@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.
- package/README.md +440 -440
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +244 -244
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +244 -244
- package/skills/clawclaw/references/CHATTERBOX.md +142 -142
- package/skills/clawclaw/references/COMMANDS.md +129 -129
- package/skills/clawclaw/references/GAME-MECHANICS.md +186 -186
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +43 -43
- package/skills/clawclaw/references/STRATEGIES.md +57 -57
- package/skills/clawclaw/references/STREAM.md +59 -59
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +110 -110
- package/src/commands/_schema.ts +109 -109
- package/src/commands/account.ts +209 -209
- package/src/commands/config.ts +30 -30
- package/src/commands/do.test.ts +73 -73
- package/src/commands/do.ts +126 -126
- package/src/commands/events.ts +22 -22
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -84
- package/src/commands/game.ts +1027 -1027
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +19 -19
- package/src/commands/knowledge.ts +168 -168
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -45
- package/src/commands/persona.ts +57 -57
- package/src/commands/setup/codex.ts +248 -248
- package/src/commands/setup/hermes.test.ts +96 -96
- package/src/commands/setup/hermes.ts +76 -76
- package/src/commands/setup/index.ts +13 -13
- package/src/commands/setup/openclaw.test.ts +114 -114
- package/src/commands/setup/openclaw.ts +147 -147
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +135 -135
- package/src/commands/strategy.ts +180 -180
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +969 -969
- package/src/commands/watch.ts +720 -720
- package/src/lib/auth.test.ts +59 -59
- package/src/lib/auth.ts +186 -186
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +391 -391
- package/src/lib/host-config-patcher.test.ts +130 -130
- package/src/lib/host-config-patcher.ts +151 -151
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +121 -121
- package/src/lib/hub-reminder.ts +56 -56
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +120 -120
- package/src/lib/knowledge-store.test.ts +180 -180
- package/src/lib/knowledge-store.ts +374 -374
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +232 -232
- package/src/lib/strategy-export.ts +242 -242
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-store.ts +124 -124
- package/src/pipeline/pipeline.ts +35 -35
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +107 -107
- package/src/runtime/event-daemon.ts +409 -409
- package/src/runtime/owner-control.ts +150 -150
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -107
- package/src/runtime/ws-client.test.ts +104 -104
- package/src/runtime/ws-client.ts +272 -272
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +110 -110
- package/src/sdk/types.ts +146 -146
- package/src/strategies/avoid-lone.ts +11 -11
- package/src/strategies/avoid-players.knowledge.md +20 -20
- package/src/strategies/avoid-players.ts +15 -15
- package/src/strategies/corpse-patrol.ts +22 -22
- package/src/strategies/crab-sabotage.ts +21 -21
- package/src/strategies/custom-module.test.ts +269 -269
- package/src/strategies/find-player.ts +16 -16
- package/src/strategies/game-utils.test.ts +190 -190
- package/src/strategies/game-utils.ts +782 -744
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +91 -91
- package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/keep-away-goal.ts +209 -209
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +25 -25
- package/src/strategies/goals/linger-corpse-goal.ts +79 -79
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +86 -86
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +219 -219
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -86
- package/src/strategies/goals/warrior-shrimp-top.ts +248 -248
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/kill-frenzy.ts +12 -12
- package/src/strategies/kill-lone.knowledge.md +20 -20
- package/src/strategies/kill-lone.ts +13 -13
- package/src/strategies/kill-target.ts +18 -18
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +172 -172
- package/src/strategies/lone-kill-task.ts +21 -21
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +15 -15
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/paradise-fish.knowledge.md +20 -20
- package/src/strategies/paradise-fish.ts +25 -25
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +355 -355
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +11 -11
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +11 -11
- package/src/strategies/shrimp-memory.knowledge.md +20 -20
- package/src/strategies/shrimp-memory.ts +25 -25
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +49 -49
- package/src/strategies/spawn.ts +82 -82
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.ts +767 -763
- package/src/strategies/task-kill-report.ts +17 -17
- package/src/strategies/task-only.ts +11 -11
- package/src/strategies/task-report.ts +22 -22
- package/src/strategies/types.ts +96 -96
- package/src/strategies/warrior-memory.knowledge.md +20 -20
- package/src/strategies/warrior-memory.ts +16 -16
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import type { BehaviorDecision } from '../types.js';
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import { Goal } from './goal.js';
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export const URGENT_GOAL_PRIORITY = 1;
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export const WANDER_GOAL_PRIORITY = 0.2;
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export class LeafGoal extends Goal {
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constructor(private readonly decisions: BehaviorDecision[]) {
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super();
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}
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tick(): BehaviorDecision[] {
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}
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export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
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return [];
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}
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export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
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}
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import type { BehaviorDecision } from '../types.js';
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import { Goal } from './goal.js';
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export const URGENT_GOAL_PRIORITY = 1;
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export const WANDER_GOAL_PRIORITY = 0.2;
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export class LeafGoal extends Goal {
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constructor(private readonly decisions: BehaviorDecision[]) {
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super();
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tick(): BehaviorDecision[] {
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}
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}
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export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
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return [];
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}
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export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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import { Action } from '../../sdk/action.js';
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import { dist, nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
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import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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const LINGER_MIN = 40;
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const LINGER_MAX = 100;
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/** 走到离游走点这么近就算到达、换下一个点(贴尸游走半径 40-100,单步约 144px)。 */
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const LINGER_REACHED = 24;
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/** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
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const LINGER_DWELL_MS = 4000;
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export class LingerCorpseGoal extends Goal {
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private wanderTarget: { x: number; y: number } | null = null;
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private wanderUntil = 0;
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private anchorKey = '';
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constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
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}
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const body = nearestKnownCorpse(state, ctx);
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// 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
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this.wanderTarget = null;
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return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
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}
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// 有坐标:在尸体周围 40-100 徘徊。目标「粘住」直到到点 / 超时 / 换了尸体——不再每 tick 重随机,
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// 否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖而走不出一条游走腿。
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return [{ action: Action.move(this.resolveWanderTarget(state, ctx, body)) }];
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}
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// Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
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// 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
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return nearestKnownCorpseNav(state, ctx) == null;
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}
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private resolveWanderTarget(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
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const key = corpse.name ?? `${Math.round(corpse.x)},${Math.round(corpse.y)}`;
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&& dist(state.you.x, state.you.y, this.wanderTarget.x, this.wanderTarget.y) <= LINGER_REACHED;
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this.wanderTarget = this.pickOffset(state, ctx, corpse);
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private pickOffset(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
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const avoid = this.avoidResolver?.(state, ctx) ?? [];
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return avoid.length > 0 ? this.farSideOffset(state, corpse, avoid) : this.randomOffset(corpse);
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private farSideOffset(state: GameState, corpse: CorpseTarget, avoid: PlayerInfo[]): { x: number; y: number } {
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const nearest = avoid.reduce((best, p) => {
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const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
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const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
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return d < bestD ? p : best;
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});
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if (len === 0) return this.randomOffset(corpse);
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return { x: corpse.x + (vx / len) * LINGER_MAX, y: corpse.y + (vy / len) * LINGER_MAX };
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}
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private randomOffset(corpse: CorpseTarget): { x: number; y: number } {
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const angle = Math.random() * 2 * Math.PI;
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const radius = LINGER_MIN + Math.random() * (LINGER_MAX - LINGER_MIN);
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return { x: corpse.x + Math.cos(angle) * radius, y: corpse.y + Math.sin(angle) * radius };
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}
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}
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1
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+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
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2
|
+
import { Action } from '../../sdk/action.js';
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3
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+
import { dist, nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
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4
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+
import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
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5
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+
import { Goal } from './goal.js';
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6
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+
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7
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+
const LINGER_MIN = 40;
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8
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+
const LINGER_MAX = 100;
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9
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+
/** 走到离游走点这么近就算到达、换下一个点(贴尸游走半径 40-100,单步约 144px)。 */
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10
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const LINGER_REACHED = 24;
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11
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/** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
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12
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+
const LINGER_DWELL_MS = 4000;
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13
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+
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14
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+
export class LingerCorpseGoal extends Goal {
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+
private wanderTarget: { x: number; y: number } | null = null;
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private wanderUntil = 0;
|
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+
private anchorKey = '';
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+
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constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
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super();
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}
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+
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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+
const body = nearestKnownCorpse(state, ctx);
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+
if (!body) {
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// 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
|
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+
this.wanderTarget = null;
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+
const nav = nearestKnownCorpseNav(state, ctx);
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+
return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
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+
}
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+
// 有坐标:在尸体周围 40-100 徘徊。目标「粘住」直到到点 / 超时 / 换了尸体——不再每 tick 重随机,
|
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32
|
+
// 否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖而走不出一条游走腿。
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|
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return [{ action: Action.move(this.resolveWanderTarget(state, ctx, body)) }];
|
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|
+
}
|
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35
|
+
|
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36
|
+
// Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
|
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37
|
+
// 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
|
|
38
|
+
// 等人进视野把坐标补全,否则尸体一离开视野就提前结束、再也走不回去。
|
|
39
|
+
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
40
|
+
return nearestKnownCorpseNav(state, ctx) == null;
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
private resolveWanderTarget(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
|
|
44
|
+
const key = corpse.name ?? `${Math.round(corpse.x)},${Math.round(corpse.y)}`;
|
|
45
|
+
const now = Date.now();
|
|
46
|
+
const reached = this.wanderTarget != null
|
|
47
|
+
&& dist(state.you.x, state.you.y, this.wanderTarget.x, this.wanderTarget.y) <= LINGER_REACHED;
|
|
48
|
+
if (this.wanderTarget == null || this.anchorKey !== key || reached || now >= this.wanderUntil) {
|
|
49
|
+
this.anchorKey = key;
|
|
50
|
+
this.wanderTarget = this.pickOffset(state, ctx, corpse);
|
|
51
|
+
this.wanderUntil = now + LINGER_DWELL_MS;
|
|
52
|
+
}
|
|
53
|
+
return this.wanderTarget;
|
|
54
|
+
}
|
|
55
|
+
|
|
56
|
+
private pickOffset(state: GameState, ctx: StrategyContext, corpse: CorpseTarget): { x: number; y: number } {
|
|
57
|
+
const avoid = this.avoidResolver?.(state, ctx) ?? [];
|
|
58
|
+
return avoid.length > 0 ? this.farSideOffset(state, corpse, avoid) : this.randomOffset(corpse);
|
|
59
|
+
}
|
|
60
|
+
|
|
61
|
+
private farSideOffset(state: GameState, corpse: CorpseTarget, avoid: PlayerInfo[]): { x: number; y: number } {
|
|
62
|
+
const nearest = avoid.reduce((best, p) => {
|
|
63
|
+
const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
64
|
+
const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
|
|
65
|
+
return d < bestD ? p : best;
|
|
66
|
+
});
|
|
67
|
+
const vx = corpse.x - nearest.x;
|
|
68
|
+
const vy = corpse.y - nearest.y;
|
|
69
|
+
const len = Math.hypot(vx, vy);
|
|
70
|
+
if (len === 0) return this.randomOffset(corpse);
|
|
71
|
+
return { x: corpse.x + (vx / len) * LINGER_MAX, y: corpse.y + (vy / len) * LINGER_MAX };
|
|
72
|
+
}
|
|
73
|
+
|
|
74
|
+
private randomOffset(corpse: CorpseTarget): { x: number; y: number } {
|
|
75
|
+
const angle = Math.random() * 2 * Math.PI;
|
|
76
|
+
const radius = LINGER_MIN + Math.random() * (LINGER_MAX - LINGER_MIN);
|
|
77
|
+
return { x: corpse.x + Math.cos(angle) * radius, y: corpse.y + Math.sin(angle) * radius };
|
|
78
|
+
}
|
|
79
|
+
}
|
|
@@ -1,82 +1,82 @@
|
|
|
1
|
-
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
-
import { Action } from '../../sdk/action.js';
|
|
3
|
-
import {
|
|
4
|
-
canUseKill,
|
|
5
|
-
dist,
|
|
6
|
-
killCommitRange,
|
|
7
|
-
LONE_IGNORE_MS,
|
|
8
|
-
nonTeammatesVisible,
|
|
9
|
-
} from '../game-utils.js';
|
|
10
|
-
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
11
|
-
|
|
12
|
-
export interface LoneKillOptions {
|
|
13
|
-
/** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
|
|
14
|
-
bypassIgnoreWindow?: boolean;
|
|
15
|
-
}
|
|
16
|
-
|
|
17
|
-
export type LoneKillAssessment =
|
|
18
|
-
| { kind: 'hunt'; target: PlayerInfo }
|
|
19
|
-
| { kind: 'idle' };
|
|
20
|
-
|
|
21
|
-
/**
|
|
22
|
-
* crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
|
|
23
|
-
* 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
|
|
24
|
-
*/
|
|
25
|
-
export class LoneKillCore {
|
|
26
|
-
private loneIgnoreUntil = 0;
|
|
27
|
-
private suppressStop = false;
|
|
28
|
-
|
|
29
|
-
reset(): void {
|
|
30
|
-
this.loneIgnoreUntil = 0;
|
|
31
|
-
this.suppressStop = false;
|
|
32
|
-
}
|
|
33
|
-
|
|
34
|
-
/** 兜底任务/巡逻移动是否应 stop_on_player。 */
|
|
35
|
-
patrolStopOnPlayer(): boolean {
|
|
36
|
-
return !this.suppressStop;
|
|
37
|
-
}
|
|
38
|
-
|
|
39
|
-
assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
|
|
40
|
-
const now = Date.now();
|
|
41
|
-
this.suppressStop = false;
|
|
42
|
-
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
43
|
-
|
|
44
|
-
if (nonTeammates.length === 0) {
|
|
45
|
-
if (state.players.length > 0) {
|
|
46
|
-
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
47
|
-
this.suppressStop = true;
|
|
48
|
-
}
|
|
49
|
-
return { kind: 'idle' };
|
|
50
|
-
}
|
|
51
|
-
|
|
52
|
-
if (nonTeammates.length > 1) {
|
|
53
|
-
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
54
|
-
this.suppressStop = true;
|
|
55
|
-
return { kind: 'idle' };
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
|
|
59
|
-
this.suppressStop = true;
|
|
60
|
-
return { kind: 'idle' };
|
|
61
|
-
}
|
|
62
|
-
|
|
63
|
-
if (!canUseKill(state)) {
|
|
64
|
-
// 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
|
|
65
|
-
//(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
|
|
66
|
-
this.suppressStop = true;
|
|
67
|
-
return { kind: 'idle' };
|
|
68
|
-
}
|
|
69
|
-
|
|
70
|
-
return { kind: 'hunt', target: nonTeammates[0] };
|
|
71
|
-
}
|
|
72
|
-
|
|
73
|
-
pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
|
|
74
|
-
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
75
|
-
if (d <= killCommitRange(state.you.role) && canUseKill(state)) {
|
|
76
|
-
ctx.notifications.push(`发现落单目标${target.name},出刀!`);
|
|
77
|
-
return { action: Action.kill(target.name) };
|
|
78
|
-
}
|
|
79
|
-
if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
|
|
80
|
-
return { action: Action.move({ x: target.x, y: target.y }) };
|
|
81
|
-
}
|
|
82
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import {
|
|
4
|
+
canUseKill,
|
|
5
|
+
dist,
|
|
6
|
+
killCommitRange,
|
|
7
|
+
LONE_IGNORE_MS,
|
|
8
|
+
nonTeammatesVisible,
|
|
9
|
+
} from '../game-utils.js';
|
|
10
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
11
|
+
|
|
12
|
+
export interface LoneKillOptions {
|
|
13
|
+
/** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
|
|
14
|
+
bypassIgnoreWindow?: boolean;
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
export type LoneKillAssessment =
|
|
18
|
+
| { kind: 'hunt'; target: PlayerInfo }
|
|
19
|
+
| { kind: 'idle' };
|
|
20
|
+
|
|
21
|
+
/**
|
|
22
|
+
* crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
|
|
23
|
+
* 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
|
|
24
|
+
*/
|
|
25
|
+
export class LoneKillCore {
|
|
26
|
+
private loneIgnoreUntil = 0;
|
|
27
|
+
private suppressStop = false;
|
|
28
|
+
|
|
29
|
+
reset(): void {
|
|
30
|
+
this.loneIgnoreUntil = 0;
|
|
31
|
+
this.suppressStop = false;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
/** 兜底任务/巡逻移动是否应 stop_on_player。 */
|
|
35
|
+
patrolStopOnPlayer(): boolean {
|
|
36
|
+
return !this.suppressStop;
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
|
|
40
|
+
const now = Date.now();
|
|
41
|
+
this.suppressStop = false;
|
|
42
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
43
|
+
|
|
44
|
+
if (nonTeammates.length === 0) {
|
|
45
|
+
if (state.players.length > 0) {
|
|
46
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
47
|
+
this.suppressStop = true;
|
|
48
|
+
}
|
|
49
|
+
return { kind: 'idle' };
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
if (nonTeammates.length > 1) {
|
|
53
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
54
|
+
this.suppressStop = true;
|
|
55
|
+
return { kind: 'idle' };
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
|
|
59
|
+
this.suppressStop = true;
|
|
60
|
+
return { kind: 'idle' };
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
if (!canUseKill(state)) {
|
|
64
|
+
// 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
|
|
65
|
+
//(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
|
|
66
|
+
this.suppressStop = true;
|
|
67
|
+
return { kind: 'idle' };
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
return { kind: 'hunt', target: nonTeammates[0] };
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
|
|
74
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
75
|
+
if (d <= killCommitRange(state.you.role) && canUseKill(state)) {
|
|
76
|
+
ctx.notifications.push(`发现落单目标${target.name},出刀!`);
|
|
77
|
+
return { action: Action.kill(target.name) };
|
|
78
|
+
}
|
|
79
|
+
if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
|
|
80
|
+
return { action: Action.move({ x: target.x, y: target.y }) };
|
|
81
|
+
}
|
|
82
|
+
}
|
|
@@ -1,24 +1,24 @@
|
|
|
1
|
-
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
-
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
3
|
-
import { Goal } from './goal.js';
|
|
4
|
-
import type { LoneKillCore } from './lone-kill-core.js';
|
|
5
|
-
|
|
6
|
-
/**
|
|
7
|
-
* 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
|
|
8
|
-
* 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
|
|
9
|
-
*/
|
|
10
|
-
export class LoneKillGoal extends Goal {
|
|
11
|
-
private target: PlayerInfo | null = null;
|
|
12
|
-
|
|
13
|
-
constructor(private readonly core: LoneKillCore) {
|
|
14
|
-
super();
|
|
15
|
-
}
|
|
16
|
-
|
|
17
|
-
setTarget(target: PlayerInfo): void {
|
|
18
|
-
this.target = target;
|
|
19
|
-
}
|
|
20
|
-
|
|
21
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
22
|
-
return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
|
|
23
|
-
}
|
|
24
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
3
|
+
import { Goal } from './goal.js';
|
|
4
|
+
import type { LoneKillCore } from './lone-kill-core.js';
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
|
|
8
|
+
* 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
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9
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+
*/
|
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10
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+
export class LoneKillGoal extends Goal {
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11
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+
private target: PlayerInfo | null = null;
|
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12
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+
|
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13
|
+
constructor(private readonly core: LoneKillCore) {
|
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14
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+
super();
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15
|
+
}
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16
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+
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17
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+
setTarget(target: PlayerInfo): void {
|
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18
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+
this.target = target;
|
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19
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+
}
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20
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+
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21
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+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
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22
|
+
return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
|
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23
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+
}
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24
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+
}
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|
@@ -1,85 +1,85 @@
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1
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-
import { describe, expect, it } from 'vitest';
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2
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-
import type { GameState, TaskInfo } from '../../sdk/types.js';
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3
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-
import type { StrategyContext } from '../types.js';
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4
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-
import { LoneKillTaskTop } from './lone-kill-task-top.js';
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5
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-
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6
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-
function state(overrides: Partial<GameState> = {}): GameState {
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7
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-
return {
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8
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-
phase: 'wandering',
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9
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-
tick: 1,
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10
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-
you: {
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11
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name: 'octopus',
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12
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-
x: 0,
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13
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-
y: 0,
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14
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-
room: 'control',
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15
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-
role: 'neutral_octopus',
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16
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-
faction: 'neutral',
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17
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-
is_alive: true,
|
|
18
|
-
kill_cooldown_secs: 10,
|
|
19
|
-
},
|
|
20
|
-
your_tasks: [],
|
|
21
|
-
players: [],
|
|
22
|
-
corpses: [],
|
|
23
|
-
stale: false,
|
|
24
|
-
...overrides,
|
|
25
|
-
};
|
|
26
|
-
}
|
|
27
|
-
|
|
28
|
-
function task(task_name: string, x: number, y: number): TaskInfo {
|
|
29
|
-
return {
|
|
30
|
-
task_id: task_name,
|
|
31
|
-
task_name,
|
|
32
|
-
room: 'control',
|
|
33
|
-
status: 'normal',
|
|
34
|
-
x,
|
|
35
|
-
y,
|
|
36
|
-
is_fake_shrimp: true,
|
|
37
|
-
};
|
|
38
|
-
}
|
|
39
|
-
|
|
40
|
-
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
41
|
-
return {
|
|
42
|
-
taskData: [],
|
|
43
|
-
emergency: null,
|
|
44
|
-
taskLocalBlockedUntil: 0,
|
|
45
|
-
reportCorpseTarget: null,
|
|
46
|
-
reportBlockedUntil: 0,
|
|
47
|
-
notifications: [],
|
|
48
|
-
lastProgressNotifyAt: Date.now(),
|
|
49
|
-
teammates: new Set(),
|
|
50
|
-
alarmDone: false,
|
|
51
|
-
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
52
|
-
playerNamesBySeat: {},
|
|
53
|
-
forcePatrolAdvance: false,
|
|
54
|
-
blockedMoveTarget: null,
|
|
55
|
-
mySeat: 1,
|
|
56
|
-
speechNotifications: [],
|
|
57
|
-
agentAlerts: [],
|
|
58
|
-
...overrides,
|
|
59
|
-
};
|
|
60
|
-
}
|
|
61
|
-
|
|
62
|
-
describe('LoneKillTaskTop', () => {
|
|
63
|
-
it('does not try to repair emergency tasks as octopus', () => {
|
|
64
|
-
const top = new LoneKillTaskTop();
|
|
65
|
-
const ctx = context({
|
|
66
|
-
taskData: [task('fake-clean', 100, 0)],
|
|
67
|
-
emergency: {
|
|
68
|
-
task_id: 'repair',
|
|
69
|
-
task_name: 'repair',
|
|
70
|
-
room: 'control',
|
|
71
|
-
status: 'emergency',
|
|
72
|
-
x: 0,
|
|
73
|
-
y: 0,
|
|
74
|
-
remaining_secs: 60,
|
|
75
|
-
},
|
|
76
|
-
});
|
|
77
|
-
|
|
78
|
-
top.tick(state(), ctx);
|
|
79
|
-
const decisions = top.subGoal?.tick(state(), ctx) ?? [];
|
|
80
|
-
|
|
81
|
-
expect(decisions).toHaveLength(1);
|
|
82
|
-
expect(decisions[0].action.type).toBe('move');
|
|
83
|
-
expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
|
|
84
|
-
});
|
|
85
|
-
});
|
|
1
|
+
import { describe, expect, it } from 'vitest';
|
|
2
|
+
import type { GameState, TaskInfo } from '../../sdk/types.js';
|
|
3
|
+
import type { StrategyContext } from '../types.js';
|
|
4
|
+
import { LoneKillTaskTop } from './lone-kill-task-top.js';
|
|
5
|
+
|
|
6
|
+
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
+
return {
|
|
8
|
+
phase: 'wandering',
|
|
9
|
+
tick: 1,
|
|
10
|
+
you: {
|
|
11
|
+
name: 'octopus',
|
|
12
|
+
x: 0,
|
|
13
|
+
y: 0,
|
|
14
|
+
room: 'control',
|
|
15
|
+
role: 'neutral_octopus',
|
|
16
|
+
faction: 'neutral',
|
|
17
|
+
is_alive: true,
|
|
18
|
+
kill_cooldown_secs: 10,
|
|
19
|
+
},
|
|
20
|
+
your_tasks: [],
|
|
21
|
+
players: [],
|
|
22
|
+
corpses: [],
|
|
23
|
+
stale: false,
|
|
24
|
+
...overrides,
|
|
25
|
+
};
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
function task(task_name: string, x: number, y: number): TaskInfo {
|
|
29
|
+
return {
|
|
30
|
+
task_id: task_name,
|
|
31
|
+
task_name,
|
|
32
|
+
room: 'control',
|
|
33
|
+
status: 'normal',
|
|
34
|
+
x,
|
|
35
|
+
y,
|
|
36
|
+
is_fake_shrimp: true,
|
|
37
|
+
};
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
41
|
+
return {
|
|
42
|
+
taskData: [],
|
|
43
|
+
emergency: null,
|
|
44
|
+
taskLocalBlockedUntil: 0,
|
|
45
|
+
reportCorpseTarget: null,
|
|
46
|
+
reportBlockedUntil: 0,
|
|
47
|
+
notifications: [],
|
|
48
|
+
lastProgressNotifyAt: Date.now(),
|
|
49
|
+
teammates: new Set(),
|
|
50
|
+
alarmDone: false,
|
|
51
|
+
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
52
|
+
playerNamesBySeat: {},
|
|
53
|
+
forcePatrolAdvance: false,
|
|
54
|
+
blockedMoveTarget: null,
|
|
55
|
+
mySeat: 1,
|
|
56
|
+
speechNotifications: [],
|
|
57
|
+
agentAlerts: [],
|
|
58
|
+
...overrides,
|
|
59
|
+
};
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
describe('LoneKillTaskTop', () => {
|
|
63
|
+
it('does not try to repair emergency tasks as octopus', () => {
|
|
64
|
+
const top = new LoneKillTaskTop();
|
|
65
|
+
const ctx = context({
|
|
66
|
+
taskData: [task('fake-clean', 100, 0)],
|
|
67
|
+
emergency: {
|
|
68
|
+
task_id: 'repair',
|
|
69
|
+
task_name: 'repair',
|
|
70
|
+
room: 'control',
|
|
71
|
+
status: 'emergency',
|
|
72
|
+
x: 0,
|
|
73
|
+
y: 0,
|
|
74
|
+
remaining_secs: 60,
|
|
75
|
+
},
|
|
76
|
+
});
|
|
77
|
+
|
|
78
|
+
top.tick(state(), ctx);
|
|
79
|
+
const decisions = top.subGoal?.tick(state(), ctx) ?? [];
|
|
80
|
+
|
|
81
|
+
expect(decisions).toHaveLength(1);
|
|
82
|
+
expect(decisions[0].action.type).toBe('move');
|
|
83
|
+
expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
|
|
84
|
+
});
|
|
85
|
+
});
|