@myclaw163/clawclaw-cli 0.6.60 → 0.6.63
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 +427 -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/find-hide-spots.py +157 -0
- 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 +148 -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 +92 -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.test.ts +71 -0
- package/src/commands/events.ts +155 -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 +966 -969
- package/src/commands/watch.ts +659 -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-format.test.ts +135 -0
- package/src/pipeline/event-format.ts +376 -0
- package/src/pipeline/event-hints.ts +173 -0
- package/src/pipeline/event-store.test.ts +28 -0
- package/src/pipeline/event-store.ts +193 -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 +111 -110
- package/src/sdk/types.ts +159 -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/anchor-linger.ts +77 -0
- 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/follow-companion-goal.ts +106 -0
- 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/hide-top.ts +197 -0
- 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 +35 -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 +207 -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/hide-spots.ts +123 -0
- package/src/strategies/hide.ts +23 -0
- 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 +771 -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 +102 -96
- package/src/strategies/warrior-memory.knowledge.md +20 -20
- package/src/strategies/warrior-memory.ts +16 -16
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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pursueVisibleTarget,
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} from '../game-utils.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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/**
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* 疯狂砍人:见谁杀谁(除队友外的所有可见玩家),不挑落单、不看人数、不看知识库。
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* 与 kill-target 复用同一套「锁定后追/砍/等冷却」体验(pursueVisibleTarget,
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* kill=true、followDistance=LONE_FOLLOW_DISTANCE),仅目标选取规则不同:
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export class KillFrenzyTop extends Goal {
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const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
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msg += `,视野内发现${victims.length}个目标,最近是${nearest.name}。`;
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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import {
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dist,
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pursueVisibleTarget,
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} from '../game-utils.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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/**
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* 疯狂砍人:见谁杀谁(除队友外的所有可见玩家),不挑落单、不看人数、不看知识库。
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* 与 kill-lone 不同——周围人多也照杀,绝不因人多而暂停。
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*
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* 逐 tick:
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* - 视野内有非队友 → 锁定最近那个,贴上去:出刀范围内且冷却好就出刀,
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* 冷却中保持 LONE_FOLLOW_DISTANCE 贴身跟随等待。
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* - 否则 → 按房间顺序巡逻找猎物。永不停手。
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*
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* 与 kill-target 复用同一套「锁定后追/砍/等冷却」体验(pursueVisibleTarget,
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* kill=true、followDistance=LONE_FOLLOW_DISTANCE),仅目标选取规则不同:
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* kill-target 追指定名单,kill-frenzy 追最近的任意非队友。
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*/
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export class KillFrenzyTop extends Goal {
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private readonly patrol = new PatrolState();
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const target = this.nearestVictim(state, ctx);
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if (target) {
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const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
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if (decision?.action.type === 'kill') {
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ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
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} else {
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const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
41
|
+
if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
|
|
42
|
+
}
|
|
43
|
+
this.emitProgress(state, ctx);
|
|
44
|
+
return decision ? [decision] : [];
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
this.emitProgress(state, ctx);
|
|
48
|
+
return patrolStep(state, ctx, this.patrol, false);
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
private nearestVictim(state: GameState, ctx: StrategyContext): PlayerInfo | null {
|
|
52
|
+
return nearestPlayerByDistance(state, nonTeammatesVisible(state, ctx));
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
56
|
+
const now = Date.now();
|
|
57
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
58
|
+
ctx.lastProgressNotifyAt = now;
|
|
59
|
+
|
|
60
|
+
const room = state.you.room ?? '未知';
|
|
61
|
+
const cd = killCooldownSecs(state);
|
|
62
|
+
const killsRemaining = state.you.kills_remaining;
|
|
63
|
+
const victims = nonTeammatesVisible(state, ctx);
|
|
64
|
+
|
|
65
|
+
let msg = `[进度] 当前在${room}`;
|
|
66
|
+
if (victims.length === 0) {
|
|
67
|
+
msg += ',视野内没有目标,继续巡逻寻找猎物。';
|
|
68
|
+
} else {
|
|
69
|
+
const nearest = victims.reduce((best, p) => {
|
|
70
|
+
const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
71
|
+
const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
|
|
72
|
+
return d < bestD ? p : best;
|
|
73
|
+
});
|
|
74
|
+
msg += `,视野内发现${victims.length}个目标,最近是${nearest.name}。`;
|
|
75
|
+
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
76
|
+
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
77
|
+
}
|
|
78
|
+
ctx.notifications.push(msg);
|
|
79
|
+
}
|
|
80
|
+
}
|
|
@@ -1,160 +1,160 @@
|
|
|
1
|
-
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
-
import {
|
|
3
|
-
hasKillUseRemaining,
|
|
4
|
-
hasReachedRoomTarget,
|
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5
|
-
isKnowledgeHostile,
|
|
6
|
-
isKnowledgeTrusted,
|
|
7
|
-
killCooldownSecs,
|
|
8
|
-
LONE_IGNORE_MS,
|
|
9
|
-
matchesAnyTarget,
|
|
10
|
-
nearestPlayerByDistance,
|
|
11
|
-
nonTeammatesVisible,
|
|
12
|
-
PatrolState,
|
|
13
|
-
PROGRESS_INTERVAL_MS,
|
|
14
|
-
} from '../game-utils.js';
|
|
15
|
-
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
16
|
-
import { Goal } from './goal.js';
|
|
17
|
-
import { KillVisibleTargetGoal } from './kill-target-goal.js';
|
|
18
|
-
import { MoveRoomGoal } from './move-room-goal.js';
|
|
19
|
-
|
|
20
|
-
const PATROL_PRIORITY = 0.2;
|
|
21
|
-
const HUNT_PRIORITY = 0.5;
|
|
22
|
-
|
|
23
|
-
export class KillLoneTop extends Goal {
|
|
24
|
-
private readonly patrol = new PatrolState();
|
|
25
|
-
private loneIgnoreUntil = 0;
|
|
26
|
-
private patrolStopOnPlayer: boolean | null = null;
|
|
27
|
-
private lastFlaggedTarget = '';
|
|
28
|
-
|
|
29
|
-
constructor(private readonly protectedTargets: string[] = []) {
|
|
30
|
-
super();
|
|
31
|
-
}
|
|
32
|
-
|
|
33
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
34
|
-
const now = Date.now();
|
|
35
|
-
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
36
|
-
|
|
37
|
-
if (!hasKillUseRemaining(state)) {
|
|
38
|
-
this.setPatrolGoal(state, ctx, false);
|
|
39
|
-
this.emitProgress(state, ctx);
|
|
40
|
-
return [];
|
|
41
|
-
}
|
|
42
|
-
|
|
43
|
-
const flagged = nearestPlayerByDistance(
|
|
44
|
-
state,
|
|
45
|
-
nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
|
|
46
|
-
);
|
|
47
|
-
if (flagged) {
|
|
48
|
-
if (flagged.name !== this.lastFlaggedTarget) {
|
|
49
|
-
ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
|
|
50
|
-
this.lastFlaggedTarget = flagged.name;
|
|
51
|
-
}
|
|
52
|
-
this.setHuntGoal(flagged.name, true);
|
|
53
|
-
return [];
|
|
54
|
-
} else {
|
|
55
|
-
this.lastFlaggedTarget = '';
|
|
56
|
-
}
|
|
57
|
-
|
|
58
|
-
if (nonTeammates.length === 0 && state.players.length > 0) {
|
|
59
|
-
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
60
|
-
}
|
|
61
|
-
|
|
62
|
-
if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
|
|
63
|
-
this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
|
|
64
|
-
this.emitProgress(state, ctx);
|
|
65
|
-
return [];
|
|
66
|
-
}
|
|
67
|
-
|
|
68
|
-
if (nonTeammates.length > 1) {
|
|
69
|
-
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
70
|
-
this.setPatrolGoal(state, ctx, false);
|
|
71
|
-
this.emitProgress(state, ctx);
|
|
72
|
-
return [];
|
|
73
|
-
}
|
|
74
|
-
|
|
75
|
-
const target = nonTeammates[0];
|
|
76
|
-
if (this.isProtected(target, ctx)) {
|
|
77
|
-
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
78
|
-
this.setPatrolGoal(state, ctx, false);
|
|
79
|
-
this.emitProgress(state, ctx);
|
|
80
|
-
return [];
|
|
81
|
-
}
|
|
82
|
-
|
|
83
|
-
this.setHuntGoal(target.name);
|
|
84
|
-
this.emitProgress(state, ctx);
|
|
85
|
-
return [];
|
|
86
|
-
}
|
|
87
|
-
|
|
88
|
-
/** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
|
|
89
|
-
private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
|
|
90
|
-
return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
|
|
91
|
-
}
|
|
92
|
-
|
|
93
|
-
private setHuntGoal(targetName: string, ignoreCrowd = false): void {
|
|
94
|
-
const worker = this.subGoal;
|
|
95
|
-
if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
|
|
96
|
-
if (this.subGoal) this.removeSubGoal();
|
|
97
|
-
this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
|
|
98
|
-
this.patrolStopOnPlayer = null;
|
|
99
|
-
}
|
|
100
|
-
|
|
101
|
-
private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
|
|
102
|
-
let room = this.patrol.nextRoom(ctx);
|
|
103
|
-
if (!room) {
|
|
104
|
-
this.clearGoal();
|
|
105
|
-
return;
|
|
106
|
-
}
|
|
107
|
-
|
|
108
|
-
if (hasReachedRoomTarget(state, room)) {
|
|
109
|
-
this.patrol.advance(ctx);
|
|
110
|
-
room = this.patrol.nextRoom(ctx);
|
|
111
|
-
if (!room) {
|
|
112
|
-
this.clearGoal();
|
|
113
|
-
return;
|
|
114
|
-
}
|
|
115
|
-
}
|
|
116
|
-
|
|
117
|
-
const worker = this.subGoal;
|
|
118
|
-
if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
|
|
119
|
-
if (this.subGoal) this.removeSubGoal();
|
|
120
|
-
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
|
|
121
|
-
emitProgress: false,
|
|
122
|
-
stopOnPlayer,
|
|
123
|
-
}), PATROL_PRIORITY);
|
|
124
|
-
this.patrolStopOnPlayer = stopOnPlayer;
|
|
125
|
-
}
|
|
126
|
-
|
|
127
|
-
private clearGoal(): void {
|
|
128
|
-
if (this.subGoal) this.removeSubGoal();
|
|
129
|
-
this.patrolStopOnPlayer = null;
|
|
130
|
-
}
|
|
131
|
-
|
|
132
|
-
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
133
|
-
const now = Date.now();
|
|
134
|
-
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
135
|
-
ctx.lastProgressNotifyAt = now;
|
|
136
|
-
|
|
137
|
-
const room = state.you.room ?? '未知';
|
|
138
|
-
const cd = killCooldownSecs(state);
|
|
139
|
-
const killsRemaining = state.you.kills_remaining;
|
|
140
|
-
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
141
|
-
|
|
142
|
-
let msg = `[进度] 当前在${room}`;
|
|
143
|
-
if (nonTeammates.length === 0) {
|
|
144
|
-
msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
|
|
145
|
-
} else if (nonTeammates.length === 1) {
|
|
146
|
-
const target = nonTeammates[0];
|
|
147
|
-
if (this.isProtected(target, ctx)) {
|
|
148
|
-
msg += `,视野内发现保护目标${target.name},不动手。`;
|
|
149
|
-
} else {
|
|
150
|
-
msg += `,视野内发现落单目标${target.name}。`;
|
|
151
|
-
}
|
|
152
|
-
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
153
|
-
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
154
|
-
} else {
|
|
155
|
-
msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
|
|
156
|
-
}
|
|
157
|
-
|
|
158
|
-
ctx.notifications.push(msg);
|
|
159
|
-
}
|
|
160
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import {
|
|
3
|
+
hasKillUseRemaining,
|
|
4
|
+
hasReachedRoomTarget,
|
|
5
|
+
isKnowledgeHostile,
|
|
6
|
+
isKnowledgeTrusted,
|
|
7
|
+
killCooldownSecs,
|
|
8
|
+
LONE_IGNORE_MS,
|
|
9
|
+
matchesAnyTarget,
|
|
10
|
+
nearestPlayerByDistance,
|
|
11
|
+
nonTeammatesVisible,
|
|
12
|
+
PatrolState,
|
|
13
|
+
PROGRESS_INTERVAL_MS,
|
|
14
|
+
} from '../game-utils.js';
|
|
15
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
16
|
+
import { Goal } from './goal.js';
|
|
17
|
+
import { KillVisibleTargetGoal } from './kill-target-goal.js';
|
|
18
|
+
import { MoveRoomGoal } from './move-room-goal.js';
|
|
19
|
+
|
|
20
|
+
const PATROL_PRIORITY = 0.2;
|
|
21
|
+
const HUNT_PRIORITY = 0.5;
|
|
22
|
+
|
|
23
|
+
export class KillLoneTop extends Goal {
|
|
24
|
+
private readonly patrol = new PatrolState();
|
|
25
|
+
private loneIgnoreUntil = 0;
|
|
26
|
+
private patrolStopOnPlayer: boolean | null = null;
|
|
27
|
+
private lastFlaggedTarget = '';
|
|
28
|
+
|
|
29
|
+
constructor(private readonly protectedTargets: string[] = []) {
|
|
30
|
+
super();
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
34
|
+
const now = Date.now();
|
|
35
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
36
|
+
|
|
37
|
+
if (!hasKillUseRemaining(state)) {
|
|
38
|
+
this.setPatrolGoal(state, ctx, false);
|
|
39
|
+
this.emitProgress(state, ctx);
|
|
40
|
+
return [];
|
|
41
|
+
}
|
|
42
|
+
|
|
43
|
+
const flagged = nearestPlayerByDistance(
|
|
44
|
+
state,
|
|
45
|
+
nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
|
|
46
|
+
);
|
|
47
|
+
if (flagged) {
|
|
48
|
+
if (flagged.name !== this.lastFlaggedTarget) {
|
|
49
|
+
ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
|
|
50
|
+
this.lastFlaggedTarget = flagged.name;
|
|
51
|
+
}
|
|
52
|
+
this.setHuntGoal(flagged.name, true);
|
|
53
|
+
return [];
|
|
54
|
+
} else {
|
|
55
|
+
this.lastFlaggedTarget = '';
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
if (nonTeammates.length === 0 && state.players.length > 0) {
|
|
59
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
|
|
63
|
+
this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
|
|
64
|
+
this.emitProgress(state, ctx);
|
|
65
|
+
return [];
|
|
66
|
+
}
|
|
67
|
+
|
|
68
|
+
if (nonTeammates.length > 1) {
|
|
69
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
70
|
+
this.setPatrolGoal(state, ctx, false);
|
|
71
|
+
this.emitProgress(state, ctx);
|
|
72
|
+
return [];
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
const target = nonTeammates[0];
|
|
76
|
+
if (this.isProtected(target, ctx)) {
|
|
77
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
78
|
+
this.setPatrolGoal(state, ctx, false);
|
|
79
|
+
this.emitProgress(state, ctx);
|
|
80
|
+
return [];
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
this.setHuntGoal(target.name);
|
|
84
|
+
this.emitProgress(state, ctx);
|
|
85
|
+
return [];
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
/** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
|
|
89
|
+
private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
|
|
90
|
+
return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
private setHuntGoal(targetName: string, ignoreCrowd = false): void {
|
|
94
|
+
const worker = this.subGoal;
|
|
95
|
+
if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
|
|
96
|
+
if (this.subGoal) this.removeSubGoal();
|
|
97
|
+
this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
|
|
98
|
+
this.patrolStopOnPlayer = null;
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
|
|
102
|
+
let room = this.patrol.nextRoom(ctx);
|
|
103
|
+
if (!room) {
|
|
104
|
+
this.clearGoal();
|
|
105
|
+
return;
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
if (hasReachedRoomTarget(state, room)) {
|
|
109
|
+
this.patrol.advance(ctx);
|
|
110
|
+
room = this.patrol.nextRoom(ctx);
|
|
111
|
+
if (!room) {
|
|
112
|
+
this.clearGoal();
|
|
113
|
+
return;
|
|
114
|
+
}
|
|
115
|
+
}
|
|
116
|
+
|
|
117
|
+
const worker = this.subGoal;
|
|
118
|
+
if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
|
|
119
|
+
if (this.subGoal) this.removeSubGoal();
|
|
120
|
+
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
|
|
121
|
+
emitProgress: false,
|
|
122
|
+
stopOnPlayer,
|
|
123
|
+
}), PATROL_PRIORITY);
|
|
124
|
+
this.patrolStopOnPlayer = stopOnPlayer;
|
|
125
|
+
}
|
|
126
|
+
|
|
127
|
+
private clearGoal(): void {
|
|
128
|
+
if (this.subGoal) this.removeSubGoal();
|
|
129
|
+
this.patrolStopOnPlayer = null;
|
|
130
|
+
}
|
|
131
|
+
|
|
132
|
+
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
133
|
+
const now = Date.now();
|
|
134
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
135
|
+
ctx.lastProgressNotifyAt = now;
|
|
136
|
+
|
|
137
|
+
const room = state.you.room ?? '未知';
|
|
138
|
+
const cd = killCooldownSecs(state);
|
|
139
|
+
const killsRemaining = state.you.kills_remaining;
|
|
140
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
141
|
+
|
|
142
|
+
let msg = `[进度] 当前在${room}`;
|
|
143
|
+
if (nonTeammates.length === 0) {
|
|
144
|
+
msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
|
|
145
|
+
} else if (nonTeammates.length === 1) {
|
|
146
|
+
const target = nonTeammates[0];
|
|
147
|
+
if (this.isProtected(target, ctx)) {
|
|
148
|
+
msg += `,视野内发现保护目标${target.name},不动手。`;
|
|
149
|
+
} else {
|
|
150
|
+
msg += `,视野内发现落单目标${target.name}。`;
|
|
151
|
+
}
|
|
152
|
+
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
153
|
+
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
154
|
+
} else {
|
|
155
|
+
msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
|
|
156
|
+
}
|
|
157
|
+
|
|
158
|
+
ctx.notifications.push(msg);
|
|
159
|
+
}
|
|
160
|
+
}
|
|
@@ -1,59 +1,59 @@
|
|
|
1
|
-
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
-
import { Action } from '../../sdk/action.js';
|
|
3
|
-
import {
|
|
4
|
-
canUseKill,
|
|
5
|
-
dist,
|
|
6
|
-
hasKillUseRemaining,
|
|
7
|
-
isKnowledgeTrusted,
|
|
8
|
-
killCommitRange,
|
|
9
|
-
LONE_FOLLOW_DISTANCE,
|
|
10
|
-
matchesAnyTarget,
|
|
11
|
-
nonTeammatesVisible,
|
|
12
|
-
} from '../game-utils.js';
|
|
13
|
-
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
14
|
-
import { Goal } from './goal.js';
|
|
15
|
-
|
|
16
|
-
export class KillVisibleTargetGoal extends Goal {
|
|
17
|
-
constructor(
|
|
18
|
-
public readonly targetName: string,
|
|
19
|
-
private readonly protectedTargets: string[],
|
|
20
|
-
public readonly ignoreCrowd = false,
|
|
21
|
-
) {
|
|
22
|
-
super();
|
|
23
|
-
}
|
|
24
|
-
|
|
25
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
26
|
-
const target = this.target(state, ctx);
|
|
27
|
-
if (!target) return [];
|
|
28
|
-
if (!hasKillUseRemaining(state)) return [];
|
|
29
|
-
|
|
30
|
-
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
31
|
-
|
|
32
|
-
if (d <= killCommitRange(state.you.role)) {
|
|
33
|
-
if (canUseKill(state)) {
|
|
34
|
-
ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
|
|
35
|
-
return [{ action: Action.kill(target.name) }];
|
|
36
|
-
}
|
|
37
|
-
return d > LONE_FOLLOW_DISTANCE
|
|
38
|
-
? [{ action: Action.move({ x: target.x, y: target.y }) }]
|
|
39
|
-
: [];
|
|
40
|
-
}
|
|
41
|
-
|
|
42
|
-
ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
|
|
43
|
-
return [{ action: Action.move({ x: target.x, y: target.y }) }];
|
|
44
|
-
}
|
|
45
|
-
|
|
46
|
-
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
47
|
-
return this.target(state, ctx) == null;
|
|
48
|
-
}
|
|
49
|
-
|
|
50
|
-
private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
|
|
51
|
-
const visible = nonTeammatesVisible(state, ctx);
|
|
52
|
-
if (!this.ignoreCrowd && visible.length !== 1) return null;
|
|
53
|
-
const target = visible.find(p => p.name === this.targetName) ?? null;
|
|
54
|
-
if (!target) return null;
|
|
55
|
-
if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
|
|
56
|
-
if (isKnowledgeTrusted(target, ctx)) return null;
|
|
57
|
-
return target;
|
|
58
|
-
}
|
|
59
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import {
|
|
4
|
+
canUseKill,
|
|
5
|
+
dist,
|
|
6
|
+
hasKillUseRemaining,
|
|
7
|
+
isKnowledgeTrusted,
|
|
8
|
+
killCommitRange,
|
|
9
|
+
LONE_FOLLOW_DISTANCE,
|
|
10
|
+
matchesAnyTarget,
|
|
11
|
+
nonTeammatesVisible,
|
|
12
|
+
} from '../game-utils.js';
|
|
13
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
14
|
+
import { Goal } from './goal.js';
|
|
15
|
+
|
|
16
|
+
export class KillVisibleTargetGoal extends Goal {
|
|
17
|
+
constructor(
|
|
18
|
+
public readonly targetName: string,
|
|
19
|
+
private readonly protectedTargets: string[],
|
|
20
|
+
public readonly ignoreCrowd = false,
|
|
21
|
+
) {
|
|
22
|
+
super();
|
|
23
|
+
}
|
|
24
|
+
|
|
25
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
26
|
+
const target = this.target(state, ctx);
|
|
27
|
+
if (!target) return [];
|
|
28
|
+
if (!hasKillUseRemaining(state)) return [];
|
|
29
|
+
|
|
30
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
31
|
+
|
|
32
|
+
if (d <= killCommitRange(state.you.role)) {
|
|
33
|
+
if (canUseKill(state)) {
|
|
34
|
+
ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
|
|
35
|
+
return [{ action: Action.kill(target.name) }];
|
|
36
|
+
}
|
|
37
|
+
return d > LONE_FOLLOW_DISTANCE
|
|
38
|
+
? [{ action: Action.move({ x: target.x, y: target.y }) }]
|
|
39
|
+
: [];
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
|
|
43
|
+
return [{ action: Action.move({ x: target.x, y: target.y }) }];
|
|
44
|
+
}
|
|
45
|
+
|
|
46
|
+
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
47
|
+
return this.target(state, ctx) == null;
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
|
|
51
|
+
const visible = nonTeammatesVisible(state, ctx);
|
|
52
|
+
if (!this.ignoreCrowd && visible.length !== 1) return null;
|
|
53
|
+
const target = visible.find(p => p.name === this.targetName) ?? null;
|
|
54
|
+
if (!target) return null;
|
|
55
|
+
if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
|
|
56
|
+
if (isKnowledgeTrusted(target, ctx)) return null;
|
|
57
|
+
return target;
|
|
58
|
+
}
|
|
59
|
+
}
|