@myclaw163/clawclaw-cli 0.6.64 → 0.6.66

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 -427
  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 -157
  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 +245 -244
  13. package/skills/clawclaw/references/CHATTERBOX.md +142 -142
  14. package/skills/clawclaw/references/COMMANDS.md +148 -148
  15. package/skills/clawclaw/references/GAME-MECHANICS.md +188 -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 -92
  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 -71
  29. package/src/commands/events.ts +155 -155
  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 -966
  59. package/src/commands/watch.ts +659 -659
  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 -135
  101. package/src/pipeline/event-format.ts +376 -376
  102. package/src/pipeline/event-hints.ts +173 -173
  103. package/src/pipeline/event-store.test.ts +28 -28
  104. package/src/pipeline/event-store.ts +193 -193
  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 -111
  118. package/src/sdk/types.ts +159 -159
  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 -782
  128. package/src/strategies/goals/anchor-linger.ts +77 -77
  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 -106
  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 -197
  144. package/src/strategies/goals/keep-away-goal.ts +217 -217
  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 -35
  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 -207
  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 +500 -497
  171. package/src/strategies/greeting.ts +53 -53
  172. package/src/strategies/hide-spots.ts +123 -123
  173. package/src/strategies/hide.ts +23 -23
  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 -771
  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 -102
  205. package/src/strategies/warrior-memory.knowledge.md +22 -22
  206. package/src/strategies/warrior-memory.ts +16 -16
@@ -1,86 +1,86 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- firstAvailableTask,
4
- killCooldownSecs,
5
- nonTeammatesVisible,
6
- PatrolState,
7
- PROGRESS_INTERVAL_MS,
8
- } from '../game-utils.js';
9
- import type { BehaviorDecision, StrategyContext } from '../types.js';
10
- import { Goal } from './goal.js';
11
- import { LoneKillCore } from './lone-kill-core.js';
12
- import { LoneKillGoal } from './lone-kill-goal.js';
13
- import { WanderTaskGoal } from './wander-task-goal.js';
14
- import { emitLeaf, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
15
- import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
16
-
17
- /**
18
- * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
19
- * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
20
- *
21
- * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好 →
22
- * 立刻出刀;否则有尸体且附近有非队友 → 报警/靠近报警(不管尸体是谁造成的)。
23
- * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
24
- * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。
25
- * 2. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务;章鱼不能提交紧急维修任务,
26
- * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
27
- */
28
- export class LoneKillTaskTop extends Goal {
29
- private readonly killCore = new LoneKillCore();
30
- private readonly patrol = new PatrolState();
31
- private readonly loneKillGoal = new LoneKillGoal(this.killCore);
32
- private readonly wanderGoal = new WanderTaskGoal(
33
- (state, ctx) => firstAvailableTask(ctx.taskData, () => true, undefined, ctx.blockedMoveTarget, ctx.knownCorpses),
34
- () => this.killCore.patrolStopOnPlayer(),
35
- this.patrol,
36
- );
37
-
38
- onMeetingResume(): void {
39
- this.killCore.reset();
40
- }
41
-
42
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
- this.emitProgress(state, ctx);
44
-
45
- const immediateKill = immediateLoneKillDecision(state, ctx);
46
- if (immediateKill) return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
47
-
48
- const corpseReport = corpseReportWithNonTeammate(state, ctx);
49
- if (corpseReport) return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
50
-
51
- const target = this.killCore.assess(state, ctx);
52
- if (target.kind === 'hunt') {
53
- this.loneKillGoal.setTarget(target.target);
54
- return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
55
- }
56
- return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
57
- }
58
-
59
- private emitProgress(state: GameState, ctx: StrategyContext): void {
60
- const now = Date.now();
61
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
- ctx.lastProgressNotifyAt = now;
63
-
64
- const room = state.you.room ?? '未知';
65
- const cd = killCooldownSecs(state);
66
- const killsRemaining = state.you.kills_remaining;
67
- const nonTeammates = nonTeammatesVisible(state, ctx);
68
-
69
- let msg = `[进度] 当前在${room}`;
70
- if (nonTeammates.length === 0) {
71
- msg += ',视野内没有落单目标,继续做任务伪装。';
72
- } else if (nonTeammates.length === 1) {
73
- msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
74
- if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
75
- if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
76
- } else {
77
- msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
78
- }
79
-
80
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
81
- const total = ctx.taskData.length;
82
- msg += ` 任务进度 ${completed}/${total}。`;
83
-
84
- ctx.notifications.push(msg);
85
- }
86
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ firstAvailableTask,
4
+ killCooldownSecs,
5
+ nonTeammatesVisible,
6
+ PatrolState,
7
+ PROGRESS_INTERVAL_MS,
8
+ } from '../game-utils.js';
9
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
10
+ import { Goal } from './goal.js';
11
+ import { LoneKillCore } from './lone-kill-core.js';
12
+ import { LoneKillGoal } from './lone-kill-goal.js';
13
+ import { WanderTaskGoal } from './wander-task-goal.js';
14
+ import { emitLeaf, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
15
+ import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
16
+
17
+ /**
18
+ * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
19
+ * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
20
+ *
21
+ * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好 →
22
+ * 立刻出刀;否则有尸体且附近有非队友 → 报警/靠近报警(不管尸体是谁造成的)。
23
+ * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
24
+ * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。
25
+ * 2. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务;章鱼不能提交紧急维修任务,
26
+ * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
27
+ */
28
+ export class LoneKillTaskTop extends Goal {
29
+ private readonly killCore = new LoneKillCore();
30
+ private readonly patrol = new PatrolState();
31
+ private readonly loneKillGoal = new LoneKillGoal(this.killCore);
32
+ private readonly wanderGoal = new WanderTaskGoal(
33
+ (state, ctx) => firstAvailableTask(ctx.taskData, () => true, undefined, ctx.blockedMoveTarget, ctx.knownCorpses),
34
+ () => this.killCore.patrolStopOnPlayer(),
35
+ this.patrol,
36
+ );
37
+
38
+ onMeetingResume(): void {
39
+ this.killCore.reset();
40
+ }
41
+
42
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
+ this.emitProgress(state, ctx);
44
+
45
+ const immediateKill = immediateLoneKillDecision(state, ctx);
46
+ if (immediateKill) return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
47
+
48
+ const corpseReport = corpseReportWithNonTeammate(state, ctx);
49
+ if (corpseReport) return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
50
+
51
+ const target = this.killCore.assess(state, ctx);
52
+ if (target.kind === 'hunt') {
53
+ this.loneKillGoal.setTarget(target.target);
54
+ return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
55
+ }
56
+ return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
57
+ }
58
+
59
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
60
+ const now = Date.now();
61
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
+ ctx.lastProgressNotifyAt = now;
63
+
64
+ const room = state.you.room ?? '未知';
65
+ const cd = killCooldownSecs(state);
66
+ const killsRemaining = state.you.kills_remaining;
67
+ const nonTeammates = nonTeammatesVisible(state, ctx);
68
+
69
+ let msg = `[进度] 当前在${room}`;
70
+ if (nonTeammates.length === 0) {
71
+ msg += ',视野内没有落单目标,继续做任务伪装。';
72
+ } else if (nonTeammates.length === 1) {
73
+ msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
74
+ if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
75
+ if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
76
+ } else {
77
+ msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
78
+ }
79
+
80
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
81
+ const total = ctx.taskData.length;
82
+ msg += ` 任务进度 ${completed}/${total}。`;
83
+
84
+ ctx.notifications.push(msg);
85
+ }
86
+ }
@@ -1,60 +1,60 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
-
9
- const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
-
11
- export interface MoveRoomGoalOptions {
12
- emitProgress?: boolean;
13
- stopOnPlayer?: boolean;
14
- }
15
-
16
- export class MoveRoomGoal extends Goal {
17
- constructor(
18
- public readonly room: string,
19
- private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
- private readonly options: MoveRoomGoalOptions = {},
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = resolveRoom(this.room, ctx);
27
- this.emitProgress(state, ctx, target);
28
- if (!target || this.hasArrived(state, target)) return [];
29
- return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
- }
31
-
32
- isFinish(state: GameState, ctx: StrategyContext): boolean {
33
- const target = resolveRoom(this.room, ctx);
34
- if (target == null) return false;
35
- const finished = this.hasArrived(state, target);
36
- if (finished) this.emitProgress(state, ctx, target);
37
- return finished;
38
- }
39
-
40
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
- if (this.options.emitProgress === false) return;
42
-
43
- const now = Date.now();
44
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
- ctx.lastProgressNotifyAt = now;
46
-
47
- const room = state.you.room ?? '未知房间';
48
- if (!target) {
49
- const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
- ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
- return;
52
- }
53
-
54
- if (state.you.room === target.name) {
55
- ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
- } else {
57
- ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
- }
59
- }
60
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
+
9
+ const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
+
11
+ export interface MoveRoomGoalOptions {
12
+ emitProgress?: boolean;
13
+ stopOnPlayer?: boolean;
14
+ }
15
+
16
+ export class MoveRoomGoal extends Goal {
17
+ constructor(
18
+ public readonly room: string,
19
+ private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
+ private readonly options: MoveRoomGoalOptions = {},
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = resolveRoom(this.room, ctx);
27
+ this.emitProgress(state, ctx, target);
28
+ if (!target || this.hasArrived(state, target)) return [];
29
+ return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
+ }
31
+
32
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
33
+ const target = resolveRoom(this.room, ctx);
34
+ if (target == null) return false;
35
+ const finished = this.hasArrived(state, target);
36
+ if (finished) this.emitProgress(state, ctx, target);
37
+ return finished;
38
+ }
39
+
40
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
+ if (this.options.emitProgress === false) return;
42
+
43
+ const now = Date.now();
44
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
+ ctx.lastProgressNotifyAt = now;
46
+
47
+ const room = state.you.room ?? '未知房间';
48
+ if (!target) {
49
+ const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
+ ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
+ return;
52
+ }
53
+
54
+ if (state.you.room === target.name) {
55
+ ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
+ } else {
57
+ ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
+ }
59
+ }
60
+ }
@@ -1,80 +1,80 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { KeepAwayGoal } from './keep-away-goal.js';
5
- import { NormalShrimpTop } from './normal-shrimp-top.js';
6
-
7
- function stateWithStranger(distance: number): GameState {
8
- return {
9
- phase: 'wandering',
10
- tick: 1,
11
- you: {
12
- name: 'shrimp',
13
- x: 0,
14
- y: 0,
15
- room: 'control',
16
- role: 'shrimp',
17
- faction: 'lobster',
18
- is_alive: true,
19
- },
20
- your_tasks: [],
21
- players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
- all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
- corpses: [],
24
- stale: false,
25
- };
26
- }
27
-
28
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
- return {
30
- taskData: [],
31
- emergency: null,
32
- taskLocalBlockedUntil: 0,
33
- reportCorpseTarget: null,
34
- reportBlockedUntil: 0,
35
- notifications: [],
36
- lastProgressNotifyAt: Date.now(),
37
- teammates: new Set(),
38
- alarmDone: false,
39
- rooms: [],
40
- playerNamesBySeat: { '2': 'stranger' },
41
- forcePatrolAdvance: false,
42
- blockedMoveTarget: null,
43
- mySeat: 1,
44
- speechNotifications: [],
45
- agentAlerts: [],
46
- ...overrides,
47
- };
48
- }
49
-
50
- describe('NormalShrimpTop vision thresholds', () => {
51
- it('starts backing off at the shrimp vision range', () => {
52
- const top = new NormalShrimpTop();
53
-
54
- top.tick(stateWithStranger(270), context());
55
-
56
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
- });
58
-
59
- it('does not start backing off just outside the vision enter range', () => {
60
- const top = new NormalShrimpTop();
61
-
62
- top.tick(stateWithStranger(271), context());
63
-
64
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
- });
66
-
67
- it('keeps backing off through the vision exit buffer', () => {
68
- const top = new NormalShrimpTop();
69
- const ctx = context();
70
-
71
- top.tick(stateWithStranger(270), ctx);
72
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
-
74
- top.tick(stateWithStranger(299), ctx);
75
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
-
77
- top.tick(stateWithStranger(300), ctx);
78
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
- });
80
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { KeepAwayGoal } from './keep-away-goal.js';
5
+ import { NormalShrimpTop } from './normal-shrimp-top.js';
6
+
7
+ function stateWithStranger(distance: number): GameState {
8
+ return {
9
+ phase: 'wandering',
10
+ tick: 1,
11
+ you: {
12
+ name: 'shrimp',
13
+ x: 0,
14
+ y: 0,
15
+ room: 'control',
16
+ role: 'shrimp',
17
+ faction: 'lobster',
18
+ is_alive: true,
19
+ },
20
+ your_tasks: [],
21
+ players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
+ all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
+ corpses: [],
24
+ stale: false,
25
+ };
26
+ }
27
+
28
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
+ return {
30
+ taskData: [],
31
+ emergency: null,
32
+ taskLocalBlockedUntil: 0,
33
+ reportCorpseTarget: null,
34
+ reportBlockedUntil: 0,
35
+ notifications: [],
36
+ lastProgressNotifyAt: Date.now(),
37
+ teammates: new Set(),
38
+ alarmDone: false,
39
+ rooms: [],
40
+ playerNamesBySeat: { '2': 'stranger' },
41
+ forcePatrolAdvance: false,
42
+ blockedMoveTarget: null,
43
+ mySeat: 1,
44
+ speechNotifications: [],
45
+ agentAlerts: [],
46
+ ...overrides,
47
+ };
48
+ }
49
+
50
+ describe('NormalShrimpTop vision thresholds', () => {
51
+ it('starts backing off at the shrimp vision range', () => {
52
+ const top = new NormalShrimpTop();
53
+
54
+ top.tick(stateWithStranger(270), context());
55
+
56
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
+ });
58
+
59
+ it('does not start backing off just outside the vision enter range', () => {
60
+ const top = new NormalShrimpTop();
61
+
62
+ top.tick(stateWithStranger(271), context());
63
+
64
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
+ });
66
+
67
+ it('keeps backing off through the vision exit buffer', () => {
68
+ const top = new NormalShrimpTop();
69
+ const ctx = context();
70
+
71
+ top.tick(stateWithStranger(270), ctx);
72
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
+
74
+ top.tick(stateWithStranger(299), ctx);
75
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
+
77
+ top.tick(stateWithStranger(300), ctx);
78
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
+ });
80
+ });