@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
@@ -1,126 +1,126 @@
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 { ParadiseFishTop } from './paradise-fish-top.js';
6
-
7
- function state(overrides: Partial<GameState> = {}): GameState {
8
- return {
9
- phase: 'wandering',
10
- tick: 1,
11
- you: {
12
- name: 'paradise',
13
- x: 1502,
14
- y: 2002,
15
- room: 'control',
16
- role: 'neutral_paradise_fish',
17
- faction: 'neutral',
18
- is_alive: true,
19
- },
20
- your_tasks: [],
21
- players: [],
22
- corpses: [],
23
- stale: false,
24
- ...overrides,
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
- { name: 'danger-route', x: 1602, y: 1402 },
41
- { name: 'safe-route', x: 2602, y: 586 },
42
- ],
43
- playerNamesBySeat: {},
44
- forcePatrolAdvance: false,
45
- blockedMoveTarget: null,
46
- mySeat: 1,
47
- speechNotifications: [],
48
- agentAlerts: [],
49
- ...overrides,
50
- };
51
- }
52
-
53
- describe('ParadiseFishTop patrol routing', () => {
54
- it('keeps recent avoid points when selecting a patrol target after losing sight', () => {
55
- const top = new ParadiseFishTop();
56
- const ctx = context();
57
-
58
- top.tick(state({
59
- you: { ...state().you, x: 2418, y: 590 },
60
- players: [{ name: 'stranger', x: 1986, y: 994, room: 'control', distance: 591 }],
61
- }), ctx);
62
-
63
- const decisions = top.tick(state({
64
- you: { ...state().you, x: 2418, y: 590 },
65
- }), ctx);
66
-
67
- expect(decisions).toHaveLength(1);
68
- expect(decisions[0].action.type).toBe('move');
69
- expect(decisions[0].action.payload).toMatchObject({ target_x: 2602, target_y: 586 });
70
- });
71
-
72
- it('backs away before lingering near a corpse when only one non-bad player is visible', () => {
73
- const top = new ParadiseFishTop();
74
- const ctx = context({
75
- knownCorpses: [{ name: 'body', room: 'control', x: 2100, y: 1800 }],
76
- });
77
-
78
- const decisions = top.tick(state({
79
- players: [{ name: 'stranger', x: 1986, y: 994, room: 'control', distance: 591 }],
80
- }), ctx);
81
-
82
- expect(decisions).toEqual([]);
83
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
84
- });
85
-
86
- it('does not back away from two visible non-bad players and can still linger near a corpse', () => {
87
- const top = new ParadiseFishTop();
88
- const corpse = { name: 'body', room: 'control', x: 2100, y: 1800 };
89
- const ctx = context({ knownCorpses: [corpse] });
90
-
91
- const decisions = top.tick(state({
92
- players: [
93
- { name: 'stranger-a', x: 1986, y: 994, room: 'control', distance: 591 },
94
- { name: 'stranger-b', x: 2300, y: 1200, room: 'control', distance: 650 },
95
- ],
96
- }), ctx);
97
-
98
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
99
- expect(decisions).toHaveLength(1);
100
- expect(decisions[0].action.type).toBe('move');
101
- const { target_x: x, target_y: y } = decisions[0].action.payload;
102
- expect(Math.hypot(x - corpse.x, y - corpse.y)).toBeLessThanOrEqual(100);
103
- });
104
-
105
- it('clears non-bad route avoidance once a second non-bad witness appears', () => {
106
- const top = new ParadiseFishTop();
107
- const ctx = context();
108
-
109
- top.tick(state({
110
- you: { ...state().you, x: 2418, y: 590 },
111
- players: [{ name: 'stranger-a', x: 1986, y: 994, room: 'control', distance: 591 }],
112
- }), ctx);
113
-
114
- const decisions = top.tick(state({
115
- you: { ...state().you, x: 2418, y: 590 },
116
- players: [
117
- { name: 'stranger-a', x: 1986, y: 994, room: 'control', distance: 591 },
118
- { name: 'stranger-b', x: 2600, y: 900, room: 'control', distance: 350 },
119
- ],
120
- }), ctx);
121
-
122
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
123
- expect(decisions).toHaveLength(1);
124
- expect(decisions[0].action.payload).toMatchObject({ target_x: 1602, target_y: 1402 });
125
- });
126
- });
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 { ParadiseFishTop } from './paradise-fish-top.js';
6
+
7
+ function state(overrides: Partial<GameState> = {}): GameState {
8
+ return {
9
+ phase: 'wandering',
10
+ tick: 1,
11
+ you: {
12
+ name: 'paradise',
13
+ x: 1502,
14
+ y: 2002,
15
+ room: 'control',
16
+ role: 'neutral_paradise_fish',
17
+ faction: 'neutral',
18
+ is_alive: true,
19
+ },
20
+ your_tasks: [],
21
+ players: [],
22
+ corpses: [],
23
+ stale: false,
24
+ ...overrides,
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
+ { name: 'danger-route', x: 1602, y: 1402 },
41
+ { name: 'safe-route', x: 2602, y: 586 },
42
+ ],
43
+ playerNamesBySeat: {},
44
+ forcePatrolAdvance: false,
45
+ blockedMoveTarget: null,
46
+ mySeat: 1,
47
+ speechNotifications: [],
48
+ agentAlerts: [],
49
+ ...overrides,
50
+ };
51
+ }
52
+
53
+ describe('ParadiseFishTop patrol routing', () => {
54
+ it('keeps recent avoid points when selecting a patrol target after losing sight', () => {
55
+ const top = new ParadiseFishTop();
56
+ const ctx = context();
57
+
58
+ top.tick(state({
59
+ you: { ...state().you, x: 2418, y: 590 },
60
+ players: [{ name: 'stranger', x: 1986, y: 994, room: 'control', distance: 591 }],
61
+ }), ctx);
62
+
63
+ const decisions = top.tick(state({
64
+ you: { ...state().you, x: 2418, y: 590 },
65
+ }), ctx);
66
+
67
+ expect(decisions).toHaveLength(1);
68
+ expect(decisions[0].action.type).toBe('move');
69
+ expect(decisions[0].action.payload).toMatchObject({ target_x: 2602, target_y: 586 });
70
+ });
71
+
72
+ it('backs away before lingering near a corpse when only one non-bad player is visible', () => {
73
+ const top = new ParadiseFishTop();
74
+ const ctx = context({
75
+ knownCorpses: [{ name: 'body', room: 'control', x: 2100, y: 1800 }],
76
+ });
77
+
78
+ const decisions = top.tick(state({
79
+ players: [{ name: 'stranger', x: 1986, y: 994, room: 'control', distance: 591 }],
80
+ }), ctx);
81
+
82
+ expect(decisions).toEqual([]);
83
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
84
+ });
85
+
86
+ it('does not back away from two visible non-bad players and can still linger near a corpse', () => {
87
+ const top = new ParadiseFishTop();
88
+ const corpse = { name: 'body', room: 'control', x: 2100, y: 1800 };
89
+ const ctx = context({ knownCorpses: [corpse] });
90
+
91
+ const decisions = top.tick(state({
92
+ players: [
93
+ { name: 'stranger-a', x: 1986, y: 994, room: 'control', distance: 591 },
94
+ { name: 'stranger-b', x: 2300, y: 1200, room: 'control', distance: 650 },
95
+ ],
96
+ }), ctx);
97
+
98
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
99
+ expect(decisions).toHaveLength(1);
100
+ expect(decisions[0].action.type).toBe('move');
101
+ const { target_x: x, target_y: y } = decisions[0].action.payload;
102
+ expect(Math.hypot(x - corpse.x, y - corpse.y)).toBeLessThanOrEqual(100);
103
+ });
104
+
105
+ it('clears non-bad route avoidance once a second non-bad witness appears', () => {
106
+ const top = new ParadiseFishTop();
107
+ const ctx = context();
108
+
109
+ top.tick(state({
110
+ you: { ...state().you, x: 2418, y: 590 },
111
+ players: [{ name: 'stranger-a', x: 1986, y: 994, room: 'control', distance: 591 }],
112
+ }), ctx);
113
+
114
+ const decisions = top.tick(state({
115
+ you: { ...state().you, x: 2418, y: 590 },
116
+ players: [
117
+ { name: 'stranger-a', x: 1986, y: 994, room: 'control', distance: 591 },
118
+ { name: 'stranger-b', x: 2600, y: 900, room: 'control', distance: 350 },
119
+ ],
120
+ }), ctx);
121
+
122
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
123
+ expect(decisions).toHaveLength(1);
124
+ expect(decisions[0].action.payload).toMatchObject({ target_x: 1602, target_y: 1402 });
125
+ });
126
+ });
@@ -1,207 +1,207 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import {
3
- corpseAtScene,
4
- hasKnownCorpse,
5
- isKnowledgeThreat,
6
- isKnowledgeTrusted,
7
- nonTeammatesVisible,
8
- PatrolState,
9
- PROGRESS_INTERVAL_MS,
10
- safePatrolStep,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { GreetingTracker } from '../greeting.js';
14
- import { FollowCompanionGoal } from './follow-companion-goal.js';
15
- import { Goal } from './goal.js';
16
- import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
17
- import { LingerCorpseGoal } from './linger-corpse-goal.js';
18
-
19
- const SUB_PRIORITY = 0.5;
20
- const AVOID_ROUTE_MEMORY_MS = 10_000;
21
- const WITNESS_EXEMPT_COUNT = 2;
22
-
23
- type Tier = 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
24
-
25
- export class ParadiseFishTop extends Goal {
26
- private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
27
- private readonly follow = new FollowCompanionGoal(
28
- (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
29
- (state, ctx) => this.visibleAvoidTargets(state, ctx),
30
- );
31
- private readonly patrol = new PatrolState();
32
- private readonly greeting: GreetingTracker;
33
- private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
34
-
35
- constructor(greetingPhrases: string[] = []) {
36
- super();
37
- this.greeting = new GreetingTracker(greetingPhrases);
38
- }
39
-
40
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
41
- const visible = nonTeammatesVisible(state, ctx);
42
- const threatTargets = visible.filter(p => this.isThreat(p, ctx));
43
- const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
44
- const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
45
- this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
46
- const decisions: BehaviorDecision[] = [];
47
- const greeting = this.greeting.tryGreeting(state);
48
- if (greeting) decisions.push(greeting);
49
-
50
- if (threatTargets.length > 0) {
51
- this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isThreat(p, c)), {
52
- threatRadius: Infinity,
53
- noun: '认定带刀坏人',
54
- });
55
- this.emitProgress(state, ctx, visible, 'flee-bad');
56
- return decisions;
57
- }
58
-
59
- if (strangerAvoidTargets.length > 0) {
60
- this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
61
- threatRadius: Infinity,
62
- noun: '陌生人',
63
- planOpts: { steps: 4 },
64
- });
65
- this.emitProgress(state, ctx, visible, 'keep-distance');
66
- return decisions;
67
- }
68
-
69
- // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
70
- // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
71
- // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
72
- // 人进视野后坐标自然补全,再切到贴尸游走)。
73
- if (hasKnownCorpse(ctx)) {
74
- this.clearSub();
75
- const linger = this.linger.tick(state, ctx);
76
- if (linger.length > 0) {
77
- this.emitProgress(state, ctx, visible, 'corpse');
78
- return [...linger, ...decisions];
79
- }
80
- }
81
-
82
- if (trustedTargets.length > 0) {
83
- this.clearSub();
84
- const follow = this.follow.tick(state, ctx);
85
- this.emitProgress(state, ctx, visible, 'huddle');
86
- return [...follow, ...decisions];
87
- }
88
-
89
- this.clearSub();
90
- this.emitProgress(state, ctx, visible, 'wander');
91
- return [...this.wander(state, ctx), ...decisions];
92
- }
93
-
94
- private isThreat(p: PlayerInfo, ctx: StrategyContext): boolean {
95
- return isKnowledgeThreat(p, ctx) && !this.isTrusted(p, ctx);
96
- }
97
-
98
- private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
99
- return isKnowledgeTrusted(p, ctx);
100
- }
101
-
102
- private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
103
- if (visible.some(p => this.isTrusted(p, ctx))) return [];
104
- const nonBad = visible.filter(p => !this.isThreat(p, ctx));
105
- if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
106
- return visible.filter(p => !this.isTrusted(p, ctx) && !this.isThreat(p, ctx));
107
- }
108
-
109
- private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
110
- const visible = nonTeammatesVisible(state, ctx);
111
- const threats = visible.filter(p => this.isThreat(p, ctx));
112
- return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
113
- }
114
-
115
- private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
116
- return safePatrolStep(state, ctx, this.patrol, false, {
117
- threatPoints: this.activeAvoidPoints(),
118
- });
119
- }
120
-
121
- private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
122
- const now = Date.now();
123
- if (visible.length > 0 && !avoidNonThreat) {
124
- for (const [key, item] of this.recentAvoidPoints) {
125
- if (!item.threat) this.recentAvoidPoints.delete(key);
126
- }
127
- }
128
- for (const p of visible) {
129
- const key = this.playerKey(p);
130
- if (!key) continue;
131
- if (this.isTrusted(p, ctx)) {
132
- this.recentAvoidPoints.delete(key);
133
- continue;
134
- }
135
- const threat = this.isThreat(p, ctx);
136
- if (!threat && !avoidNonThreat) {
137
- this.recentAvoidPoints.delete(key);
138
- continue;
139
- }
140
- this.recentAvoidPoints.set(key, {
141
- point: { x: p.x, y: p.y },
142
- until: now + AVOID_ROUTE_MEMORY_MS,
143
- threat,
144
- });
145
- }
146
- for (const [key, item] of this.recentAvoidPoints) {
147
- if (item.until <= now) this.recentAvoidPoints.delete(key);
148
- }
149
- }
150
-
151
- private activeAvoidPoints(): Position[] {
152
- const now = Date.now();
153
- const points: Position[] = [];
154
- for (const [key, item] of this.recentAvoidPoints) {
155
- if (item.until <= now) {
156
- this.recentAvoidPoints.delete(key);
157
- } else {
158
- points.push(item.point);
159
- }
160
- }
161
- return points;
162
- }
163
-
164
- private playerKey(p: PlayerInfo): string {
165
- return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
166
- }
167
-
168
- private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
169
- const worker = this.subGoal;
170
- if (worker instanceof KeepAwayGoal && worker.key === key) return;
171
- if (this.subGoal) this.removeSubGoal();
172
- this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
173
- }
174
-
175
- private clearSub(): void {
176
- if (this.subGoal) this.removeSubGoal();
177
- }
178
-
179
- private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
180
- const now = Date.now();
181
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
182
- ctx.lastProgressNotifyAt = now;
183
-
184
- const room = state.you.room ?? '未知';
185
- let msg = `[进度] 当前在${room}`;
186
- if (tier === 'corpse') {
187
- // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
188
- if (!corpseAtScene(state)) {
189
- msg += ',记得有尸体,正前往尸体处(不报警)。';
190
- } else {
191
- msg += visible.length > 0
192
- ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
193
- : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
194
- }
195
- } else if (tier === 'flee-bad') {
196
- const names = visible.filter(p => this.isThreat(p, ctx)).map(p => p.name).join('、');
197
- msg += `,发现认定带刀坏人${names},正在远离。`;
198
- } else if (tier === 'keep-distance') {
199
- msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
200
- } else if (tier === 'huddle') {
201
- msg += ',附近有可信同伴,抱团假装做任务。';
202
- } else {
203
- msg += ',附近无人,四处游荡。';
204
- }
205
- ctx.notifications.push(msg);
206
- }
207
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import {
3
+ corpseAtScene,
4
+ hasKnownCorpse,
5
+ isKnowledgeThreat,
6
+ isKnowledgeTrusted,
7
+ nonTeammatesVisible,
8
+ PatrolState,
9
+ PROGRESS_INTERVAL_MS,
10
+ safePatrolStep,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { GreetingTracker } from '../greeting.js';
14
+ import { FollowCompanionGoal } from './follow-companion-goal.js';
15
+ import { Goal } from './goal.js';
16
+ import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
17
+ import { LingerCorpseGoal } from './linger-corpse-goal.js';
18
+
19
+ const SUB_PRIORITY = 0.5;
20
+ const AVOID_ROUTE_MEMORY_MS = 10_000;
21
+ const WITNESS_EXEMPT_COUNT = 2;
22
+
23
+ type Tier = 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
24
+
25
+ export class ParadiseFishTop extends Goal {
26
+ private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
27
+ private readonly follow = new FollowCompanionGoal(
28
+ (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
29
+ (state, ctx) => this.visibleAvoidTargets(state, ctx),
30
+ );
31
+ private readonly patrol = new PatrolState();
32
+ private readonly greeting: GreetingTracker;
33
+ private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
34
+
35
+ constructor(greetingPhrases: string[] = []) {
36
+ super();
37
+ this.greeting = new GreetingTracker(greetingPhrases);
38
+ }
39
+
40
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
41
+ const visible = nonTeammatesVisible(state, ctx);
42
+ const threatTargets = visible.filter(p => this.isThreat(p, ctx));
43
+ const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
44
+ const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
45
+ this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
46
+ const decisions: BehaviorDecision[] = [];
47
+ const greeting = this.greeting.tryGreeting(state);
48
+ if (greeting) decisions.push(greeting);
49
+
50
+ if (threatTargets.length > 0) {
51
+ this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isThreat(p, c)), {
52
+ threatRadius: Infinity,
53
+ noun: '认定带刀坏人',
54
+ });
55
+ this.emitProgress(state, ctx, visible, 'flee-bad');
56
+ return decisions;
57
+ }
58
+
59
+ if (strangerAvoidTargets.length > 0) {
60
+ this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
61
+ threatRadius: Infinity,
62
+ noun: '陌生人',
63
+ planOpts: { steps: 4 },
64
+ });
65
+ this.emitProgress(state, ctx, visible, 'keep-distance');
66
+ return decisions;
67
+ }
68
+
69
+ // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
70
+ // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
71
+ // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
72
+ // 人进视野后坐标自然补全,再切到贴尸游走)。
73
+ if (hasKnownCorpse(ctx)) {
74
+ this.clearSub();
75
+ const linger = this.linger.tick(state, ctx);
76
+ if (linger.length > 0) {
77
+ this.emitProgress(state, ctx, visible, 'corpse');
78
+ return [...linger, ...decisions];
79
+ }
80
+ }
81
+
82
+ if (trustedTargets.length > 0) {
83
+ this.clearSub();
84
+ const follow = this.follow.tick(state, ctx);
85
+ this.emitProgress(state, ctx, visible, 'huddle');
86
+ return [...follow, ...decisions];
87
+ }
88
+
89
+ this.clearSub();
90
+ this.emitProgress(state, ctx, visible, 'wander');
91
+ return [...this.wander(state, ctx), ...decisions];
92
+ }
93
+
94
+ private isThreat(p: PlayerInfo, ctx: StrategyContext): boolean {
95
+ return isKnowledgeThreat(p, ctx) && !this.isTrusted(p, ctx);
96
+ }
97
+
98
+ private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
99
+ return isKnowledgeTrusted(p, ctx);
100
+ }
101
+
102
+ private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
103
+ if (visible.some(p => this.isTrusted(p, ctx))) return [];
104
+ const nonBad = visible.filter(p => !this.isThreat(p, ctx));
105
+ if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
106
+ return visible.filter(p => !this.isTrusted(p, ctx) && !this.isThreat(p, ctx));
107
+ }
108
+
109
+ private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
110
+ const visible = nonTeammatesVisible(state, ctx);
111
+ const threats = visible.filter(p => this.isThreat(p, ctx));
112
+ return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
113
+ }
114
+
115
+ private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
116
+ return safePatrolStep(state, ctx, this.patrol, false, {
117
+ threatPoints: this.activeAvoidPoints(),
118
+ });
119
+ }
120
+
121
+ private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
122
+ const now = Date.now();
123
+ if (visible.length > 0 && !avoidNonThreat) {
124
+ for (const [key, item] of this.recentAvoidPoints) {
125
+ if (!item.threat) this.recentAvoidPoints.delete(key);
126
+ }
127
+ }
128
+ for (const p of visible) {
129
+ const key = this.playerKey(p);
130
+ if (!key) continue;
131
+ if (this.isTrusted(p, ctx)) {
132
+ this.recentAvoidPoints.delete(key);
133
+ continue;
134
+ }
135
+ const threat = this.isThreat(p, ctx);
136
+ if (!threat && !avoidNonThreat) {
137
+ this.recentAvoidPoints.delete(key);
138
+ continue;
139
+ }
140
+ this.recentAvoidPoints.set(key, {
141
+ point: { x: p.x, y: p.y },
142
+ until: now + AVOID_ROUTE_MEMORY_MS,
143
+ threat,
144
+ });
145
+ }
146
+ for (const [key, item] of this.recentAvoidPoints) {
147
+ if (item.until <= now) this.recentAvoidPoints.delete(key);
148
+ }
149
+ }
150
+
151
+ private activeAvoidPoints(): Position[] {
152
+ const now = Date.now();
153
+ const points: Position[] = [];
154
+ for (const [key, item] of this.recentAvoidPoints) {
155
+ if (item.until <= now) {
156
+ this.recentAvoidPoints.delete(key);
157
+ } else {
158
+ points.push(item.point);
159
+ }
160
+ }
161
+ return points;
162
+ }
163
+
164
+ private playerKey(p: PlayerInfo): string {
165
+ return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
166
+ }
167
+
168
+ private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
169
+ const worker = this.subGoal;
170
+ if (worker instanceof KeepAwayGoal && worker.key === key) return;
171
+ if (this.subGoal) this.removeSubGoal();
172
+ this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
173
+ }
174
+
175
+ private clearSub(): void {
176
+ if (this.subGoal) this.removeSubGoal();
177
+ }
178
+
179
+ private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
180
+ const now = Date.now();
181
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
182
+ ctx.lastProgressNotifyAt = now;
183
+
184
+ const room = state.you.room ?? '未知';
185
+ let msg = `[进度] 当前在${room}`;
186
+ if (tier === 'corpse') {
187
+ // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
188
+ if (!corpseAtScene(state)) {
189
+ msg += ',记得有尸体,正前往尸体处(不报警)。';
190
+ } else {
191
+ msg += visible.length > 0
192
+ ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
193
+ : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
194
+ }
195
+ } else if (tier === 'flee-bad') {
196
+ const names = visible.filter(p => this.isThreat(p, ctx)).map(p => p.name).join('、');
197
+ msg += `,发现认定带刀坏人${names},正在远离。`;
198
+ } else if (tier === 'keep-distance') {
199
+ msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
200
+ } else if (tier === 'huddle') {
201
+ msg += ',附近有可信同伴,抱团假装做任务。';
202
+ } else {
203
+ msg += ',附近无人,四处游荡。';
204
+ }
205
+ ctx.notifications.push(msg);
206
+ }
207
+ }