@myclaw163/clawclaw-cli 0.6.60 → 0.6.61

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 -129
  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 -73
  26. package/src/commands/do.ts +126 -126
  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 +782 -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 +767 -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
@@ -1,168 +1,168 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
6
- import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
7
-
8
- const PATROL_PRIORITY = 0.2;
9
- const MOVE_PRIORITY = 0.5;
10
- const EMPTY_GRACE_MS = 8_000;
11
- // 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
12
- const GATHER_FOLLOW_DISTANCE = 200;
13
-
14
- type MoveMode = 'patrol' | 'flee' | 'gather';
15
-
16
- export class AvoidLoneTop extends Goal {
17
- private readonly patrol = new PatrolState();
18
- private emptySince: number | null = null;
19
- private moveMode: MoveMode | null = null;
20
- private lastNoticeKey = '';
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- const now = Date.now();
24
- const visible = state.players;
25
-
26
- if (visible.length === 0) {
27
- if (this.emptySince == null) this.emptySince = now;
28
- // 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
29
- // gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
30
- // 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
31
- const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
32
- if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
33
- this.setPatrolGoal(state, ctx);
34
- this.emitProgress(state, ctx, 'patrol', null, visible);
35
- } else {
36
- this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
37
- }
38
- return [];
39
- }
40
-
41
- this.emptySince = null;
42
-
43
- if (visible.length === 1) {
44
- const lone = visible[0].name;
45
- this.setKeepAway(`single:${lone}`,
46
- currentState => currentState.players.filter(player => player.name === lone));
47
- if (!this.emitNotice(ctx, `flee:${lone}`,
48
- `视野内只有${lone},正在寻路避免落单。`))
49
- this.emitProgress(state, ctx, 'flee', null, visible);
50
- return [];
51
- }
52
-
53
- // 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
54
- // 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
55
- this.clearGoal();
56
- this.moveMode = 'gather';
57
- const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
58
- const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
59
- if (decision) {
60
- if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
61
- `视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
62
- this.emitProgress(state, ctx, 'gather', null, visible);
63
- return [{
64
- action: decision.action.withThinking(
65
- `跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
66
- ),
67
- }];
68
- }
69
- if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
70
- `视野内${visible.length}人,已和大家在一起保持安全。`))
71
- this.emitProgress(state, ctx, 'gather', null, visible);
72
- return [];
73
- }
74
-
75
- private distOf(state: GameState, p: PlayerInfo): number {
76
- return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
77
- }
78
-
79
- private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
80
- let room = this.patrol.nextRoom(ctx);
81
- if (!room) {
82
- this.clearGoal();
83
- return;
84
- }
85
-
86
- if (hasReachedRoomTarget(state, room)) {
87
- this.patrol.advance(ctx);
88
- room = this.patrol.nextRoom(ctx);
89
- if (!room) {
90
- this.clearGoal();
91
- return;
92
- }
93
- }
94
-
95
- this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
96
- this.lastNoticeKey = '';
97
- }
98
-
99
- /**
100
- * 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
101
- * finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
102
- * 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
103
- */
104
- private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
105
- const worker = this.subGoal;
106
- if (worker instanceof KeepAwayGoal && worker.key === key) {
107
- this.moveMode = 'flee';
108
- return;
109
- }
110
- if (this.subGoal) this.removeSubGoal();
111
- this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
112
- threatRadius: Infinity,
113
- finishWhenClear: false,
114
- noun: '',
115
- }), MOVE_PRIORITY);
116
- this.moveMode = 'flee';
117
- }
118
-
119
- private setMoveGoal(
120
- room: RoomTarget,
121
- mode: MoveMode,
122
- stopOnPlayer: boolean,
123
- priority = MOVE_PRIORITY,
124
- hasArrived: RoomArrival = hasReachedRoomTarget,
125
- ): void {
126
- const worker = this.subGoal;
127
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
128
- if (this.subGoal) this.removeSubGoal();
129
- this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
130
- emitProgress: false,
131
- stopOnPlayer,
132
- }), priority);
133
- this.moveMode = mode;
134
- }
135
-
136
- private clearGoal(): void {
137
- if (this.subGoal) this.removeSubGoal();
138
- this.moveMode = null;
139
- }
140
-
141
- private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
142
- if (key === this.lastNoticeKey) return false;
143
- this.lastNoticeKey = key;
144
- ctx.notifications.push(message);
145
- return true;
146
- }
147
-
148
- private emitProgress(
149
- state: GameState,
150
- ctx: StrategyContext,
151
- mode: MoveMode | null,
152
- target: RoomTarget | null,
153
- visible: PlayerInfo[],
154
- ): void {
155
- const now = Date.now();
156
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
157
- ctx.lastProgressNotifyAt = now;
158
-
159
- const room = state.you.room ?? '未知';
160
- let msg = `[进度] 当前在${room},视野内${visible.length}人`;
161
- if (mode === 'gather') msg += ',正在跟随人群';
162
- else if (mode === 'flee') msg += ',正在避免落单风险';
163
- else msg += ',正在巡逻寻找人群';
164
- if (target) msg += `,前往${target.name}`;
165
- msg += '。';
166
- ctx.notifications.push(msg);
167
- }
168
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
6
+ import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
7
+
8
+ const PATROL_PRIORITY = 0.2;
9
+ const MOVE_PRIORITY = 0.5;
10
+ const EMPTY_GRACE_MS = 8_000;
11
+ // 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
12
+ const GATHER_FOLLOW_DISTANCE = 200;
13
+
14
+ type MoveMode = 'patrol' | 'flee' | 'gather';
15
+
16
+ export class AvoidLoneTop extends Goal {
17
+ private readonly patrol = new PatrolState();
18
+ private emptySince: number | null = null;
19
+ private moveMode: MoveMode | null = null;
20
+ private lastNoticeKey = '';
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ const now = Date.now();
24
+ const visible = state.players;
25
+
26
+ if (visible.length === 0) {
27
+ if (this.emptySince == null) this.emptySince = now;
28
+ // 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
29
+ // gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
30
+ // 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
31
+ const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
32
+ if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
33
+ this.setPatrolGoal(state, ctx);
34
+ this.emitProgress(state, ctx, 'patrol', null, visible);
35
+ } else {
36
+ this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
37
+ }
38
+ return [];
39
+ }
40
+
41
+ this.emptySince = null;
42
+
43
+ if (visible.length === 1) {
44
+ const lone = visible[0].name;
45
+ this.setKeepAway(`single:${lone}`,
46
+ currentState => currentState.players.filter(player => player.name === lone));
47
+ if (!this.emitNotice(ctx, `flee:${lone}`,
48
+ `视野内只有${lone},正在寻路避免落单。`))
49
+ this.emitProgress(state, ctx, 'flee', null, visible);
50
+ return [];
51
+ }
52
+
53
+ // 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
54
+ // 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
55
+ this.clearGoal();
56
+ this.moveMode = 'gather';
57
+ const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
58
+ const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
59
+ if (decision) {
60
+ if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
61
+ `视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
62
+ this.emitProgress(state, ctx, 'gather', null, visible);
63
+ return [{
64
+ action: decision.action.withThinking(
65
+ `跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
66
+ ),
67
+ }];
68
+ }
69
+ if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
70
+ `视野内${visible.length}人,已和大家在一起保持安全。`))
71
+ this.emitProgress(state, ctx, 'gather', null, visible);
72
+ return [];
73
+ }
74
+
75
+ private distOf(state: GameState, p: PlayerInfo): number {
76
+ return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
77
+ }
78
+
79
+ private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
80
+ let room = this.patrol.nextRoom(ctx);
81
+ if (!room) {
82
+ this.clearGoal();
83
+ return;
84
+ }
85
+
86
+ if (hasReachedRoomTarget(state, room)) {
87
+ this.patrol.advance(ctx);
88
+ room = this.patrol.nextRoom(ctx);
89
+ if (!room) {
90
+ this.clearGoal();
91
+ return;
92
+ }
93
+ }
94
+
95
+ this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
96
+ this.lastNoticeKey = '';
97
+ }
98
+
99
+ /**
100
+ * 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
101
+ * finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
102
+ * 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
103
+ */
104
+ private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
105
+ const worker = this.subGoal;
106
+ if (worker instanceof KeepAwayGoal && worker.key === key) {
107
+ this.moveMode = 'flee';
108
+ return;
109
+ }
110
+ if (this.subGoal) this.removeSubGoal();
111
+ this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
112
+ threatRadius: Infinity,
113
+ finishWhenClear: false,
114
+ noun: '',
115
+ }), MOVE_PRIORITY);
116
+ this.moveMode = 'flee';
117
+ }
118
+
119
+ private setMoveGoal(
120
+ room: RoomTarget,
121
+ mode: MoveMode,
122
+ stopOnPlayer: boolean,
123
+ priority = MOVE_PRIORITY,
124
+ hasArrived: RoomArrival = hasReachedRoomTarget,
125
+ ): void {
126
+ const worker = this.subGoal;
127
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
128
+ if (this.subGoal) this.removeSubGoal();
129
+ this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
130
+ emitProgress: false,
131
+ stopOnPlayer,
132
+ }), priority);
133
+ this.moveMode = mode;
134
+ }
135
+
136
+ private clearGoal(): void {
137
+ if (this.subGoal) this.removeSubGoal();
138
+ this.moveMode = null;
139
+ }
140
+
141
+ private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
142
+ if (key === this.lastNoticeKey) return false;
143
+ this.lastNoticeKey = key;
144
+ ctx.notifications.push(message);
145
+ return true;
146
+ }
147
+
148
+ private emitProgress(
149
+ state: GameState,
150
+ ctx: StrategyContext,
151
+ mode: MoveMode | null,
152
+ target: RoomTarget | null,
153
+ visible: PlayerInfo[],
154
+ ): void {
155
+ const now = Date.now();
156
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
157
+ ctx.lastProgressNotifyAt = now;
158
+
159
+ const room = state.you.room ?? '未知';
160
+ let msg = `[进度] 当前在${room},视野内${visible.length}人`;
161
+ if (mode === 'gather') msg += ',正在跟随人群';
162
+ else if (mode === 'flee') msg += ',正在避免落单风险';
163
+ else msg += ',正在巡逻寻找人群';
164
+ if (target) msg += `,前往${target.name}`;
165
+ msg += '。';
166
+ ctx.notifications.push(msg);
167
+ }
168
+ }
@@ -1,83 +1,83 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { AvoidPlayersTop } from './avoid-players-top.js';
5
-
6
- function state(overrides: Partial<GameState> = {}): GameState {
7
- return {
8
- phase: 'wandering',
9
- tick: 1,
10
- you: {
11
- name: 'self',
12
- x: 0,
13
- y: 0,
14
- room: 'start',
15
- role: 'neutral_octopus',
16
- faction: 'neutral',
17
- is_alive: true,
18
- },
19
- your_tasks: [],
20
- players: [],
21
- corpses: [],
22
- stale: false,
23
- ...overrides,
24
- };
25
- }
26
-
27
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
28
- return {
29
- taskData: [],
30
- emergency: null,
31
- taskLocalBlockedUntil: 0,
32
- reportCorpseTarget: null,
33
- reportBlockedUntil: 0,
34
- notifications: [],
35
- lastProgressNotifyAt: Date.now(),
36
- teammates: new Set(),
37
- alarmDone: false,
38
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
39
- playerNamesBySeat: {},
40
- forcePatrolAdvance: false,
41
- blockedMoveTarget: null,
42
- mySeat: 1,
43
- speechNotifications: [],
44
- agentAlerts: [],
45
- ...overrides,
46
- };
47
- }
48
-
49
- describe('AvoidPlayersTop', () => {
50
- it('patrols without stop_on_player when the avoid list has no active threat', () => {
51
- const top = new AvoidPlayersTop([]);
52
- const ctx = context();
53
- const current = state({
54
- players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
55
- });
56
-
57
- top.tick(current, ctx);
58
- const decisions = top.subGoal?.tick(current, ctx) ?? [];
59
-
60
- expect(decisions).toHaveLength(1);
61
- expect(decisions[0].action.type).toBe('move');
62
- expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
63
- expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
64
- });
65
-
66
- it('patrols without stop_on_player when the configured avoid target is dead', () => {
67
- const top = new AvoidPlayersTop(['dead-target']);
68
- const ctx = context();
69
- const current = state({
70
- players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
71
- all_players: [
72
- { name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
73
- { name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
74
- ],
75
- });
76
-
77
- top.tick(current, ctx);
78
- const decisions = top.subGoal?.tick(current, ctx) ?? [];
79
-
80
- expect(decisions).toHaveLength(1);
81
- expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
82
- });
83
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { AvoidPlayersTop } from './avoid-players-top.js';
5
+
6
+ function state(overrides: Partial<GameState> = {}): GameState {
7
+ return {
8
+ phase: 'wandering',
9
+ tick: 1,
10
+ you: {
11
+ name: 'self',
12
+ x: 0,
13
+ y: 0,
14
+ room: 'start',
15
+ role: 'neutral_octopus',
16
+ faction: 'neutral',
17
+ is_alive: true,
18
+ },
19
+ your_tasks: [],
20
+ players: [],
21
+ corpses: [],
22
+ stale: false,
23
+ ...overrides,
24
+ };
25
+ }
26
+
27
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
28
+ return {
29
+ taskData: [],
30
+ emergency: null,
31
+ taskLocalBlockedUntil: 0,
32
+ reportCorpseTarget: null,
33
+ reportBlockedUntil: 0,
34
+ notifications: [],
35
+ lastProgressNotifyAt: Date.now(),
36
+ teammates: new Set(),
37
+ alarmDone: false,
38
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
39
+ playerNamesBySeat: {},
40
+ forcePatrolAdvance: false,
41
+ blockedMoveTarget: null,
42
+ mySeat: 1,
43
+ speechNotifications: [],
44
+ agentAlerts: [],
45
+ ...overrides,
46
+ };
47
+ }
48
+
49
+ describe('AvoidPlayersTop', () => {
50
+ it('patrols without stop_on_player when the avoid list has no active threat', () => {
51
+ const top = new AvoidPlayersTop([]);
52
+ const ctx = context();
53
+ const current = state({
54
+ players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
55
+ });
56
+
57
+ top.tick(current, ctx);
58
+ const decisions = top.subGoal?.tick(current, ctx) ?? [];
59
+
60
+ expect(decisions).toHaveLength(1);
61
+ expect(decisions[0].action.type).toBe('move');
62
+ expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
63
+ expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
64
+ });
65
+
66
+ it('patrols without stop_on_player when the configured avoid target is dead', () => {
67
+ const top = new AvoidPlayersTop(['dead-target']);
68
+ const ctx = context();
69
+ const current = state({
70
+ players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
71
+ all_players: [
72
+ { name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
73
+ { name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
74
+ ],
75
+ });
76
+
77
+ top.tick(current, ctx);
78
+ const decisions = top.subGoal?.tick(current, ctx) ?? [];
79
+
80
+ expect(decisions).toHaveLength(1);
81
+ expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
82
+ });
83
+ });