@myclaw163/clawclaw-cli 0.6.58 → 0.6.60

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 +129 -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 +73 -37
  26. package/src/commands/do.ts +126 -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 -190
  121. package/src/strategies/game-utils.ts +744 -744
  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 -209
  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 -355
  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
@@ -1,161 +1,161 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- firstAvailableTask,
6
- isTargetAlive,
7
- matchesTarget,
8
- PROGRESS_INTERVAL_MS,
9
- reportCorpseDecision,
10
- TASK_SUBMIT_RADIUS,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- export interface SocialTarget {
16
- target: string;
17
- greeting: string | null;
18
- }
19
-
20
- interface SocialTargetState {
21
- greetingSent: boolean;
22
- lastSpeechTime: number;
23
- silenceNotified: boolean;
24
- }
25
-
26
- const GREETING_DISTANCE = 200;
27
- const SILENCE_TIMEOUT_MS = 10_000;
28
-
29
- export class SocialTaskTop extends Goal {
30
- private readonly socialTargets: SocialTarget[];
31
- private readonly targetStates = new Map<string, SocialTargetState>();
32
-
33
- constructor(socialTargets: SocialTarget[]) {
34
- super();
35
- this.socialTargets = socialTargets;
36
- for (const st of socialTargets) {
37
- this.targetStates.set(st.target, {
38
- greetingSent: false,
39
- lastSpeechTime: 0,
40
- silenceNotified: false,
41
- });
42
- }
43
- }
44
-
45
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
- const decisions: BehaviorDecision[] = [];
47
- const now = Date.now();
48
-
49
- const corpseDecision = reportCorpseDecision(state, ctx);
50
- if (corpseDecision) {
51
- this.emitProgress(state, ctx);
52
- return [corpseDecision];
53
- }
54
-
55
- for (const st of this.socialTargets) {
56
- if (!isTargetAlive(state, st.target, ctx)) continue;
57
-
58
- const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
- if (!visiblePlayer) continue;
60
-
61
- const targetState = this.targetStates.get(st.target)!;
62
- const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
-
64
- const targetSpeechEvent = (state.new_events ?? []).find(
65
- evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
- );
67
-
68
- if (targetSpeechEvent) {
69
- targetState.lastSpeechTime = now;
70
- targetState.silenceNotified = false;
71
-
72
- const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
- const seatNum = visiblePlayer.seat ?? st.target;
74
- ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
- this.emitProgress(state, ctx);
76
- return decisions;
77
- }
78
-
79
- if (st.greeting != null && !targetState.greetingSent) {
80
- if (d > GREETING_DISTANCE) {
81
- if (state.you.doing_task) {
82
- this.emitProgress(state, ctx);
83
- return decisions;
84
- }
85
- decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
- this.emitProgress(state, ctx);
87
- return decisions;
88
- }
89
- decisions.push({ action: Action.speech(st.greeting) });
90
- targetState.greetingSent = true;
91
- targetState.lastSpeechTime = now;
92
- targetState.silenceNotified = false;
93
- const seatNum = visiblePlayer.seat ?? st.target;
94
- ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
- this.emitProgress(state, ctx);
96
- return decisions;
97
- }
98
-
99
- if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
- if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
- if (!targetState.silenceNotified) {
102
- targetState.silenceNotified = true;
103
- const seatNum = visiblePlayer.seat ?? st.target;
104
- ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
- }
106
- continue;
107
- }
108
- }
109
-
110
- if (targetState.greetingSent) {
111
- this.emitProgress(state, ctx);
112
- return decisions;
113
- }
114
-
115
- }
116
-
117
- const taskDecision = this.tryTask(state, ctx);
118
- if (taskDecision) decisions.push(taskDecision);
119
-
120
- this.emitProgress(state, ctx);
121
- return decisions;
122
- }
123
-
124
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
- if (!task) return null;
127
-
128
- const isEmergencyTask = task === ctx.emergency;
129
- if (state.you.doing_task && !isEmergencyTask) return null;
130
-
131
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
- return { action: Action.doTask(task.task_name) };
134
- }
135
- return { action: Action.move({ x: task.x!, y: task.y! }) };
136
- }
137
-
138
- private emitProgress(state: GameState, ctx: StrategyContext): void {
139
- const now = Date.now();
140
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
- ctx.lastProgressNotifyAt = now;
142
-
143
- const room = state.you.room ?? '未知';
144
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
-
147
- const visibleTargetNames = this.socialTargets
148
- .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
- .map(st => st.target);
150
-
151
- let msg = `[进度] 当前在${room}。`;
152
- if (visibleTargetNames.length > 0) {
153
- msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
- } else {
155
- msg += `社交目标不在视野内,正在做任务。`;
156
- }
157
- msg += ` 任务进度 ${completed}/${total}。`;
158
-
159
- ctx.notifications.push(msg);
160
- }
161
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ firstAvailableTask,
6
+ isTargetAlive,
7
+ matchesTarget,
8
+ PROGRESS_INTERVAL_MS,
9
+ reportCorpseDecision,
10
+ TASK_SUBMIT_RADIUS,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ export interface SocialTarget {
16
+ target: string;
17
+ greeting: string | null;
18
+ }
19
+
20
+ interface SocialTargetState {
21
+ greetingSent: boolean;
22
+ lastSpeechTime: number;
23
+ silenceNotified: boolean;
24
+ }
25
+
26
+ const GREETING_DISTANCE = 200;
27
+ const SILENCE_TIMEOUT_MS = 10_000;
28
+
29
+ export class SocialTaskTop extends Goal {
30
+ private readonly socialTargets: SocialTarget[];
31
+ private readonly targetStates = new Map<string, SocialTargetState>();
32
+
33
+ constructor(socialTargets: SocialTarget[]) {
34
+ super();
35
+ this.socialTargets = socialTargets;
36
+ for (const st of socialTargets) {
37
+ this.targetStates.set(st.target, {
38
+ greetingSent: false,
39
+ lastSpeechTime: 0,
40
+ silenceNotified: false,
41
+ });
42
+ }
43
+ }
44
+
45
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
+ const decisions: BehaviorDecision[] = [];
47
+ const now = Date.now();
48
+
49
+ const corpseDecision = reportCorpseDecision(state, ctx);
50
+ if (corpseDecision) {
51
+ this.emitProgress(state, ctx);
52
+ return [corpseDecision];
53
+ }
54
+
55
+ for (const st of this.socialTargets) {
56
+ if (!isTargetAlive(state, st.target, ctx)) continue;
57
+
58
+ const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
+ if (!visiblePlayer) continue;
60
+
61
+ const targetState = this.targetStates.get(st.target)!;
62
+ const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
+
64
+ const targetSpeechEvent = (state.new_events ?? []).find(
65
+ evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
+ );
67
+
68
+ if (targetSpeechEvent) {
69
+ targetState.lastSpeechTime = now;
70
+ targetState.silenceNotified = false;
71
+
72
+ const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
+ const seatNum = visiblePlayer.seat ?? st.target;
74
+ ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
+ this.emitProgress(state, ctx);
76
+ return decisions;
77
+ }
78
+
79
+ if (st.greeting != null && !targetState.greetingSent) {
80
+ if (d > GREETING_DISTANCE) {
81
+ if (state.you.doing_task) {
82
+ this.emitProgress(state, ctx);
83
+ return decisions;
84
+ }
85
+ decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
+ this.emitProgress(state, ctx);
87
+ return decisions;
88
+ }
89
+ decisions.push({ action: Action.speech(st.greeting) });
90
+ targetState.greetingSent = true;
91
+ targetState.lastSpeechTime = now;
92
+ targetState.silenceNotified = false;
93
+ const seatNum = visiblePlayer.seat ?? st.target;
94
+ ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
+ this.emitProgress(state, ctx);
96
+ return decisions;
97
+ }
98
+
99
+ if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
+ if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
+ if (!targetState.silenceNotified) {
102
+ targetState.silenceNotified = true;
103
+ const seatNum = visiblePlayer.seat ?? st.target;
104
+ ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
+ }
106
+ continue;
107
+ }
108
+ }
109
+
110
+ if (targetState.greetingSent) {
111
+ this.emitProgress(state, ctx);
112
+ return decisions;
113
+ }
114
+
115
+ }
116
+
117
+ const taskDecision = this.tryTask(state, ctx);
118
+ if (taskDecision) decisions.push(taskDecision);
119
+
120
+ this.emitProgress(state, ctx);
121
+ return decisions;
122
+ }
123
+
124
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
+ if (!task) return null;
127
+
128
+ const isEmergencyTask = task === ctx.emergency;
129
+ if (state.you.doing_task && !isEmergencyTask) return null;
130
+
131
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
+ return { action: Action.doTask(task.task_name) };
134
+ }
135
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
136
+ }
137
+
138
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
139
+ const now = Date.now();
140
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
+ ctx.lastProgressNotifyAt = now;
142
+
143
+ const room = state.you.room ?? '未知';
144
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
+
147
+ const visibleTargetNames = this.socialTargets
148
+ .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
+ .map(st => st.target);
150
+
151
+ let msg = `[进度] 当前在${room}。`;
152
+ if (visibleTargetNames.length > 0) {
153
+ msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
+ } else {
155
+ msg += `社交目标不在视野内,正在做任务。`;
156
+ }
157
+ msg += ` 任务进度 ${completed}/${total}。`;
158
+
159
+ ctx.notifications.push(msg);
160
+ }
161
+ }
@@ -1,163 +1,163 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- firstAvailableTask,
7
- hasKillUseRemaining,
8
- isTargetAlive,
9
- killCooldownSecs,
10
- killCommitRange,
11
- LONE_FOLLOW_DISTANCE,
12
- matchesTarget,
13
- PROGRESS_INTERVAL_MS,
14
- reportCorpseDecision,
15
- TASK_SUBMIT_RADIUS,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
- import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
-
21
- type VisibleTargetMatch = {
22
- player: GameState['players'][number];
23
- dist: number;
24
- };
25
-
26
- export class TaskKillReportTop extends Goal {
27
- private readonly targets: string[];
28
- private readonly targetSpottedNotified = new Set<string>();
29
-
30
- constructor(targets: string[]) {
31
- super();
32
- this.targets = [...targets];
33
- }
34
-
35
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
- const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
- if (allDead) {
38
- ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
- this.emitProgress(state, ctx);
40
- this.clearSub();
41
- return [];
42
- }
43
-
44
- const visibleMatches = this.visibleTargets(state, ctx);
45
- const cd = killCooldownSecs(state);
46
- const hasKill = hasKillUseRemaining(state);
47
- const killReady = canUseKill(state);
48
-
49
- if (visibleMatches.length > 0 && hasKill) {
50
- const nearest = visibleMatches[0];
51
-
52
- if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
- this.targetSpottedNotified.add(nearest.player.name);
54
- ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
- }
56
-
57
- if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
- ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
- return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
- }
61
-
62
- if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
- return this.emitDecisions(
64
- state,
65
- ctx,
66
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
- URGENT_GOAL_PRIORITY,
68
- );
69
- }
70
-
71
- if (!killReady) {
72
- if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
- return this.emitDecisions(
74
- state,
75
- ctx,
76
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
- URGENT_GOAL_PRIORITY,
78
- );
79
- }
80
- this.emitProgress(state, ctx);
81
- this.clearSub();
82
- return [];
83
- }
84
- } else {
85
- this.targetSpottedNotified.clear();
86
- }
87
-
88
- const reportDecision = reportCorpseDecision(state, ctx);
89
- if (reportDecision) {
90
- return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
- }
92
-
93
- const taskDecision = this.tryTask(state, ctx);
94
- if (taskDecision) {
95
- return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
- }
97
-
98
- this.emitProgress(state, ctx);
99
- this.clearSub();
100
- return [];
101
- }
102
-
103
- private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
- const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
- return state.players
106
- .map(player => {
107
- if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
- const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
- return { player, dist: d };
110
- })
111
- .filter((match): match is VisibleTargetMatch => match !== null)
112
- .sort((a, b) => a.dist - b.dist);
113
- }
114
-
115
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
- if (state.you.doing_task) return null;
117
-
118
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
- if (!task) return null;
120
-
121
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
- return { action: Action.doTask(task.task_name) };
124
- }
125
- return { action: Action.move({ x: task.x!, y: task.y! }) };
126
- }
127
-
128
- private emitDecisions(
129
- state: GameState,
130
- ctx: StrategyContext,
131
- decisions: BehaviorDecision[],
132
- priority: number,
133
- ): BehaviorDecision[] {
134
- this.emitProgress(state, ctx);
135
- return emitLeaf(this, decisions, priority);
136
- }
137
-
138
- private clearSub(): void {
139
- if (this.subGoal) this.removeSubGoal();
140
- }
141
-
142
- private emitProgress(state: GameState, ctx: StrategyContext): void {
143
- const now = Date.now();
144
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
- ctx.lastProgressNotifyAt = now;
146
-
147
- const room = state.you.room ?? '未知';
148
- const cd = killCooldownSecs(state);
149
- const killsRemaining = state.you.kills_remaining;
150
- const targetNames = this.targets.join(', ');
151
- const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
-
153
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
-
156
- let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
- if (killsRemaining === 0) msg += '出刀次数已用完。';
159
- msg += ` 任务进度 ${completed}/${total}。`;
160
-
161
- ctx.notifications.push(msg);
162
- }
163
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ firstAvailableTask,
7
+ hasKillUseRemaining,
8
+ isTargetAlive,
9
+ killCooldownSecs,
10
+ killCommitRange,
11
+ LONE_FOLLOW_DISTANCE,
12
+ matchesTarget,
13
+ PROGRESS_INTERVAL_MS,
14
+ reportCorpseDecision,
15
+ TASK_SUBMIT_RADIUS,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+ import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
+
21
+ type VisibleTargetMatch = {
22
+ player: GameState['players'][number];
23
+ dist: number;
24
+ };
25
+
26
+ export class TaskKillReportTop extends Goal {
27
+ private readonly targets: string[];
28
+ private readonly targetSpottedNotified = new Set<string>();
29
+
30
+ constructor(targets: string[]) {
31
+ super();
32
+ this.targets = [...targets];
33
+ }
34
+
35
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
+ const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
+ if (allDead) {
38
+ ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
+ this.emitProgress(state, ctx);
40
+ this.clearSub();
41
+ return [];
42
+ }
43
+
44
+ const visibleMatches = this.visibleTargets(state, ctx);
45
+ const cd = killCooldownSecs(state);
46
+ const hasKill = hasKillUseRemaining(state);
47
+ const killReady = canUseKill(state);
48
+
49
+ if (visibleMatches.length > 0 && hasKill) {
50
+ const nearest = visibleMatches[0];
51
+
52
+ if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
+ this.targetSpottedNotified.add(nearest.player.name);
54
+ ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
+ }
56
+
57
+ if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
+ ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
+ return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
+ }
61
+
62
+ if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
+ return this.emitDecisions(
64
+ state,
65
+ ctx,
66
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
+ URGENT_GOAL_PRIORITY,
68
+ );
69
+ }
70
+
71
+ if (!killReady) {
72
+ if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
+ return this.emitDecisions(
74
+ state,
75
+ ctx,
76
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
+ URGENT_GOAL_PRIORITY,
78
+ );
79
+ }
80
+ this.emitProgress(state, ctx);
81
+ this.clearSub();
82
+ return [];
83
+ }
84
+ } else {
85
+ this.targetSpottedNotified.clear();
86
+ }
87
+
88
+ const reportDecision = reportCorpseDecision(state, ctx);
89
+ if (reportDecision) {
90
+ return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
+ }
92
+
93
+ const taskDecision = this.tryTask(state, ctx);
94
+ if (taskDecision) {
95
+ return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
+ }
97
+
98
+ this.emitProgress(state, ctx);
99
+ this.clearSub();
100
+ return [];
101
+ }
102
+
103
+ private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
+ const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
+ return state.players
106
+ .map(player => {
107
+ if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
+ const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
+ return { player, dist: d };
110
+ })
111
+ .filter((match): match is VisibleTargetMatch => match !== null)
112
+ .sort((a, b) => a.dist - b.dist);
113
+ }
114
+
115
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
+ if (state.you.doing_task) return null;
117
+
118
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
+ if (!task) return null;
120
+
121
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
+ return { action: Action.doTask(task.task_name) };
124
+ }
125
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
126
+ }
127
+
128
+ private emitDecisions(
129
+ state: GameState,
130
+ ctx: StrategyContext,
131
+ decisions: BehaviorDecision[],
132
+ priority: number,
133
+ ): BehaviorDecision[] {
134
+ this.emitProgress(state, ctx);
135
+ return emitLeaf(this, decisions, priority);
136
+ }
137
+
138
+ private clearSub(): void {
139
+ if (this.subGoal) this.removeSubGoal();
140
+ }
141
+
142
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
143
+ const now = Date.now();
144
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
+ ctx.lastProgressNotifyAt = now;
146
+
147
+ const room = state.you.room ?? '未知';
148
+ const cd = killCooldownSecs(state);
149
+ const killsRemaining = state.you.kills_remaining;
150
+ const targetNames = this.targets.join(', ');
151
+ const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
+
153
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
+
156
+ let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
159
+ msg += ` 任务进度 ${completed}/${total}。`;
160
+
161
+ ctx.notifications.push(msg);
162
+ }
163
+ }