@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.
Files changed (206) hide show
  1. package/README.md +427 -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/find-hide-spots.py +157 -0
  9. package/scripts/postinstall.mjs +20 -20
  10. package/scripts/sync-bundled-skill.mjs +244 -244
  11. package/scripts/sync-bundled-skill.test.mjs +152 -152
  12. package/skills/clawclaw/SKILL.md +244 -244
  13. package/skills/clawclaw/references/CHATTERBOX.md +142 -142
  14. package/skills/clawclaw/references/COMMANDS.md +148 -129
  15. package/skills/clawclaw/references/GAME-MECHANICS.md +186 -186
  16. package/skills/clawclaw/references/HUB.md +48 -48
  17. package/skills/clawclaw/references/KNOWLEDGE.md +43 -43
  18. package/skills/clawclaw/references/STRATEGIES.md +57 -57
  19. package/skills/clawclaw/references/STREAM.md +92 -59
  20. package/skills/clawclaw/references/TACTICS.md +65 -65
  21. package/src/assets/clawclaw-ascii-map.txt +40 -40
  22. package/src/cli.ts +110 -110
  23. package/src/commands/_schema.ts +109 -109
  24. package/src/commands/account.ts +209 -209
  25. package/src/commands/config.ts +30 -30
  26. package/src/commands/do.test.ts +73 -73
  27. package/src/commands/do.ts +126 -126
  28. package/src/commands/events.test.ts +71 -0
  29. package/src/commands/events.ts +155 -22
  30. package/src/commands/game-map.test.ts +28 -28
  31. package/src/commands/game-start-plan.test.ts +84 -84
  32. package/src/commands/game.ts +1027 -1027
  33. package/src/commands/history-player.test.ts +102 -102
  34. package/src/commands/history.ts +573 -573
  35. package/src/commands/hub.test.ts +96 -96
  36. package/src/commands/hub.ts +234 -234
  37. package/src/commands/knowledge.test.ts +19 -19
  38. package/src/commands/knowledge.ts +168 -168
  39. package/src/commands/load.test.ts +51 -51
  40. package/src/commands/load.ts +13 -13
  41. package/src/commands/meeting-history.test.ts +106 -106
  42. package/src/commands/memory.ts +40 -40
  43. package/src/commands/peek.ts +45 -45
  44. package/src/commands/persona.ts +57 -57
  45. package/src/commands/setup/codex.ts +248 -248
  46. package/src/commands/setup/hermes.test.ts +96 -96
  47. package/src/commands/setup/hermes.ts +76 -76
  48. package/src/commands/setup/index.ts +13 -13
  49. package/src/commands/setup/openclaw.test.ts +114 -114
  50. package/src/commands/setup/openclaw.ts +147 -147
  51. package/src/commands/skill.ts +128 -128
  52. package/src/commands/state.ts +46 -46
  53. package/src/commands/strategy.test.ts +135 -135
  54. package/src/commands/strategy.ts +180 -180
  55. package/src/commands/tts.ts +128 -128
  56. package/src/commands/upgrade.test.ts +82 -82
  57. package/src/commands/upgrade.ts +148 -148
  58. package/src/commands/watch.test.ts +966 -969
  59. package/src/commands/watch.ts +659 -720
  60. package/src/lib/auth.test.ts +59 -59
  61. package/src/lib/auth.ts +186 -186
  62. package/src/lib/command-meta.ts +37 -37
  63. package/src/lib/game-client.ts +391 -391
  64. package/src/lib/host-config-patcher.test.ts +130 -130
  65. package/src/lib/host-config-patcher.ts +151 -151
  66. package/src/lib/http-keepalive.ts +15 -15
  67. package/src/lib/http-transport.test.ts +42 -42
  68. package/src/lib/http-transport.ts +113 -113
  69. package/src/lib/hub-client.test.ts +56 -56
  70. package/src/lib/hub-client.ts +88 -88
  71. package/src/lib/hub-install.test.ts +98 -98
  72. package/src/lib/hub-install.ts +121 -121
  73. package/src/lib/hub-reminder.ts +56 -56
  74. package/src/lib/hub-unzip.test.ts +69 -69
  75. package/src/lib/hub-unzip.ts +62 -62
  76. package/src/lib/init-command.test.ts +75 -75
  77. package/src/lib/init-command.ts +120 -120
  78. package/src/lib/knowledge-store.test.ts +180 -180
  79. package/src/lib/knowledge-store.ts +374 -374
  80. package/src/lib/load-context.test.ts +52 -52
  81. package/src/lib/load-context.ts +52 -52
  82. package/src/lib/match-state.test.ts +134 -134
  83. package/src/lib/match-state.ts +94 -94
  84. package/src/lib/netease-tts.ts +83 -83
  85. package/src/lib/normalize.ts +42 -42
  86. package/src/lib/persona.test.ts +41 -41
  87. package/src/lib/persona.ts +72 -72
  88. package/src/lib/server-registry.ts +152 -152
  89. package/src/lib/skill-version.test.ts +48 -48
  90. package/src/lib/skill-version.ts +19 -19
  91. package/src/lib/strategy-export.test.ts +232 -232
  92. package/src/lib/strategy-export.ts +242 -242
  93. package/src/lib/tts-keys.ts +7 -7
  94. package/src/lib/tts-speech.test.ts +63 -63
  95. package/src/lib/tts-speech.ts +76 -76
  96. package/src/lib/workspace-argv.test.ts +49 -49
  97. package/src/lib/workspace-argv.ts +44 -44
  98. package/src/perception/player-history-store.test.ts +87 -87
  99. package/src/perception/player-history-store.ts +194 -194
  100. package/src/pipeline/event-format.test.ts +135 -0
  101. package/src/pipeline/event-format.ts +376 -0
  102. package/src/pipeline/event-hints.ts +173 -0
  103. package/src/pipeline/event-store.test.ts +28 -0
  104. package/src/pipeline/event-store.ts +193 -124
  105. package/src/pipeline/pipeline.ts +35 -35
  106. package/src/runtime/auto-upgrade.test.ts +66 -66
  107. package/src/runtime/auto-upgrade.ts +31 -31
  108. package/src/runtime/event-daemon.test.ts +107 -107
  109. package/src/runtime/event-daemon.ts +409 -409
  110. package/src/runtime/owner-control.ts +150 -150
  111. package/src/runtime/raw-ws-log.test.ts +33 -33
  112. package/src/runtime/raw-ws-log.ts +32 -32
  113. package/src/runtime/runtime-logger.ts +107 -107
  114. package/src/runtime/ws-client.test.ts +104 -104
  115. package/src/runtime/ws-client.ts +272 -272
  116. package/src/sdk/action.ts +166 -166
  117. package/src/sdk/index.ts +111 -110
  118. package/src/sdk/types.ts +159 -146
  119. package/src/strategies/avoid-lone.ts +11 -11
  120. package/src/strategies/avoid-players.knowledge.md +20 -20
  121. package/src/strategies/avoid-players.ts +15 -15
  122. package/src/strategies/corpse-patrol.ts +22 -22
  123. package/src/strategies/crab-sabotage.ts +21 -21
  124. package/src/strategies/custom-module.test.ts +269 -269
  125. package/src/strategies/find-player.ts +16 -16
  126. package/src/strategies/game-utils.test.ts +190 -190
  127. package/src/strategies/game-utils.ts +782 -744
  128. package/src/strategies/goals/anchor-linger.ts +77 -0
  129. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  130. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  131. package/src/strategies/goals/avoid-players-top.ts +121 -121
  132. package/src/strategies/goals/conversation-goal.ts +51 -51
  133. package/src/strategies/goals/corpse-patrol-top.ts +91 -91
  134. package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
  135. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  136. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  137. package/src/strategies/goals/find-player-top.ts +93 -93
  138. package/src/strategies/goals/flee-players-goal.ts +53 -53
  139. package/src/strategies/goals/follow-companion-goal.ts +106 -0
  140. package/src/strategies/goals/goal-manager.ts +41 -41
  141. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  142. package/src/strategies/goals/goal.ts +28 -28
  143. package/src/strategies/goals/hide-top.ts +197 -0
  144. package/src/strategies/goals/keep-away-goal.ts +209 -209
  145. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  146. package/src/strategies/goals/kill-lone-top.ts +160 -160
  147. package/src/strategies/goals/kill-target-goal.ts +59 -59
  148. package/src/strategies/goals/kill-target-top.ts +109 -109
  149. package/src/strategies/goals/leaf-goal.ts +25 -25
  150. package/src/strategies/goals/linger-corpse-goal.ts +35 -79
  151. package/src/strategies/goals/lone-kill-core.ts +82 -82
  152. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  153. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  154. package/src/strategies/goals/lone-kill-task-top.ts +86 -86
  155. package/src/strategies/goals/move-room-goal.ts +60 -60
  156. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  157. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  158. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  159. package/src/strategies/goals/paradise-fish-top.ts +207 -219
  160. package/src/strategies/goals/patrol-top.ts +57 -57
  161. package/src/strategies/goals/report-patrol-top.ts +80 -80
  162. package/src/strategies/goals/safe-task-goal.ts +102 -102
  163. package/src/strategies/goals/social-task-top.ts +161 -161
  164. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  165. package/src/strategies/goals/task-only-top.ts +57 -57
  166. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  167. package/src/strategies/goals/task-report-top.ts +57 -57
  168. package/src/strategies/goals/wander-task-goal.ts +33 -33
  169. package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -86
  170. package/src/strategies/goals/warrior-shrimp-top.ts +248 -248
  171. package/src/strategies/greeting.ts +53 -53
  172. package/src/strategies/hide-spots.ts +123 -0
  173. package/src/strategies/hide.ts +23 -0
  174. package/src/strategies/kill-frenzy.ts +12 -12
  175. package/src/strategies/kill-lone.knowledge.md +20 -20
  176. package/src/strategies/kill-lone.ts +13 -13
  177. package/src/strategies/kill-target.ts +18 -18
  178. package/src/strategies/loader.test.ts +678 -678
  179. package/src/strategies/loader.ts +172 -172
  180. package/src/strategies/lone-kill-task.ts +21 -21
  181. package/src/strategies/meeting-gate.test.ts +59 -59
  182. package/src/strategies/meeting-gate.ts +23 -23
  183. package/src/strategies/move-room.ts +15 -15
  184. package/src/strategies/new-events-backfill.ts +98 -98
  185. package/src/strategies/paradise-fish.knowledge.md +20 -20
  186. package/src/strategies/paradise-fish.ts +25 -25
  187. package/src/strategies/pathfind/distance-field.ts +150 -150
  188. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  189. package/src/strategies/pathfind/escape-planner.ts +355 -355
  190. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  191. package/src/strategies/patrol.ts +11 -11
  192. package/src/strategies/player-targets.ts +13 -13
  193. package/src/strategies/report-patrol.ts +11 -11
  194. package/src/strategies/shrimp-memory.knowledge.md +20 -20
  195. package/src/strategies/shrimp-memory.ts +25 -25
  196. package/src/strategies/social-task.test.ts +28 -28
  197. package/src/strategies/social-task.ts +49 -49
  198. package/src/strategies/spawn.ts +82 -82
  199. package/src/strategies/speech-module.ts +123 -123
  200. package/src/strategies/strategy-loop.ts +771 -763
  201. package/src/strategies/task-kill-report.ts +17 -17
  202. package/src/strategies/task-only.ts +11 -11
  203. package/src/strategies/task-report.ts +22 -22
  204. package/src/strategies/types.ts +102 -96
  205. package/src/strategies/warrior-memory.knowledge.md +20 -20
  206. package/src/strategies/warrior-memory.ts +16 -16
@@ -1,109 +1,109 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- dist,
4
- killCooldownSecs,
5
- isTargetAlive,
6
- isRecentlyKilledTarget,
7
- killCommitRange,
8
- LONE_FOLLOW_DISTANCE,
9
- LONE_IGNORE_MS,
10
- matchesTarget,
11
- nearestVisibleTarget,
12
- patrolStep,
13
- PatrolState,
14
- PROGRESS_INTERVAL_MS,
15
- pursueVisibleTarget,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
-
20
- export class KillTargetTop extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private skipStopUntil = 0;
23
- private completedAfterKill = false;
24
- private completedNotified = false;
25
-
26
- constructor(private readonly targets: string[]) {
27
- super();
28
- }
29
-
30
- onMeetingResume(): void {
31
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
- }
33
-
34
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
- if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
-
37
- const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
- const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
- const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
- if (validTargets.length === 0) {
41
- if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
- this.completedAfterKill = true;
43
- return this.completedPatrol(state, ctx);
44
- }
45
- ctx.notifications.push('所有目标都已死亡或为队友');
46
- this.emitProgress(state, ctx);
47
- return [];
48
- }
49
-
50
- const target = nearestVisibleTarget(state, ctx, validTargets);
51
- if (target) {
52
- const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
- if (decision?.action.type === 'kill') {
54
- ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
- } else {
56
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
- if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
- }
59
- this.emitProgress(state, ctx);
60
- return decision ? [decision] : [];
61
- }
62
-
63
- if (state.players.length > 0 || ctx.emergency) {
64
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
- }
66
- this.emitProgress(state, ctx);
67
- return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
- }
69
-
70
- private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
- if (!this.completedNotified) {
72
- ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
- ctx.forcePatrolAdvance = true;
74
- this.completedNotified = true;
75
- }
76
- return patrolStep(state, ctx, this.patrol, false);
77
- }
78
-
79
- private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
- if (!isTargetAlive(state, t, ctx)) return false;
81
- const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
- const resolvedName = nameFromSeat ?? t.trim();
83
- return !ctx.teammates.has(resolvedName);
84
- }
85
-
86
- private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
- return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
- }
89
-
90
- private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
- const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
- if (player) return player.is_alive === false;
93
- return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
- }
95
-
96
- private emitProgress(state: GameState, ctx: StrategyContext): void {
97
- const now = Date.now();
98
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
- ctx.lastProgressNotifyAt = now;
100
-
101
- const room = state.you.room ?? '未知';
102
- const cd = killCooldownSecs(state);
103
- const killsRemaining = state.you.kills_remaining;
104
- let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
- if (killsRemaining === 0) msg += '出刀次数已用完。';
107
- ctx.notifications.push(msg);
108
- }
109
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ dist,
4
+ killCooldownSecs,
5
+ isTargetAlive,
6
+ isRecentlyKilledTarget,
7
+ killCommitRange,
8
+ LONE_FOLLOW_DISTANCE,
9
+ LONE_IGNORE_MS,
10
+ matchesTarget,
11
+ nearestVisibleTarget,
12
+ patrolStep,
13
+ PatrolState,
14
+ PROGRESS_INTERVAL_MS,
15
+ pursueVisibleTarget,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+
20
+ export class KillTargetTop extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private skipStopUntil = 0;
23
+ private completedAfterKill = false;
24
+ private completedNotified = false;
25
+
26
+ constructor(private readonly targets: string[]) {
27
+ super();
28
+ }
29
+
30
+ onMeetingResume(): void {
31
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
+ }
33
+
34
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
+ if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
+
37
+ const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
+ const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
+ const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
+ if (validTargets.length === 0) {
41
+ if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
+ this.completedAfterKill = true;
43
+ return this.completedPatrol(state, ctx);
44
+ }
45
+ ctx.notifications.push('所有目标都已死亡或为队友');
46
+ this.emitProgress(state, ctx);
47
+ return [];
48
+ }
49
+
50
+ const target = nearestVisibleTarget(state, ctx, validTargets);
51
+ if (target) {
52
+ const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
+ if (decision?.action.type === 'kill') {
54
+ ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
+ } else {
56
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
+ }
59
+ this.emitProgress(state, ctx);
60
+ return decision ? [decision] : [];
61
+ }
62
+
63
+ if (state.players.length > 0 || ctx.emergency) {
64
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
+ }
66
+ this.emitProgress(state, ctx);
67
+ return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
+ }
69
+
70
+ private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
+ if (!this.completedNotified) {
72
+ ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
+ ctx.forcePatrolAdvance = true;
74
+ this.completedNotified = true;
75
+ }
76
+ return patrolStep(state, ctx, this.patrol, false);
77
+ }
78
+
79
+ private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
+ if (!isTargetAlive(state, t, ctx)) return false;
81
+ const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
+ const resolvedName = nameFromSeat ?? t.trim();
83
+ return !ctx.teammates.has(resolvedName);
84
+ }
85
+
86
+ private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
+ return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
+ }
89
+
90
+ private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
+ const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
+ if (player) return player.is_alive === false;
93
+ return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
+ }
95
+
96
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
97
+ const now = Date.now();
98
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
+ ctx.lastProgressNotifyAt = now;
100
+
101
+ const room = state.you.room ?? '未知';
102
+ const cd = killCooldownSecs(state);
103
+ const killsRemaining = state.you.kills_remaining;
104
+ let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
107
+ ctx.notifications.push(msg);
108
+ }
109
+ }
@@ -1,25 +1,25 @@
1
- import type { BehaviorDecision } from '../types.js';
2
- import { Goal } from './goal.js';
3
-
4
- export const URGENT_GOAL_PRIORITY = 1;
5
- export const WANDER_GOAL_PRIORITY = 0.2;
6
-
7
- export class LeafGoal extends Goal {
8
- constructor(private readonly decisions: BehaviorDecision[]) {
9
- super();
10
- }
11
-
12
- tick(): BehaviorDecision[] {
13
- return this.decisions;
14
- }
15
- }
16
-
17
- export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
18
- if (parent.subGoal) parent.removeSubGoal();
19
- parent.setSubGoal(child, priority);
20
- return [];
21
- }
22
-
23
- export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
24
- return setBehavior(parent, new LeafGoal(decisions), priority);
25
- }
1
+ import type { BehaviorDecision } from '../types.js';
2
+ import { Goal } from './goal.js';
3
+
4
+ export const URGENT_GOAL_PRIORITY = 1;
5
+ export const WANDER_GOAL_PRIORITY = 0.2;
6
+
7
+ export class LeafGoal extends Goal {
8
+ constructor(private readonly decisions: BehaviorDecision[]) {
9
+ super();
10
+ }
11
+
12
+ tick(): BehaviorDecision[] {
13
+ return this.decisions;
14
+ }
15
+ }
16
+
17
+ export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
18
+ if (parent.subGoal) parent.removeSubGoal();
19
+ parent.setSubGoal(child, priority);
20
+ return [];
21
+ }
22
+
23
+ export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
24
+ return setBehavior(parent, new LeafGoal(decisions), priority);
25
+ }
@@ -1,79 +1,35 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
4
- import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- const LINGER_MIN = 40;
8
- const LINGER_MAX = 100;
9
- /** 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)。 */
10
- const LINGER_REACHED = 24;
11
- /** 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。 */
12
- const LINGER_DWELL_MS = 4000;
13
-
14
- export class LingerCorpseGoal extends Goal {
15
- private wanderTarget: { x: number; y: number } | null = null;
16
- private wanderUntil = 0;
17
- private anchorKey = '';
18
-
19
- constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
20
- super();
21
- }
22
-
23
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
24
- const body = nearestKnownCorpse(state, ctx);
25
- if (!body) {
26
- // 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。
27
- this.wanderTarget = null;
28
- const nav = nearestKnownCorpseNav(state, ctx);
29
- return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
30
- }
31
- // 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,
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。
33
- return [{ action: Action.move(this.resolveWanderTarget(state, ctx, body)) }];
34
- }
35
-
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),
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
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { AnchorLinger } from './anchor-linger.js';
6
+ import { Goal } from './goal.js';
7
+
8
+ export class LingerCorpseGoal extends Goal {
9
+ private readonly wander = new AnchorLinger();
10
+
11
+ constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
12
+ super();
13
+ }
14
+
15
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
16
+ const body = nearestKnownCorpse(state, ctx);
17
+ if (!body) {
18
+ // 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。
19
+ this.wander.reset();
20
+ const nav = nearestKnownCorpseNav(state, ctx);
21
+ return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
22
+ }
23
+ // 有坐标:在尸体周围 40-100 粘性徘徊(AnchorLinger 负责粘住游走点、按 avoid 偏到对侧)。
24
+ const key = body.name ?? `${Math.round(body.x)},${Math.round(body.y)}`;
25
+ const avoid = this.avoidResolver?.(state, ctx) ?? [];
26
+ return [{ action: Action.move(this.wander.step(state, key, body, avoid)) }];
27
+ }
28
+
29
+ // Nav / 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),
30
+ // 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,
31
+ // 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。
32
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
33
+ return nearestKnownCorpseNav(state, ctx) == null;
34
+ }
35
+ }
@@ -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。
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
+ }