
41
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
- import { GreetingTracker } from '../greeting.js';
5
- import { Goal } from './goal.js';
6
- import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
-
8
- export class TaskReportTop extends Goal {
9
- private readonly taskGoal = new TaskOrPatrolGoal();
10
- private readonly greeting: GreetingTracker;
11
-
12
- constructor(greetingPhrases: string[]) {
13
- super();
14
- this.greeting = new GreetingTracker(greetingPhrases);
15
- }
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const decisions: BehaviorDecision[] = [];
19
-
20
- const greetingDecision = this.greeting.tryGreeting(state);
21
- if (greetingDecision) decisions.push(greetingDecision);
22
-
23
- const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
- if (reportDecision) {
25
- decisions.unshift(reportDecision);
26
- return decisions;
27
- }
28
-
29
- decisions.push(...this.taskGoal.tick(state, ctx));
30
-
31
- this.emitProgress(state, ctx);
32
- return decisions;
33
- }
34
-
35
- private emitProgress(state: GameState, ctx: StrategyContext): void {
36
- const now = Date.now();
37
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
- ctx.lastProgressNotifyAt = now;
39
-
40
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
- const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
- const room = state.you.room ?? '未知';
44
-
45
- let msg = `[进度] 当前在${room}`;
46
- if (current) {
47
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
+ import { GreetingTracker } from '../greeting.js';
5
+ import { Goal } from './goal.js';
6
+ import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
+
8
+ export class TaskReportTop extends Goal {
9
+ private readonly taskGoal = new TaskOrPatrolGoal();
10
+ private readonly greeting: GreetingTracker;
11
+
12
+ constructor(greetingPhrases: string[]) {
13
+ super();
14
+ this.greeting = new GreetingTracker(greetingPhrases);
15
+ }
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const decisions: BehaviorDecision[] = [];
19
+
20
+ const greetingDecision = this.greeting.tryGreeting(state);
21
+ if (greetingDecision) decisions.push(greetingDecision);
22
+
23
+ const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
+ if (reportDecision) {
25
+ decisions.unshift(reportDecision);
26
+ return decisions;
27
+ }
28
+
29
+ decisions.push(...this.taskGoal.tick(state, ctx));
30
+
31
+ this.emitProgress(state, ctx);
32
+ return decisions;
33
+ }
34
+
35
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
36
+ const now = Date.now();
37
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
+ ctx.lastProgressNotifyAt = now;
39
+
40
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
+ const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
+ const room = state.you.room ?? '未知';
44
+
45
+ let msg = `[进度] 当前在${room}`;
46
+ if (current) {
47
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,33 +1,33 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
-
8
- /**
9
- * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
- * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
- * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
- */
13
- export class WanderTaskGoal extends Goal {
14
- constructor(
15
- private readonly pickTask: TaskPicker,
16
- private readonly stopOnPlayer: () => boolean,
17
- private readonly patrol: PatrolState,
18
- ) {
19
- super();
20
- }
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- if (state.you.doing_task) return [];
24
-
25
- const task = this.pickTask(state, ctx);
26
- if (task) {
27
- const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
- if (decision) return decision;
29
- // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
- }
31
- return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
- }
33
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
+
8
+ /**
9
+ * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
+ * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
+ * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
+ */
13
+ export class WanderTaskGoal extends Goal {
14
+ constructor(
15
+ private readonly pickTask: TaskPicker,
16
+ private readonly stopOnPlayer: () => boolean,
17
+ private readonly patrol: PatrolState,
18
+ ) {
19
+ super();
20
+ }
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ if (state.you.doing_task) return [];
24
+
25
+ const task = this.pickTask(state, ctx);
26
+ if (task) {
27
+ const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
+ if (decision) return decision;
29
+ // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
+ }
31
+ return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
+ }
33
+ }
@@ -1,86 +1,86 @@
1
- import { describe, expect, it } from 'vitest';
2
- import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
- import type { GameState } from '../../sdk/types.js';
4
- import type { StrategyContext } from '../types.js';
5
- import { KeepAwayGoal } from './keep-away-goal.js';
6
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
- import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
-
9
- function state(): GameState {
10
- return {
11
- phase: 'wandering',
12
- tick: 1,
13
- you: {
14
- name: 'warrior',
15
- x: 0,
16
- y: 0,
17
- room: 'control',
18
- role: 'shrimp_warrior',
19
- faction: 'lobster',
20
- is_alive: true,
21
- kill_cooldown_secs: 0,
22
- kills_remaining: 1,
23
- },
24
- your_tasks: [],
25
- players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
- all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
- corpses: [],
28
- stale: false,
29
- };
30
- }
31
-
32
- function knowledge(mark: 'suspect' | 'hostile' | 'trusted') {
33
- const ts = Date.now();
34
- const file: KnowledgeFile = {
35
- version: 1,
36
- gameId: 'game-1',
37
- subjects: {
38
- 'player:target': {
39
- type: 'player',
40
- selector: 'target',
41
- tags: { [mark]: { ts } },
42
- },
43
- },
44
- };
45
- return buildKnowledgeView(file);
46
- }
47
-
48
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
- return {
50
- taskData: [],
51
- emergency: null,
52
- taskLocalBlockedUntil: 0,
53
- reportCorpseTarget: null,
54
- reportBlockedUntil: 0,
55
- notifications: [],
56
- lastProgressNotifyAt: Date.now(),
57
- teammates: new Set(),
58
- alarmDone: false,
59
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
- playerNamesBySeat: { '2': 'target' },
61
- forcePatrolAdvance: false,
62
- blockedMoveTarget: null,
63
- mySeat: 1,
64
- speechNotifications: [],
65
- agentAlerts: [],
66
- ...overrides,
67
- };
68
- }
69
-
70
- describe('WarriorShrimpTop knowledge tiers', () => {
71
- it('avoids a suspect even when the weapon is ready', () => {
72
- const top = new WarriorShrimpTop();
73
-
74
- top.tick(state(), context({ knowledge: knowledge('suspect') }));
75
-
76
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
77
- });
78
-
79
- it('hunts hostile targets', () => {
80
- const top = new WarriorShrimpTop();
81
-
82
- top.tick(state(), context({ knowledge: knowledge('hostile') }));
83
-
84
- expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
85
- });
86
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
+ import type { GameState } from '../../sdk/types.js';
4
+ import type { StrategyContext } from '../types.js';
5
+ import { KeepAwayGoal } from './keep-away-goal.js';
6
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
+ import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
+
9
+ function state(): GameState {
10
+ return {
11
+ phase: 'wandering',
12
+ tick: 1,
13
+ you: {
14
+ name: 'warrior',
15
+ x: 0,
16
+ y: 0,
17
+ room: 'control',
18
+ role: 'shrimp_warrior',
19
+ faction: 'lobster',
20
+ is_alive: true,
21
+ kill_cooldown_secs: 0,
22
+ kills_remaining: 1,
23
+ },
24
+ your_tasks: [],
25
+ players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
+ all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
+ corpses: [],
28
+ stale: false,
29
+ };
30
+ }
31
+
32
+ function knowledge(mark: 'suspect' | 'hostile' | 'trusted') {
33
+ const ts = Date.now();
34
+ const file: KnowledgeFile = {
35
+ version: 1,
36
+ gameId: 'game-1',
37
+ subjects: {
38
+ 'player:target': {
39
+ type: 'player',
40
+ selector: 'target',
41
+ tags: { [mark]: { ts } },
42
+ },
43
+ },
44
+ };
45
+ return buildKnowledgeView(file);
46
+ }
47
+
48
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
+ return {
50
+ taskData: [],
51
+ emergency: null,
52
+ taskLocalBlockedUntil: 0,
53
+ reportCorpseTarget: null,
54
+ reportBlockedUntil: 0,
55
+ notifications: [],
56
+ lastProgressNotifyAt: Date.now(),
57
+ teammates: new Set(),
58
+ alarmDone: false,
59
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
+ playerNamesBySeat: { '2': 'target' },
61
+ forcePatrolAdvance: false,
62
+ blockedMoveTarget: null,
63
+ mySeat: 1,
64
+ speechNotifications: [],
65
+ agentAlerts: [],
66
+ ...overrides,
67
+ };
68
+ }
69
+
70
+ describe('WarriorShrimpTop knowledge tiers', () => {
71
+ it('avoids a suspect even when the weapon is ready', () => {
72
+ const top = new WarriorShrimpTop();
73
+
74
+ top.tick(state(), context({ knowledge: knowledge('suspect') }));
75
+
76
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
77
+ });
78
+
79
+ it('hunts hostile targets', () => {
80
+ const top = new WarriorShrimpTop();
81
+
82
+ top.tick(state(), context({ knowledge: knowledge('hostile') }));
83
+
84
+ expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
85
+ });
86
+ });