@myclaw163/clawclaw-cli 0.6.65 → 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 -500
  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
@@ -1,121 +1,121 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { hasReachedRoomTarget, isKnowledgeThreat, isTargetAlive, matchesAnyTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
6
- import { MoveRoomGoal } from './move-room-goal.js';
7
-
8
- const PATROL_PRIORITY = 0.2;
9
- const FLEE_PRIORITY = 0.5;
10
-
11
- export class AvoidPlayersTop extends Goal {
12
- private readonly patrol = new PatrolState();
13
- private moveMode: 'patrol' | 'flee' | null = null;
14
- private lastAvoidNoticeKey = '';
15
-
16
- constructor(private readonly targets: string[]) {
17
- super();
18
- }
19
-
20
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
- const threats = this.threats(state, ctx);
22
-
23
- if (threats.length > 0) {
24
- this.setKeepAway();
25
- if (!this.emitAvoidNotice(ctx, threats)) this.emitAvoidProgress(state, ctx, threats);
26
- return [];
27
- }
28
-
29
- this.lastAvoidNoticeKey = '';
30
- let room = this.patrol.nextRoom(ctx);
31
- if (!room) {
32
- this.emitPatrolProgress(state, ctx, null);
33
- return [];
34
- }
35
-
36
- if (hasReachedRoomTarget(state, room)) {
37
- this.patrol.advance(ctx);
38
- room = this.patrol.nextRoom(ctx);
39
- if (!room) {
40
- this.emitPatrolProgress(state, ctx, null);
41
- return [];
42
- }
43
- }
44
-
45
- this.setMoveGoal(room, PATROL_PRIORITY, 'patrol', false);
46
- this.emitPatrolProgress(state, ctx, room);
47
- return [];
48
- }
49
-
50
- /** 寻路躲避:用 KeepAwayGoal 推演逃点远离回避目标(不限距离,名单上的人始终要躲)。 */
51
- private setKeepAway(): void {
52
- const key = this.targets.length > 0 ? this.targets.join('|') : 'avoid-knowledge';
53
- const resolve: ThreatResolver = (state, ctx) => this.threats(state, ctx);
54
- const options: KeepAwayGoalOptions = { threatRadius: Infinity, noun: '回避目标' };
55
- const worker = this.subGoal;
56
- if (worker instanceof KeepAwayGoal && worker.key === key) {
57
- this.moveMode = 'flee';
58
- return;
59
- }
60
- if (this.subGoal) this.removeSubGoal();
61
- this.setSubGoal(new KeepAwayGoal(key, resolve, options), FLEE_PRIORITY);
62
- this.moveMode = 'flee';
63
- }
64
-
65
- /** args 回避名单(活着的)∪ 知识里标记 suspect/hostile 的玩家。 */
66
- private threats(state: GameState, ctx: StrategyContext): PlayerInfo[] {
67
- const validTargets = this.targets.filter(target => isTargetAlive(state, target, ctx));
68
- return state.players.filter(p => matchesAnyTarget(p, validTargets, ctx) || isKnowledgeThreat(p, ctx));
69
- }
70
-
71
- private setMoveGoal(room: RoomTarget, priority: number, mode: 'patrol' | 'flee', stopOnPlayer: boolean): void {
72
- const worker = this.subGoal;
73
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
74
- if (this.subGoal) this.removeSubGoal();
75
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
76
- emitProgress: false,
77
- stopOnPlayer,
78
- }), priority);
79
- this.moveMode = mode;
80
- }
81
-
82
- private emitAvoidNotice(ctx: StrategyContext, threats: PlayerInfo[]): boolean {
83
- const names = threats.map(p => p.name).join('、');
84
- const key = threats.map(p => p.name).sort().join('|');
85
- if (key === this.lastAvoidNoticeKey) return false;
86
- this.lastAvoidNoticeKey = key;
87
-
88
- ctx.notifications.push(`发现回避目标${names},正在寻路躲避。`);
89
- return true;
90
- }
91
-
92
- private emitPatrolProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
93
- const now = Date.now();
94
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
95
- ctx.lastProgressNotifyAt = now;
96
-
97
- const room = state.you.room ?? '未知';
98
- const targetNames = this.targets.length > 0 ? this.targets.join(', ') : '(依据知识库)';
99
-
100
- let msg = `[进度] 当前在${room},巡逻中,回避名单: ${targetNames}`;
101
- if (target) {
102
- msg += `,正在前往${target.name}`;
103
- }
104
- msg += '。';
105
- ctx.notifications.push(msg);
106
- }
107
-
108
- private emitAvoidProgress(
109
- state: GameState,
110
- ctx: StrategyContext,
111
- threats: PlayerInfo[],
112
- ): void {
113
- const now = Date.now();
114
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
115
- ctx.lastProgressNotifyAt = now;
116
-
117
- const here = state.you.room ?? '未知';
118
- const names = threats.map(p => p.name).join('、');
119
- ctx.notifications.push(`[进度] 当前在${here},发现${names},正在寻路躲避。`);
120
- }
121
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { hasReachedRoomTarget, isKnowledgeThreat, isTargetAlive, matchesAnyTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
6
+ import { MoveRoomGoal } from './move-room-goal.js';
7
+
8
+ const PATROL_PRIORITY = 0.2;
9
+ const FLEE_PRIORITY = 0.5;
10
+
11
+ export class AvoidPlayersTop extends Goal {
12
+ private readonly patrol = new PatrolState();
13
+ private moveMode: 'patrol' | 'flee' | null = null;
14
+ private lastAvoidNoticeKey = '';
15
+
16
+ constructor(private readonly targets: string[]) {
17
+ super();
18
+ }
19
+
20
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
+ const threats = this.threats(state, ctx);
22
+
23
+ if (threats.length > 0) {
24
+ this.setKeepAway();
25
+ if (!this.emitAvoidNotice(ctx, threats)) this.emitAvoidProgress(state, ctx, threats);
26
+ return [];
27
+ }
28
+
29
+ this.lastAvoidNoticeKey = '';
30
+ let room = this.patrol.nextRoom(ctx);
31
+ if (!room) {
32
+ this.emitPatrolProgress(state, ctx, null);
33
+ return [];
34
+ }
35
+
36
+ if (hasReachedRoomTarget(state, room)) {
37
+ this.patrol.advance(ctx);
38
+ room = this.patrol.nextRoom(ctx);
39
+ if (!room) {
40
+ this.emitPatrolProgress(state, ctx, null);
41
+ return [];
42
+ }
43
+ }
44
+
45
+ this.setMoveGoal(room, PATROL_PRIORITY, 'patrol', false);
46
+ this.emitPatrolProgress(state, ctx, room);
47
+ return [];
48
+ }
49
+
50
+ /** 寻路躲避:用 KeepAwayGoal 推演逃点远离回避目标(不限距离,名单上的人始终要躲)。 */
51
+ private setKeepAway(): void {
52
+ const key = this.targets.length > 0 ? this.targets.join('|') : 'avoid-knowledge';
53
+ const resolve: ThreatResolver = (state, ctx) => this.threats(state, ctx);
54
+ const options: KeepAwayGoalOptions = { threatRadius: Infinity, noun: '回避目标' };
55
+ const worker = this.subGoal;
56
+ if (worker instanceof KeepAwayGoal && worker.key === key) {
57
+ this.moveMode = 'flee';
58
+ return;
59
+ }
60
+ if (this.subGoal) this.removeSubGoal();
61
+ this.setSubGoal(new KeepAwayGoal(key, resolve, options), FLEE_PRIORITY);
62
+ this.moveMode = 'flee';
63
+ }
64
+
65
+ /** args 回避名单(活着的)∪ 知识里标记 suspect/hostile 的玩家。 */
66
+ private threats(state: GameState, ctx: StrategyContext): PlayerInfo[] {
67
+ const validTargets = this.targets.filter(target => isTargetAlive(state, target, ctx));
68
+ return state.players.filter(p => matchesAnyTarget(p, validTargets, ctx) || isKnowledgeThreat(p, ctx));
69
+ }
70
+
71
+ private setMoveGoal(room: RoomTarget, priority: number, mode: 'patrol' | 'flee', stopOnPlayer: boolean): void {
72
+ const worker = this.subGoal;
73
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
74
+ if (this.subGoal) this.removeSubGoal();
75
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
76
+ emitProgress: false,
77
+ stopOnPlayer,
78
+ }), priority);
79
+ this.moveMode = mode;
80
+ }
81
+
82
+ private emitAvoidNotice(ctx: StrategyContext, threats: PlayerInfo[]): boolean {
83
+ const names = threats.map(p => p.name).join('、');
84
+ const key = threats.map(p => p.name).sort().join('|');
85
+ if (key === this.lastAvoidNoticeKey) return false;
86
+ this.lastAvoidNoticeKey = key;
87
+
88
+ ctx.notifications.push(`发现回避目标${names},正在寻路躲避。`);
89
+ return true;
90
+ }
91
+
92
+ private emitPatrolProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
93
+ const now = Date.now();
94
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
95
+ ctx.lastProgressNotifyAt = now;
96
+
97
+ const room = state.you.room ?? '未知';
98
+ const targetNames = this.targets.length > 0 ? this.targets.join(', ') : '(依据知识库)';
99
+
100
+ let msg = `[进度] 当前在${room},巡逻中,回避名单: ${targetNames}`;
101
+ if (target) {
102
+ msg += `,正在前往${target.name}`;
103
+ }
104
+ msg += '。';
105
+ ctx.notifications.push(msg);
106
+ }
107
+
108
+ private emitAvoidProgress(
109
+ state: GameState,
110
+ ctx: StrategyContext,
111
+ threats: PlayerInfo[],
112
+ ): void {
113
+ const now = Date.now();
114
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
115
+ ctx.lastProgressNotifyAt = now;
116
+
117
+ const here = state.you.room ?? '未知';
118
+ const names = threats.map(p => p.name).join('、');
119
+ ctx.notifications.push(`[进度] 当前在${here},发现${names},正在寻路躲避。`);
120
+ }
121
+ }
@@ -1,51 +1,51 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { Goal } from './goal.js';
4
- import { GoalManager } from './goal-manager.js';
5
- import { URGENT_GOAL_PRIORITY } from './leaf-goal.js';
6
- import type { SpeechModule } from '../speech-module.js';
7
-
8
- export class ConversationGoal extends Goal {
9
- private readonly innerMgr = new GoalManager();
10
-
11
- constructor(
12
- private readonly makeInner: () => Goal,
13
- private readonly speech: SpeechModule,
14
- ) {
15
- super();
16
- this.innerMgr.setTop(makeInner());
17
- }
18
-
19
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
20
- if (this.innerMgr.getTop() === null) this.innerMgr.setTop(this.makeInner());
21
- const innerDecisions = this.innerMgr.tick(state, ctx);
22
-
23
- const interruptible = this.innerLeafPriority() < URGENT_GOAL_PRIORITY;
24
- const primaryIsMove = innerDecisions[0]?.action.type === 'move';
25
- const result = this.speech.evaluate(state, ctx, {
26
- allowAutoGreet: interruptible && primaryIsMove,
27
- });
28
- for (const msg of result.notifications) ctx.speechNotifications.push(msg);
29
-
30
- return innerDecisions;
31
- }
32
-
33
- onMeetingResume(): void {
34
- this.speech.resetMeetingState();
35
- this.innerMgr.getTop()?.onMeetingResume();
36
- }
37
-
38
- updateConfig(role: string): void {
39
- this.speech.updateConfig(role);
40
- }
41
-
42
- private innerLeafPriority(): number {
43
- let node: Goal | null = this.innerMgr.getTop();
44
- let priority = 0;
45
- while (node) {
46
- priority = node.priority;
47
- node = node.subGoal;
48
- }
49
- return priority;
50
- }
51
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { Goal } from './goal.js';
4
+ import { GoalManager } from './goal-manager.js';
5
+ import { URGENT_GOAL_PRIORITY } from './leaf-goal.js';
6
+ import type { SpeechModule } from '../speech-module.js';
7
+
8
+ export class ConversationGoal extends Goal {
9
+ private readonly innerMgr = new GoalManager();
10
+
11
+ constructor(
12
+ private readonly makeInner: () => Goal,
13
+ private readonly speech: SpeechModule,
14
+ ) {
15
+ super();
16
+ this.innerMgr.setTop(makeInner());
17
+ }
18
+
19
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
20
+ if (this.innerMgr.getTop() === null) this.innerMgr.setTop(this.makeInner());
21
+ const innerDecisions = this.innerMgr.tick(state, ctx);
22
+
23
+ const interruptible = this.innerLeafPriority() < URGENT_GOAL_PRIORITY;
24
+ const primaryIsMove = innerDecisions[0]?.action.type === 'move';
25
+ const result = this.speech.evaluate(state, ctx, {
26
+ allowAutoGreet: interruptible && primaryIsMove,
27
+ });
28
+ for (const msg of result.notifications) ctx.speechNotifications.push(msg);
29
+
30
+ return innerDecisions;
31
+ }
32
+
33
+ onMeetingResume(): void {
34
+ this.speech.resetMeetingState();
35
+ this.innerMgr.getTop()?.onMeetingResume();
36
+ }
37
+
38
+ updateConfig(role: string): void {
39
+ this.speech.updateConfig(role);
40
+ }
41
+
42
+ private innerLeafPriority(): number {
43
+ let node: Goal | null = this.innerMgr.getTop();
44
+ let priority = 0;
45
+ while (node) {
46
+ priority = node.priority;
47
+ node = node.subGoal;
48
+ }
49
+ return priority;
50
+ }
51
+ }
@@ -1,91 +1,91 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- corpseAtScene,
5
- nearestKnownCorpseNav,
6
- patrolStep,
7
- PatrolState,
8
- PROGRESS_INTERVAL_MS,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
11
- import { Goal } from './goal.js';
12
- import { LingerCorpseGoal } from './linger-corpse-goal.js';
13
-
14
- const GREETING_COOLDOWN_MS = 120_000;
15
-
16
- export class CorpsePatrolTop extends Goal {
17
- private readonly patrol = new PatrolState();
18
- private readonly linger = new LingerCorpseGoal();
19
- private lastCorpseNotified = false;
20
- private lastGreetingAt: number | null = null;
21
-
22
- constructor(private readonly greetingPhrases: string[]) {
23
- super();
24
- }
25
-
26
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
- const decisions: BehaviorDecision[] = [];
28
-
29
- const greetingDecision = this.tryGreeting(state);
30
- if (greetingDecision) decisions.push(greetingDecision);
31
-
32
- const corpse = nearestKnownCorpseNav(state, ctx);
33
- const canMove = !state.you.doing_task;
34
-
35
- if (corpse) {
36
- if (!this.lastCorpseNotified) {
37
- this.lastCorpseNotified = true;
38
- const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
39
- // corpseAtScene=已站在尸体旁(≤150px);仅凭记忆/房间锚点导航过去时人还没到,别谎报「在附近徘徊」。
40
- ctx.notifications.push(
41
- corpseAtScene(state) ? `发现${label}!在附近徘徊观察。` : `发现${label}!正前往查看。`,
42
- );
43
- }
44
- if (canMove) decisions.push(...this.linger.tick(state, ctx));
45
- } else {
46
- this.lastCorpseNotified = false;
47
- if (canMove) decisions.push(...patrolStep(state, ctx, this.patrol, false));
48
- }
49
-
50
- this.emitProgress(state, ctx, corpse);
51
- return decisions;
52
- }
53
-
54
- private tryGreeting(state: GameState): BehaviorDecision | null {
55
- if (this.greetingPhrases.length === 0) return null;
56
- if (state.players.length === 0) return null;
57
-
58
- const now = Date.now();
59
- if (this.lastGreetingAt !== null && now - this.lastGreetingAt < GREETING_COOLDOWN_MS) return null;
60
-
61
- const text = this.greetingPhrases[Math.floor(Math.random() * this.greetingPhrases.length)];
62
- this.lastGreetingAt = now;
63
- return { action: Action.speech(text) };
64
- }
65
-
66
- private emitProgress(state: GameState, ctx: StrategyContext, corpse: CorpseTarget | null): void {
67
- const now = Date.now();
68
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
69
- ctx.lastProgressNotifyAt = now;
70
-
71
- const room = state.you.room ?? '未知';
72
-
73
- let msg = `[进度] 当前在${room}`;
74
- if (corpse) {
75
- const label = corpse.name ?? '未知';
76
- msg += corpseAtScene(state)
77
- ? `,在${label}的尸体附近徘徊。`
78
- : `,正前往${label}的尸体所在位置。`;
79
- } else {
80
- const target = this.patrol.nextRoom(ctx);
81
- if (target) {
82
- msg += `,巡逻中,正在前往${target.name}。`;
83
- } else {
84
- msg += `,巡逻中。`;
85
- }
86
- }
87
- msg += ` 共${ctx.rooms.length}个房间。`;
88
-
89
- ctx.notifications.push(msg);
90
- }
91
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ corpseAtScene,
5
+ nearestKnownCorpseNav,
6
+ patrolStep,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+ import { LingerCorpseGoal } from './linger-corpse-goal.js';
13
+
14
+ const GREETING_COOLDOWN_MS = 120_000;
15
+
16
+ export class CorpsePatrolTop extends Goal {
17
+ private readonly patrol = new PatrolState();
18
+ private readonly linger = new LingerCorpseGoal();
19
+ private lastCorpseNotified = false;
20
+ private lastGreetingAt: number | null = null;
21
+
22
+ constructor(private readonly greetingPhrases: string[]) {
23
+ super();
24
+ }
25
+
26
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
+ const decisions: BehaviorDecision[] = [];
28
+
29
+ const greetingDecision = this.tryGreeting(state);
30
+ if (greetingDecision) decisions.push(greetingDecision);
31
+
32
+ const corpse = nearestKnownCorpseNav(state, ctx);
33
+ const canMove = !state.you.doing_task;
34
+
35
+ if (corpse) {
36
+ if (!this.lastCorpseNotified) {
37
+ this.lastCorpseNotified = true;
38
+ const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
39
+ // corpseAtScene=已站在尸体旁(≤150px);仅凭记忆/房间锚点导航过去时人还没到,别谎报「在附近徘徊」。
40
+ ctx.notifications.push(
41
+ corpseAtScene(state) ? `发现${label}!在附近徘徊观察。` : `发现${label}!正前往查看。`,
42
+ );
43
+ }
44
+ if (canMove) decisions.push(...this.linger.tick(state, ctx));
45
+ } else {
46
+ this.lastCorpseNotified = false;
47
+ if (canMove) decisions.push(...patrolStep(state, ctx, this.patrol, false));
48
+ }
49
+
50
+ this.emitProgress(state, ctx, corpse);
51
+ return decisions;
52
+ }
53
+
54
+ private tryGreeting(state: GameState): BehaviorDecision | null {
55
+ if (this.greetingPhrases.length === 0) return null;
56
+ if (state.players.length === 0) return null;
57
+
58
+ const now = Date.now();
59
+ if (this.lastGreetingAt !== null && now - this.lastGreetingAt < GREETING_COOLDOWN_MS) return null;
60
+
61
+ const text = this.greetingPhrases[Math.floor(Math.random() * this.greetingPhrases.length)];
62
+ this.lastGreetingAt = now;
63
+ return { action: Action.speech(text) };
64
+ }
65
+
66
+ private emitProgress(state: GameState, ctx: StrategyContext, corpse: CorpseTarget | null): void {
67
+ const now = Date.now();
68
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
69
+ ctx.lastProgressNotifyAt = now;
70
+
71
+ const room = state.you.room ?? '未知';
72
+
73
+ let msg = `[进度] 当前在${room}`;
74
+ if (corpse) {
75
+ const label = corpse.name ?? '未知';
76
+ msg += corpseAtScene(state)
77
+ ? `,在${label}的尸体附近徘徊。`
78
+ : `,正前往${label}的尸体所在位置。`;
79
+ } else {
80
+ const target = this.patrol.nextRoom(ctx);
81
+ if (target) {
82
+ msg += `,巡逻中,正在前往${target.name}。`;
83
+ } else {
84
+ msg += `,巡逻中。`;
85
+ }
86
+ }
87
+ msg += ` 共${ctx.rooms.length}个房间。`;
88
+
89
+ ctx.notifications.push(msg);
90
+ }
91
+ }