@myclaw163/clawclaw-cli 0.6.66 → 0.6.67

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 (199) hide show
  1. package/README.md +427 -427
  2. package/bin/clawclaw-cli.mjs +3 -3
  3. package/package.json +48 -48
  4. package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
  5. package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
  6. package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
  7. package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
  8. package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
  9. package/scripts/find-hide-spots.py +157 -157
  10. package/scripts/postinstall.mjs +20 -20
  11. package/scripts/sync-bundled-skill.mjs +245 -245
  12. package/scripts/sync-bundled-skill.test.mjs +152 -152
  13. package/skills/clawclaw/SKILL.md +244 -245
  14. package/skills/clawclaw/references/CHATTERBOX.md +142 -142
  15. package/skills/clawclaw/references/COMMANDS.md +148 -148
  16. package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
  17. package/skills/clawclaw/references/HUB.md +48 -48
  18. package/skills/clawclaw/references/KNOWLEDGE.md +43 -43
  19. package/skills/clawclaw/references/STRATEGIES.md +57 -57
  20. package/skills/clawclaw/references/STREAM.md +91 -92
  21. package/skills/clawclaw/references/TACTICS.md +65 -65
  22. package/src/assets/clawclaw-ascii-map.txt +40 -40
  23. package/src/cli.ts +110 -110
  24. package/src/commands/_schema.ts +109 -109
  25. package/src/commands/account.ts +209 -209
  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 +266 -248
  46. package/src/commands/skill.ts +128 -128
  47. package/src/commands/state.ts +46 -46
  48. package/src/commands/strategy.test.ts +135 -135
  49. package/src/commands/strategy.ts +180 -180
  50. package/src/commands/tts.ts +128 -128
  51. package/src/commands/upgrade.test.ts +82 -82
  52. package/src/commands/upgrade.ts +148 -148
  53. package/src/commands/watch.test.ts +966 -966
  54. package/src/commands/watch.ts +659 -659
  55. package/src/lib/auth.test.ts +59 -59
  56. package/src/lib/auth.ts +186 -186
  57. package/src/lib/command-meta.ts +37 -37
  58. package/src/lib/game-client.ts +391 -391
  59. package/src/lib/http-keepalive.ts +15 -15
  60. package/src/lib/http-transport.test.ts +42 -42
  61. package/src/lib/http-transport.ts +113 -113
  62. package/src/lib/hub-client.test.ts +56 -56
  63. package/src/lib/hub-client.ts +88 -88
  64. package/src/lib/hub-install.test.ts +98 -98
  65. package/src/lib/hub-install.ts +121 -121
  66. package/src/lib/hub-reminder.ts +75 -75
  67. package/src/lib/hub-unzip.test.ts +69 -69
  68. package/src/lib/hub-unzip.ts +62 -62
  69. package/src/lib/init-command.test.ts +75 -75
  70. package/src/lib/init-command.ts +120 -120
  71. package/src/lib/knowledge-store.test.ts +180 -180
  72. package/src/lib/knowledge-store.ts +374 -374
  73. package/src/lib/load-context.test.ts +52 -52
  74. package/src/lib/load-context.ts +52 -52
  75. package/src/lib/match-state.test.ts +134 -134
  76. package/src/lib/match-state.ts +94 -94
  77. package/src/lib/netease-tts.ts +83 -83
  78. package/src/lib/normalize.ts +42 -42
  79. package/src/lib/persona.test.ts +41 -41
  80. package/src/lib/persona.ts +72 -72
  81. package/src/lib/server-registry.ts +152 -152
  82. package/src/lib/skill-version.test.ts +48 -48
  83. package/src/lib/skill-version.ts +19 -19
  84. package/src/lib/strategy-export.test.ts +232 -232
  85. package/src/lib/strategy-export.ts +242 -242
  86. package/src/lib/tts-keys.ts +7 -7
  87. package/src/lib/tts-speech.test.ts +63 -63
  88. package/src/lib/tts-speech.ts +76 -76
  89. package/src/lib/workspace-argv.test.ts +49 -49
  90. package/src/lib/workspace-argv.ts +44 -44
  91. package/src/perception/player-history-store.test.ts +87 -87
  92. package/src/perception/player-history-store.ts +194 -194
  93. package/src/pipeline/event-format.test.ts +135 -135
  94. package/src/pipeline/event-format.ts +376 -376
  95. package/src/pipeline/event-hints.ts +173 -173
  96. package/src/pipeline/event-store.test.ts +28 -28
  97. package/src/pipeline/event-store.ts +193 -193
  98. package/src/pipeline/pipeline.ts +35 -35
  99. package/src/runtime/auto-upgrade.test.ts +66 -66
  100. package/src/runtime/auto-upgrade.ts +31 -31
  101. package/src/runtime/event-daemon.test.ts +107 -107
  102. package/src/runtime/event-daemon.ts +409 -409
  103. package/src/runtime/owner-control.ts +150 -150
  104. package/src/runtime/raw-ws-log.test.ts +33 -33
  105. package/src/runtime/raw-ws-log.ts +32 -32
  106. package/src/runtime/runtime-logger.ts +107 -107
  107. package/src/runtime/ws-client.test.ts +104 -104
  108. package/src/runtime/ws-client.ts +272 -272
  109. package/src/sdk/action.ts +166 -166
  110. package/src/sdk/index.ts +111 -111
  111. package/src/sdk/types.ts +159 -159
  112. package/src/strategies/avoid-lone.ts +11 -11
  113. package/src/strategies/avoid-players.knowledge.md +20 -20
  114. package/src/strategies/avoid-players.ts +15 -15
  115. package/src/strategies/corpse-patrol.ts +22 -22
  116. package/src/strategies/crab-sabotage.ts +21 -21
  117. package/src/strategies/custom-module.test.ts +269 -269
  118. package/src/strategies/find-player.ts +16 -16
  119. package/src/strategies/game-utils.test.ts +190 -190
  120. package/src/strategies/game-utils.ts +782 -782
  121. package/src/strategies/goals/anchor-linger.ts +77 -77
  122. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  123. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  124. package/src/strategies/goals/avoid-players-top.ts +121 -121
  125. package/src/strategies/goals/conversation-goal.ts +51 -51
  126. package/src/strategies/goals/corpse-patrol-top.ts +91 -91
  127. package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
  128. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  129. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  130. package/src/strategies/goals/find-player-top.ts +93 -93
  131. package/src/strategies/goals/flee-players-goal.ts +53 -53
  132. package/src/strategies/goals/follow-companion-goal.ts +106 -106
  133. package/src/strategies/goals/goal-manager.ts +41 -41
  134. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  135. package/src/strategies/goals/goal.ts +28 -28
  136. package/src/strategies/goals/hide-top.ts +197 -197
  137. package/src/strategies/goals/keep-away-goal.ts +217 -217
  138. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  139. package/src/strategies/goals/kill-lone-top.ts +160 -160
  140. package/src/strategies/goals/kill-target-goal.ts +59 -59
  141. package/src/strategies/goals/kill-target-top.ts +109 -109
  142. package/src/strategies/goals/leaf-goal.ts +25 -25
  143. package/src/strategies/goals/linger-corpse-goal.ts +35 -35
  144. package/src/strategies/goals/lone-kill-core.ts +82 -82
  145. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  146. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  147. package/src/strategies/goals/lone-kill-task-top.ts +86 -86
  148. package/src/strategies/goals/move-room-goal.ts +60 -60
  149. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  150. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  151. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  152. package/src/strategies/goals/paradise-fish-top.ts +207 -207
  153. package/src/strategies/goals/patrol-top.ts +57 -57
  154. package/src/strategies/goals/report-patrol-top.ts +80 -80
  155. package/src/strategies/goals/safe-task-goal.ts +102 -102
  156. package/src/strategies/goals/social-task-top.ts +161 -161
  157. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  158. package/src/strategies/goals/task-only-top.ts +57 -57
  159. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  160. package/src/strategies/goals/task-report-top.ts +57 -57
  161. package/src/strategies/goals/wander-task-goal.ts +33 -33
  162. package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -86
  163. package/src/strategies/goals/warrior-shrimp-top.ts +500 -500
  164. package/src/strategies/greeting.ts +53 -53
  165. package/src/strategies/hide-spots.ts +123 -123
  166. package/src/strategies/hide.ts +23 -23
  167. package/src/strategies/kill-frenzy.ts +12 -12
  168. package/src/strategies/kill-lone.knowledge.md +20 -20
  169. package/src/strategies/kill-lone.ts +13 -13
  170. package/src/strategies/kill-target.ts +18 -18
  171. package/src/strategies/loader.test.ts +678 -678
  172. package/src/strategies/loader.ts +172 -172
  173. package/src/strategies/lone-kill-task.ts +21 -21
  174. package/src/strategies/meeting-gate.test.ts +59 -59
  175. package/src/strategies/meeting-gate.ts +23 -23
  176. package/src/strategies/move-room.ts +15 -15
  177. package/src/strategies/new-events-backfill.ts +98 -98
  178. package/src/strategies/paradise-fish.knowledge.md +20 -20
  179. package/src/strategies/paradise-fish.ts +25 -25
  180. package/src/strategies/pathfind/distance-field.ts +150 -150
  181. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  182. package/src/strategies/pathfind/escape-planner.ts +355 -355
  183. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  184. package/src/strategies/patrol.ts +11 -11
  185. package/src/strategies/player-targets.ts +13 -13
  186. package/src/strategies/report-patrol.ts +11 -11
  187. package/src/strategies/shrimp-memory.knowledge.md +20 -20
  188. package/src/strategies/shrimp-memory.ts +25 -25
  189. package/src/strategies/social-task.test.ts +28 -28
  190. package/src/strategies/social-task.ts +49 -49
  191. package/src/strategies/spawn.ts +82 -82
  192. package/src/strategies/speech-module.ts +123 -123
  193. package/src/strategies/strategy-loop.ts +771 -771
  194. package/src/strategies/task-kill-report.ts +17 -17
  195. package/src/strategies/task-only.ts +11 -11
  196. package/src/strategies/task-report.ts +22 -22
  197. package/src/strategies/types.ts +102 -102
  198. package/src/strategies/warrior-memory.knowledge.md +22 -22
  199. package/src/strategies/warrior-memory.ts +16 -16
@@ -1,93 +1,93 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- isTargetAlive,
6
- nearestVisibleTarget,
7
- PatrolState,
8
- PATROL_REACHED_DISTANCE,
9
- PROGRESS_INTERVAL_MS,
10
- pursueVisibleTarget,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- const DEFAULT_TRACK_DISTANCE = 40;
16
- const LAST_SEEN_ARRIVE = 20;
17
-
18
- export class FindPlayerTop extends Goal {
19
- private readonly patrol = new PatrolState();
20
- private lastSeenX: number | null = null;
21
- private lastSeenY: number | null = null;
22
- private foundNotified = false;
23
-
24
- constructor(
25
- private readonly target: string,
26
- private readonly trackDistance: number = DEFAULT_TRACK_DISTANCE,
27
- ) {
28
- super();
29
- }
30
-
31
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
32
- if (!isTargetAlive(state, this.target, ctx)) {
33
- ctx.notifications.push('目标已死亡');
34
- this.emitProgress(state, ctx);
35
- return [];
36
- }
37
-
38
- const target = nearestVisibleTarget(state, ctx, [this.target]);
39
- if (target) {
40
- this.lastSeenX = target.x;
41
- this.lastSeenY = target.y;
42
- if (!this.foundNotified) {
43
- this.foundNotified = true;
44
- ctx.notifications.push('我已经牢牢跟住他了!');
45
- }
46
- const decision = pursueVisibleTarget(state, target, { kill: false, followDistance: this.trackDistance });
47
- this.emitProgress(state, ctx);
48
- return decision ? [decision] : [];
49
- }
50
-
51
- this.foundNotified = false;
52
-
53
- if (this.lastSeenX != null && this.lastSeenY != null) {
54
- if (dist(state.you.x, state.you.y, this.lastSeenX, this.lastSeenY) > LAST_SEEN_ARRIVE) {
55
- this.emitProgress(state, ctx);
56
- return [{ action: Action.move({ x: this.lastSeenX, y: this.lastSeenY }) }];
57
- }
58
- this.lastSeenX = null;
59
- this.lastSeenY = null;
60
- }
61
-
62
- this.emitProgress(state, ctx);
63
- return this.patrolDecision(state, ctx);
64
- }
65
-
66
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
67
- let room = this.patrol.nextRoom(ctx);
68
- if (!room) return [];
69
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
70
- this.patrol.advance(ctx);
71
- const next = this.patrol.nextRoom(ctx);
72
- if (next) room = next;
73
- }
74
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
75
- }
76
-
77
- private emitProgress(state: GameState, ctx: StrategyContext): void {
78
- const now = Date.now();
79
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
80
- ctx.lastProgressNotifyAt = now;
81
-
82
- const room = state.you.room ?? '未知';
83
- if (this.foundNotified) {
84
- const t = nearestVisibleTarget(state, ctx, [this.target]);
85
- const d = t ? (t.distance ?? dist(state.you.x, state.you.y, t.x, t.y)) : 0;
86
- ctx.notifications.push(`[进度] 当前在${room},正在跟踪目标${this.target},距离${Math.round(d)}px。`);
87
- } else if (this.lastSeenX != null) {
88
- ctx.notifications.push(`[进度] 当前在${room},跟丢了,正赶往${this.target}最后出现的位置。`);
89
- } else {
90
- ctx.notifications.push(`[进度] 当前在${room},正在巡逻寻找${this.target}。`);
91
- }
92
- }
93
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ isTargetAlive,
6
+ nearestVisibleTarget,
7
+ PatrolState,
8
+ PATROL_REACHED_DISTANCE,
9
+ PROGRESS_INTERVAL_MS,
10
+ pursueVisibleTarget,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ const DEFAULT_TRACK_DISTANCE = 40;
16
+ const LAST_SEEN_ARRIVE = 20;
17
+
18
+ export class FindPlayerTop extends Goal {
19
+ private readonly patrol = new PatrolState();
20
+ private lastSeenX: number | null = null;
21
+ private lastSeenY: number | null = null;
22
+ private foundNotified = false;
23
+
24
+ constructor(
25
+ private readonly target: string,
26
+ private readonly trackDistance: number = DEFAULT_TRACK_DISTANCE,
27
+ ) {
28
+ super();
29
+ }
30
+
31
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
32
+ if (!isTargetAlive(state, this.target, ctx)) {
33
+ ctx.notifications.push('目标已死亡');
34
+ this.emitProgress(state, ctx);
35
+ return [];
36
+ }
37
+
38
+ const target = nearestVisibleTarget(state, ctx, [this.target]);
39
+ if (target) {
40
+ this.lastSeenX = target.x;
41
+ this.lastSeenY = target.y;
42
+ if (!this.foundNotified) {
43
+ this.foundNotified = true;
44
+ ctx.notifications.push('我已经牢牢跟住他了!');
45
+ }
46
+ const decision = pursueVisibleTarget(state, target, { kill: false, followDistance: this.trackDistance });
47
+ this.emitProgress(state, ctx);
48
+ return decision ? [decision] : [];
49
+ }
50
+
51
+ this.foundNotified = false;
52
+
53
+ if (this.lastSeenX != null && this.lastSeenY != null) {
54
+ if (dist(state.you.x, state.you.y, this.lastSeenX, this.lastSeenY) > LAST_SEEN_ARRIVE) {
55
+ this.emitProgress(state, ctx);
56
+ return [{ action: Action.move({ x: this.lastSeenX, y: this.lastSeenY }) }];
57
+ }
58
+ this.lastSeenX = null;
59
+ this.lastSeenY = null;
60
+ }
61
+
62
+ this.emitProgress(state, ctx);
63
+ return this.patrolDecision(state, ctx);
64
+ }
65
+
66
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
67
+ let room = this.patrol.nextRoom(ctx);
68
+ if (!room) return [];
69
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
70
+ this.patrol.advance(ctx);
71
+ const next = this.patrol.nextRoom(ctx);
72
+ if (next) room = next;
73
+ }
74
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
75
+ }
76
+
77
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
78
+ const now = Date.now();
79
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
80
+ ctx.lastProgressNotifyAt = now;
81
+
82
+ const room = state.you.room ?? '未知';
83
+ if (this.foundNotified) {
84
+ const t = nearestVisibleTarget(state, ctx, [this.target]);
85
+ const d = t ? (t.distance ?? dist(state.you.x, state.you.y, t.x, t.y)) : 0;
86
+ ctx.notifications.push(`[进度] 当前在${room},正在跟踪目标${this.target},距离${Math.round(d)}px。`);
87
+ } else if (this.lastSeenX != null) {
88
+ ctx.notifications.push(`[进度] 当前在${room},跟丢了,正赶往${this.target}最后出现的位置。`);
89
+ } else {
90
+ ctx.notifications.push(`[进度] 当前在${room},正在巡逻寻找${this.target}。`);
91
+ }
92
+ }
93
+ }
@@ -1,53 +1,53 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { dist, hasReachedRoomTarget, resolveRoom, roomAwayFromPlayers } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- export type FleePlayerResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
8
-
9
- export interface FleePlayersGoalOptions {
10
- emitProgress?: boolean;
11
- finishWhenEmpty?: boolean;
12
- stopOnPlayer?: boolean;
13
- }
14
-
15
- export class FleePlayersGoal extends Goal {
16
- constructor(
17
- public readonly key: string,
18
- private readonly resolvePlayers: FleePlayerResolver,
19
- private readonly options: FleePlayersGoalOptions = {},
20
- ) {
21
- super();
22
- }
23
-
24
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
25
- const players = this.resolvePlayers(state, ctx);
26
- const worker = this.subGoal;
27
- if (worker instanceof MoveRoomGoal && this.canKeepTarget(worker, state, ctx, players)) return [];
28
-
29
- const room = roomAwayFromPlayers(state, ctx, players);
30
- if (!room) return [];
31
-
32
- if (!(worker instanceof MoveRoomGoal) || worker.room !== room.name) {
33
- if (this.subGoal) this.removeSubGoal();
34
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
35
- emitProgress: this.options.emitProgress ?? false,
36
- stopOnPlayer: this.options.stopOnPlayer ?? false,
37
- }), 0.2);
38
- }
39
- return [];
40
- }
41
-
42
- isFinish(state: GameState, ctx: StrategyContext): boolean {
43
- return (this.options.finishWhenEmpty ?? true) && this.resolvePlayers(state, ctx).length === 0;
44
- }
45
-
46
- private canKeepTarget(worker: MoveRoomGoal, state: GameState, ctx: StrategyContext, players: PlayerInfo[]): boolean {
47
- const target = resolveRoom(worker.room, ctx);
48
- if (!target) return false;
49
- if (hasReachedRoomTarget(state, target)) return true;
50
- if (ctx.blockedMoveTarget && dist(target.x, target.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 10) return false;
51
- return !players.some(player => player.room?.toLowerCase() === target.name.toLowerCase());
52
- }
53
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { dist, hasReachedRoomTarget, resolveRoom, roomAwayFromPlayers } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ export type FleePlayerResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
8
+
9
+ export interface FleePlayersGoalOptions {
10
+ emitProgress?: boolean;
11
+ finishWhenEmpty?: boolean;
12
+ stopOnPlayer?: boolean;
13
+ }
14
+
15
+ export class FleePlayersGoal extends Goal {
16
+ constructor(
17
+ public readonly key: string,
18
+ private readonly resolvePlayers: FleePlayerResolver,
19
+ private readonly options: FleePlayersGoalOptions = {},
20
+ ) {
21
+ super();
22
+ }
23
+
24
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
25
+ const players = this.resolvePlayers(state, ctx);
26
+ const worker = this.subGoal;
27
+ if (worker instanceof MoveRoomGoal && this.canKeepTarget(worker, state, ctx, players)) return [];
28
+
29
+ const room = roomAwayFromPlayers(state, ctx, players);
30
+ if (!room) return [];
31
+
32
+ if (!(worker instanceof MoveRoomGoal) || worker.room !== room.name) {
33
+ if (this.subGoal) this.removeSubGoal();
34
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
35
+ emitProgress: this.options.emitProgress ?? false,
36
+ stopOnPlayer: this.options.stopOnPlayer ?? false,
37
+ }), 0.2);
38
+ }
39
+ return [];
40
+ }
41
+
42
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
43
+ return (this.options.finishWhenEmpty ?? true) && this.resolvePlayers(state, ctx).length === 0;
44
+ }
45
+
46
+ private canKeepTarget(worker: MoveRoomGoal, state: GameState, ctx: StrategyContext, players: PlayerInfo[]): boolean {
47
+ const target = resolveRoom(worker.room, ctx);
48
+ if (!target) return false;
49
+ if (hasReachedRoomTarget(state, target)) return true;
50
+ if (ctx.blockedMoveTarget && dist(target.x, target.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 10) return false;
51
+ return !players.some(player => player.room?.toLowerCase() === target.name.toLowerCase());
52
+ }
53
+ }
@@ -1,106 +1,106 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestPlayerByDistance } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { AnchorLinger } from './anchor-linger.js';
6
- import { Goal } from './goal.js';
7
-
8
- /** 同伴移动时跟到这么近(px)就停手,不再补发移动,免得贴身打转;停住后改在锚点附近 40-100 游走。 */
9
- const FOLLOW_STOP = 80;
10
- /** 同伴本帧位置离上次记下的停留点小于这么多(px)就算「没动」。走路一步上百 px,远大于此。 */
11
- const STILL_EPS = 30;
12
- /** 同伴「没动」持续这么久(ms)就当作在做任务,切到在其停留点假装做任务(≈ 一个轮询间隔的余量)。 */
13
- const PARKED_MS = 1500;
14
- /** 距上次 tick 超过这么久(ms,被开会/高优先级行为打断)就重置跟踪,避免拿陈旧停留点误判同伴已停住。 */
15
- const STALE_MS = 5000;
16
- /** 同伴停留点离某个真实任务站点这么近(px)就以站点为晃荡中心,否则就地在停留点附近晃。 */
17
- const TASK_ANCHOR_RANGE = 100;
18
-
19
- type CompanionResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
20
-
21
- /**
22
- * 跟随可信同伴:同伴走动时跟在其身后,同伴停下(推断在做任务)时就在其停留点附近 40-100 px 游走
23
- * 「假装做任务」,融入人群躲投票——天堂鱼无刀、不做任务,靠贴着可信同伴显得正常。无法直接观测他人
24
- * 是否在做任务(PlayerInfo 不含 doing_task),故以「同伴位置连续 PARKED_MS 没动」作为代理判据。
25
- * 任务点游走复用 AnchorLinger(与贴尸 LingerCorpseGoal 同一套粘性游走)。优先级由调用方(天堂鱼
26
- * tick 的 if 链顺序)控制:排在贴尸游走之后,故跟随天然低于在尸体上晃荡。
27
- */
28
- export class FollowCompanionGoal extends Goal {
29
- private readonly wander = new AnchorLinger();
30
- private mateKey = '';
31
- private mateAnchor: Position | null = null;
32
- private stillSince = 0;
33
- private lastTickAt = 0;
34
-
35
- constructor(
36
- private readonly resolveCompanions: CompanionResolver,
37
- private readonly resolveAvoid?: CompanionResolver,
38
- ) {
39
- super();
40
- }
41
-
42
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
- const now = Date.now();
44
- const stale = now - this.lastTickAt > STALE_MS;
45
- this.lastTickAt = now;
46
-
47
- const mate = nearestPlayerByDistance(state, this.resolveCompanions(state, ctx));
48
- if (!mate) {
49
- this.resetTracking();
50
- return [];
51
- }
52
-
53
- const key = this.mateKeyOf(mate);
54
- const moved = this.mateAnchor == null
55
- || dist(mate.x, mate.y, this.mateAnchor.x, this.mateAnchor.y) > STILL_EPS;
56
- if (stale || this.mateKey !== key || moved) {
57
- this.mateKey = key;
58
- this.mateAnchor = { x: mate.x, y: mate.y };
59
- this.stillSince = now;
60
- }
61
-
62
- if (now - this.stillSince >= PARKED_MS) {
63
- // 同伴停住够久(多半在做任务):优先以其附近真实任务站点为晃荡中心——更像在做任务、坐标也比同伴
64
- // 上报位置稳;附近没有任务站点(如只是站着闲聊)就退回在停留点附近晃。旁边有要避开的人就偏到对侧。
65
- const avoid = this.resolveAvoid?.(state, ctx) ?? [];
66
- const spot = this.taskAnchorNear(ctx, this.mateAnchor!)
67
- ?? { x: this.mateAnchor!.x, y: this.mateAnchor!.y, key: `mate:${key}` };
68
- return [{ action: Action.move(this.wander.step(state, spot.key, spot, avoid)) }];
69
- }
70
-
71
- // 同伴在移动:跟上去,跟到 FOLLOW_STOP 内就不再补发移动。
72
- this.wander.reset();
73
- const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
74
- return d > FOLLOW_STOP ? [{ action: Action.move({ x: mate.x, y: mate.y }) }] : [];
75
- }
76
-
77
- isFinish(state: GameState, ctx: StrategyContext): boolean {
78
- return this.resolveCompanions(state, ctx).length === 0;
79
- }
80
-
81
- private mateKeyOf(mate: PlayerInfo): string {
82
- return mate.name || (mate.seat != null ? String(mate.seat) : `${Math.round(mate.x)},${Math.round(mate.y)}`);
83
- }
84
-
85
- /** 同伴停留点附近最近的真实任务站点(蟹的破坏点除外),带稳定 key 供 AnchorLinger 粘住游走。 */
86
- private taskAnchorNear(ctx: StrategyContext, near: Position): { x: number; y: number; key: string } | null {
87
- let best: { x: number; y: number; key: string } | null = null;
88
- let bestD = TASK_ANCHOR_RANGE;
89
- for (const t of ctx.taskLocations ?? []) {
90
- if (t.faction === 'crab') continue;
91
- const d = dist(near.x, near.y, t.x, t.y);
92
- if (d <= bestD) {
93
- best = { x: t.x, y: t.y, key: `task:${t.name}` };
94
- bestD = d;
95
- }
96
- }
97
- return best;
98
- }
99
-
100
- private resetTracking(): void {
101
- this.wander.reset();
102
- this.mateKey = '';
103
- this.mateAnchor = null;
104
- this.stillSince = 0;
105
- }
106
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestPlayerByDistance } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { AnchorLinger } from './anchor-linger.js';
6
+ import { Goal } from './goal.js';
7
+
8
+ /** 同伴移动时跟到这么近(px)就停手,不再补发移动,免得贴身打转;停住后改在锚点附近 40-100 游走。 */
9
+ const FOLLOW_STOP = 80;
10
+ /** 同伴本帧位置离上次记下的停留点小于这么多(px)就算「没动」。走路一步上百 px,远大于此。 */
11
+ const STILL_EPS = 30;
12
+ /** 同伴「没动」持续这么久(ms)就当作在做任务,切到在其停留点假装做任务(≈ 一个轮询间隔的余量)。 */
13
+ const PARKED_MS = 1500;
14
+ /** 距上次 tick 超过这么久(ms,被开会/高优先级行为打断)就重置跟踪,避免拿陈旧停留点误判同伴已停住。 */
15
+ const STALE_MS = 5000;
16
+ /** 同伴停留点离某个真实任务站点这么近(px)就以站点为晃荡中心,否则就地在停留点附近晃。 */
17
+ const TASK_ANCHOR_RANGE = 100;
18
+
19
+ type CompanionResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
20
+
21
+ /**
22
+ * 跟随可信同伴:同伴走动时跟在其身后,同伴停下(推断在做任务)时就在其停留点附近 40-100 px 游走
23
+ * 「假装做任务」,融入人群躲投票——天堂鱼无刀、不做任务,靠贴着可信同伴显得正常。无法直接观测他人
24
+ * 是否在做任务(PlayerInfo 不含 doing_task),故以「同伴位置连续 PARKED_MS 没动」作为代理判据。
25
+ * 任务点游走复用 AnchorLinger(与贴尸 LingerCorpseGoal 同一套粘性游走)。优先级由调用方(天堂鱼
26
+ * tick 的 if 链顺序)控制:排在贴尸游走之后,故跟随天然低于在尸体上晃荡。
27
+ */
28
+ export class FollowCompanionGoal extends Goal {
29
+ private readonly wander = new AnchorLinger();
30
+ private mateKey = '';
31
+ private mateAnchor: Position | null = null;
32
+ private stillSince = 0;
33
+ private lastTickAt = 0;
34
+
35
+ constructor(
36
+ private readonly resolveCompanions: CompanionResolver,
37
+ private readonly resolveAvoid?: CompanionResolver,
38
+ ) {
39
+ super();
40
+ }
41
+
42
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
+ const now = Date.now();
44
+ const stale = now - this.lastTickAt > STALE_MS;
45
+ this.lastTickAt = now;
46
+
47
+ const mate = nearestPlayerByDistance(state, this.resolveCompanions(state, ctx));
48
+ if (!mate) {
49
+ this.resetTracking();
50
+ return [];
51
+ }
52
+
53
+ const key = this.mateKeyOf(mate);
54
+ const moved = this.mateAnchor == null
55
+ || dist(mate.x, mate.y, this.mateAnchor.x, this.mateAnchor.y) > STILL_EPS;
56
+ if (stale || this.mateKey !== key || moved) {
57
+ this.mateKey = key;
58
+ this.mateAnchor = { x: mate.x, y: mate.y };
59
+ this.stillSince = now;
60
+ }
61
+
62
+ if (now - this.stillSince >= PARKED_MS) {
63
+ // 同伴停住够久(多半在做任务):优先以其附近真实任务站点为晃荡中心——更像在做任务、坐标也比同伴
64
+ // 上报位置稳;附近没有任务站点(如只是站着闲聊)就退回在停留点附近晃。旁边有要避开的人就偏到对侧。
65
+ const avoid = this.resolveAvoid?.(state, ctx) ?? [];
66
+ const spot = this.taskAnchorNear(ctx, this.mateAnchor!)
67
+ ?? { x: this.mateAnchor!.x, y: this.mateAnchor!.y, key: `mate:${key}` };
68
+ return [{ action: Action.move(this.wander.step(state, spot.key, spot, avoid)) }];
69
+ }
70
+
71
+ // 同伴在移动:跟上去,跟到 FOLLOW_STOP 内就不再补发移动。
72
+ this.wander.reset();
73
+ const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
74
+ return d > FOLLOW_STOP ? [{ action: Action.move({ x: mate.x, y: mate.y }) }] : [];
75
+ }
76
+
77
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
78
+ return this.resolveCompanions(state, ctx).length === 0;
79
+ }
80
+
81
+ private mateKeyOf(mate: PlayerInfo): string {
82
+ return mate.name || (mate.seat != null ? String(mate.seat) : `${Math.round(mate.x)},${Math.round(mate.y)}`);
83
+ }
84
+
85
+ /** 同伴停留点附近最近的真实任务站点(蟹的破坏点除外),带稳定 key 供 AnchorLinger 粘住游走。 */
86
+ private taskAnchorNear(ctx: StrategyContext, near: Position): { x: number; y: number; key: string } | null {
87
+ let best: { x: number; y: number; key: string } | null = null;
88
+ let bestD = TASK_ANCHOR_RANGE;
89
+ for (const t of ctx.taskLocations ?? []) {
90
+ if (t.faction === 'crab') continue;
91
+ const d = dist(near.x, near.y, t.x, t.y);
92
+ if (d <= bestD) {
93
+ best = { x: t.x, y: t.y, key: `task:${t.name}` };
94
+ bestD = d;
95
+ }
96
+ }
97
+ return best;
98
+ }
99
+
100
+ private resetTracking(): void {
101
+ this.wander.reset();
102
+ this.mateKey = '';
103
+ this.mateAnchor = null;
104
+ this.stillSince = 0;
105
+ }
106
+ }
@@ -1,41 +1,41 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { Goal } from './goal.js';
4
-
5
- export class GoalManager {
6
- private top: Goal | null = null;
7
-
8
- setTop(goal: Goal): void {
9
- this.top = goal;
10
- }
11
-
12
- getTop(): Goal | null {
13
- return this.top;
14
- }
15
-
16
- clear(): void {
17
- this.top = null;
18
- }
19
-
20
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
- const decisions: BehaviorDecision[] = [];
22
- let parent: Goal | null = null;
23
- let node: Goal | null = this.top;
24
-
25
- while (node !== null) {
26
- if (node.isFinish(state, ctx)) {
27
- if (parent === null) {
28
- this.top = null;
29
- } else {
30
- parent.removeSubGoal();
31
- }
32
- break;
33
- }
34
- decisions.push(...node.tick(state, ctx));
35
- parent = node;
36
- node = node.subGoal;
37
- }
38
-
39
- return decisions;
40
- }
41
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { Goal } from './goal.js';
4
+
5
+ export class GoalManager {
6
+ private top: Goal | null = null;
7
+
8
+ setTop(goal: Goal): void {
9
+ this.top = goal;
10
+ }
11
+
12
+ getTop(): Goal | null {
13
+ return this.top;
14
+ }
15
+
16
+ clear(): void {
17
+ this.top = null;
18
+ }
19
+
20
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
+ const decisions: BehaviorDecision[] = [];
22
+ let parent: Goal | null = null;
23
+ let node: Goal | null = this.top;
24
+
25
+ while (node !== null) {
26
+ if (node.isFinish(state, ctx)) {
27
+ if (parent === null) {
28
+ this.top = null;
29
+ } else {
30
+ parent.removeSubGoal();
31
+ }
32
+ break;
33
+ }
34
+ decisions.push(...node.tick(state, ctx));
35
+ parent = node;
36
+ node = node.subGoal;
37
+ }
38
+
39
+ return decisions;
40
+ }
41
+ }