@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.
- package/README.md +427 -427
- package/bin/clawclaw-cli.mjs +3 -3
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/find-hide-spots.py +157 -157
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +245 -245
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +244 -245
- package/skills/clawclaw/references/CHATTERBOX.md +142 -142
- package/skills/clawclaw/references/COMMANDS.md +148 -148
- package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +43 -43
- package/skills/clawclaw/references/STRATEGIES.md +57 -57
- package/skills/clawclaw/references/STREAM.md +91 -92
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +110 -110
- package/src/commands/_schema.ts +109 -109
- package/src/commands/account.ts +209 -209
- package/src/commands/do.test.ts +73 -73
- package/src/commands/do.ts +126 -126
- package/src/commands/events.test.ts +71 -71
- package/src/commands/events.ts +155 -155
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -84
- package/src/commands/game.ts +1027 -1027
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +19 -19
- package/src/commands/knowledge.ts +168 -168
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -45
- package/src/commands/persona.ts +57 -57
- package/src/commands/setup/codex.ts +266 -248
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +135 -135
- package/src/commands/strategy.ts +180 -180
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +966 -966
- package/src/commands/watch.ts +659 -659
- package/src/lib/auth.test.ts +59 -59
- package/src/lib/auth.ts +186 -186
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +391 -391
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +121 -121
- package/src/lib/hub-reminder.ts +75 -75
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +120 -120
- package/src/lib/knowledge-store.test.ts +180 -180
- package/src/lib/knowledge-store.ts +374 -374
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +232 -232
- package/src/lib/strategy-export.ts +242 -242
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-format.test.ts +135 -135
- package/src/pipeline/event-format.ts +376 -376
- package/src/pipeline/event-hints.ts +173 -173
- package/src/pipeline/event-store.test.ts +28 -28
- package/src/pipeline/event-store.ts +193 -193
- package/src/pipeline/pipeline.ts +35 -35
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +107 -107
- package/src/runtime/event-daemon.ts +409 -409
- package/src/runtime/owner-control.ts +150 -150
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -107
- package/src/runtime/ws-client.test.ts +104 -104
- package/src/runtime/ws-client.ts +272 -272
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +111 -111
- package/src/sdk/types.ts +159 -159
- package/src/strategies/avoid-lone.ts +11 -11
- package/src/strategies/avoid-players.knowledge.md +20 -20
- package/src/strategies/avoid-players.ts +15 -15
- package/src/strategies/corpse-patrol.ts +22 -22
- package/src/strategies/crab-sabotage.ts +21 -21
- package/src/strategies/custom-module.test.ts +269 -269
- package/src/strategies/find-player.ts +16 -16
- package/src/strategies/game-utils.test.ts +190 -190
- package/src/strategies/game-utils.ts +782 -782
- package/src/strategies/goals/anchor-linger.ts +77 -77
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +91 -91
- package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/follow-companion-goal.ts +106 -106
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/hide-top.ts +197 -197
- package/src/strategies/goals/keep-away-goal.ts +217 -217
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +25 -25
- package/src/strategies/goals/linger-corpse-goal.ts +35 -35
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +86 -86
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +207 -207
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +86 -86
- package/src/strategies/goals/warrior-shrimp-top.ts +500 -500
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/hide-spots.ts +123 -123
- package/src/strategies/hide.ts +23 -23
- package/src/strategies/kill-frenzy.ts +12 -12
- package/src/strategies/kill-lone.knowledge.md +20 -20
- package/src/strategies/kill-lone.ts +13 -13
- package/src/strategies/kill-target.ts +18 -18
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +172 -172
- package/src/strategies/lone-kill-task.ts +21 -21
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +15 -15
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/paradise-fish.knowledge.md +20 -20
- package/src/strategies/paradise-fish.ts +25 -25
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +355 -355
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +11 -11
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +11 -11
- package/src/strategies/shrimp-memory.knowledge.md +20 -20
- package/src/strategies/shrimp-memory.ts +25 -25
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +49 -49
- package/src/strategies/spawn.ts +82 -82
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.ts +771 -771
- package/src/strategies/task-kill-report.ts +17 -17
- package/src/strategies/task-only.ts +11 -11
- package/src/strategies/task-report.ts +22 -22
- package/src/strategies/types.ts +102 -102
- package/src/strategies/warrior-memory.knowledge.md +22 -22
- package/src/strategies/warrior-memory.ts +16 -16
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import { Action } from '../../sdk/action.js';
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import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
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import { dist, SHRIMP_KILL_RANGE } from '../game-utils.js';
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import { assessEscapeTarget, planEscape, type EscapeOptions } from '../pathfind/escape-planner.js';
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import { loadWalkableGrid } from '../pathfind/walkable-grid.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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const PANIC_RADIUS = 190;
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const CRITICAL_RADIUS = 100;
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const REACHED_DISTANCE = 28;
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const MIN_USEFUL_TARGET_DISTANCE = 120;
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const MAX_THREATS = 4;
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const CRITICAL_REPLAN_INTERVAL_MS = 1600;
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const PANIC_REPLAN_INTERVAL_MS = 2500;
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const PANIC_REPLAN_TARGET_SHIFT = 220;
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/**
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* keep-away 逃跑推演基线参数。各档(FLEE 不覆盖;陌生人覆盖 steps:4)在此基础上合并 options.planOpts。
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* killRange 取 SHRIMP_KILL_RANGE(160) 而非 planner 默认 80:本层威胁只有坐标、没有角色(resolver
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* 返回可见非队友的裸位置,本游戏看不到他人身份),无法逐威胁取 killRangeFor,故统一用带刀虾兜底,
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* 宁可对蟹/章鱼多拉开也不对带刀好人少逃。武士虾自卫判定(warrior-shrimp-top)复用它,保证「避不开」口径一致。
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*/
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export const KEEP_AWAY_BASE_PLAN_OPTS: EscapeOptions = {
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killRange: SHRIMP_KILL_RANGE,
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steps: 7,
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beamWidth: 8,
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directions: 16,
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fieldRadius: 900,
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};
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const FALLBACK_DISTANCES = [330, 260, 200, 140];
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const FALLBACK_ANGLE_OFFSETS = [0, Math.PI / 6, -Math.PI / 6, Math.PI / 3, -Math.PI / 3, Math.PI / 2, -Math.PI / 2, Math.PI];
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export type ThreatResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
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export interface KeepAwayGoalOptions {
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/** 交战兼结束半径(px);Infinity = resolver 返回的全算威胁。所有调用点必须显式传,无默认值。 */
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threatRadius: number;
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/** 半径内无威胁时 isFinish=true,供父节点自然回收;独立 keep-away 策略作为顶层须传 false,否则每个安静 tick 被 GoalManager 清掉再重建、idle 通知刷屏。 */
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finishWhenClear?: boolean;
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/** 无威胁时的 idle/coast 通知;作为子目标默认关闭(父节点自有进度播报)。 */
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idleNotices?: boolean;
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/** 通知措辞里威胁的称呼:发现{noun}{names},{verb}到 (x, y)。 */
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noun?: string;
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/** 覆盖 planEscape 参数(与 PLAN_OPTS 合并)。 */
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planOpts?: EscapeOptions;
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}
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function targetKey(target: Position): string {
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return `${Math.round(target.x)},${Math.round(target.y)}`;
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}
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function fallbackEscapeTarget(you: Position, threats: PlayerInfo[]): Position | null {
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if (threats.length === 0) return null;
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let vx = 0;
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let vy = 0;
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for (const t of threats) {
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const dx = you.x - t.x;
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const dy = you.y - t.y;
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const d = Math.max(1, Math.hypot(dx, dy));
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const weight = 1 / Math.max(80, d);
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vx += (dx / d) * weight;
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vy += (dy / d) * weight;
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}
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if (Math.hypot(vx, vy) < 0.001) {
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vx = you.x - threats[0].x;
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}
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if (Math.hypot(vx, vy) < 0.001) vx = 1;
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const grid = loadWalkableGrid();
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const baseAngle = Math.atan2(vy, vx);
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const nearestBefore = Math.min(...threats.map(t => dist(you.x, you.y, t.x, t.y)));
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let best: { target: Position; score: number } | null = null;
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for (const distancePx of FALLBACK_DISTANCES) {
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const angle = baseAngle + offset;
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const raw = {
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};
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const cell = grid.snapToWalkable(grid.worldToCell(raw.x, raw.y), 10);
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if (cell < 0) continue;
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const target = grid.cellToWorld(cell);
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const moveDistance = dist(you.x, you.y, target.x, target.y);
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if (moveDistance < MIN_USEFUL_TARGET_DISTANCE) continue;
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const nearestAfter = Math.min(...threats.map(t => dist(target.x, target.y, t.x, t.y)));
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const score = (nearestAfter - nearestBefore) * 4 + moveDistance - Math.abs(offset) * 80;
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}
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/**
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* 寻路躲避 Goal:用路径推演(planEscape)给出较远可走点并承诺该目标,移动中滑行,
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* 只有路径变危险、被贴近或卡路才重规划。威胁来源、交战半径、结束条件均由构造参数定制,
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* 供独立 keep-away 测试策略与 NormalShrimpTop 的 A/B 档共用。
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*/
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export class KeepAwayGoal extends Goal {
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private committed: Position | null = null;
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private lastNoticeKey = '';
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private lastCommitAt = 0;
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private lastCommitWasPanic = false;
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private readonly threatRadius: number;
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private readonly planOpts: EscapeOptions;
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constructor(
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public readonly key: string,
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private readonly resolveThreats: ThreatResolver,
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private readonly options: KeepAwayGoalOptions,
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) {
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super();
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this.threatRadius = options.threatRadius;
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this.planOpts = { ...KEEP_AWAY_BASE_PLAN_OPTS, ...options.planOpts };
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}
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const you = state.you;
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121
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const threats = this.threatsOf(state, ctx);
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122
|
-
|
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123
|
-
if (threats.length === 0) return this.handleNoThreat(you, ctx);
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124
|
-
|
|
125
|
-
const threatPoints = threats.map(p => ({ x: p.x, y: p.y }));
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const nearestThreat = dist(threats[0].x, threats[0].y, you.x, you.y);
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const shouldPanic = nearestThreat <= PANIC_RADIUS;
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|
|
129
|
-
if (this.committed && (
|
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dist(you.x, you.y, this.committed.x, this.committed.y) <= REACHED_DISTANCE
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|| (ctx.blockedMoveTarget && dist(this.committed.x, this.committed.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 24)
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)) {
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this.committed = null;
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|
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}
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|
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|
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136
|
-
const committedAssessment = this.committed
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? assessEscapeTarget(you, threatPoints, this.committed, this.planOpts)
|
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-
: null;
|
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139
|
-
const committedBad = committedAssessment
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? committedAssessment.caught || committedAssessment.distanceToTarget === Infinity
|
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: false;
|
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142
|
-
|
|
143
|
-
if (this.committed && !shouldPanic && !committedBad) return [];
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144
|
-
if (this.committed && shouldPanic) {
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145
|
-
const elapsed = Date.now() - this.lastCommitAt;
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146
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-
const isCritical = nearestThreat <= CRITICAL_RADIUS;
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|
-
if (!committedBad && isCritical && this.lastCommitWasPanic && elapsed < CRITICAL_REPLAN_INTERVAL_MS) return [];
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if (!committedBad && !isCritical && elapsed < PANIC_REPLAN_INTERVAL_MS) return [];
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|
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}
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|
-
|
|
151
|
-
if (!this.committed || shouldPanic || committedBad) {
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const plan = planEscape(you, threatPoints, this.planOpts);
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-
const target = plan.target;
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|
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const targetDistance = dist(you.x, you.y, target.x, target.y);
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|
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const caughtDetail = plan.caught
|
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156
|
-
? `规划已被追上,逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`
|
|
157
|
-
: '';
|
|
158
|
-
if (targetDistance < MIN_USEFUL_TARGET_DISTANCE) {
|
|
159
|
-
const fallback = fallbackEscapeTarget(you, threats);
|
|
160
|
-
const detail = `规划${plan.caught ? '已被追上' : '逃点太近'},逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`;
|
|
161
|
-
if (!fallback) {
|
|
162
|
-
this.notice(ctx, `planner-stuck:${Math.round(nearestThreat)}:${Math.round(targetDistance)}`, `躲避规划没有可用逃点:${detail}`);
|
|
163
|
-
return [];
|
|
164
|
-
}
|
|
165
|
-
this.commit(ctx, fallback, threats, '兜底远离', true, detail);
|
|
166
|
-
} else if (!this.committed) {
|
|
167
|
-
this.commit(ctx, target, threats, plan.caught ? '挣脱' : shouldPanic ? '急避' : '远离', shouldPanic, caughtDetail);
|
|
168
|
-
} else if (dist(target.x, target.y, this.committed.x, this.committed.y) > PANIC_REPLAN_TARGET_SHIFT) {
|
|
169
|
-
this.commit(ctx, target, threats, plan.caught ? '改挣脱' : '改避', true, caughtDetail);
|
|
170
|
-
} else {
|
|
171
|
-
return [];
|
|
172
|
-
}
|
|
173
|
-
}
|
|
174
|
-
|
|
175
|
-
const target = this.committed!;
|
|
176
|
-
return [{ action: Action.move(target).withThinking(`躲避${threats.map(p => p.name).join('、')},拉开距离`) }];
|
|
177
|
-
}
|
|
178
|
-
|
|
179
|
-
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
180
|
-
return (this.options.finishWhenClear ?? true) && this.threatsOf(state, ctx).length === 0;
|
|
181
|
-
}
|
|
182
|
-
|
|
183
|
-
private threatsOf(state: GameState, ctx: StrategyContext): PlayerInfo[] {
|
|
184
|
-
const you = state.you;
|
|
185
|
-
return this.resolveThreats(state, ctx)
|
|
186
|
-
.filter(p => this.threatRadius === Infinity || dist(p.x, p.y, you.x, you.y) < this.threatRadius)
|
|
187
|
-
.sort((a, b) => dist(a.x, a.y, you.x, you.y) - dist(b.x, b.y, you.x, you.y))
|
|
188
|
-
.slice(0, MAX_THREATS);
|
|
189
|
-
}
|
|
190
|
-
|
|
191
|
-
private handleNoThreat(you: Position & { currently_moving?: boolean }, ctx: StrategyContext): BehaviorDecision[] {
|
|
192
|
-
this.committed = null;
|
|
193
|
-
if (this.options.idleNotices) {
|
|
194
|
-
if (!you.currently_moving) this.notice(ctx, 'idle', `附近 ${this.threatRadius}px 内无人,原地待命。`);
|
|
195
|
-
else this.notice(ctx, 'coast', '威胁解除,继续完成当前移动,不再补发停步指令。');
|
|
196
|
-
}
|
|
197
|
-
return [];
|
|
198
|
-
}
|
|
199
|
-
|
|
200
|
-
private commit(ctx: StrategyContext, target: Position, threats: PlayerInfo[], verb: string, panic = false, detail = ''): void {
|
|
201
|
-
this.committed = target;
|
|
202
|
-
this.lastCommitAt = Date.now();
|
|
203
|
-
this.lastCommitWasPanic = panic;
|
|
204
|
-
const names = threats.map(p => p.name).join('、');
|
|
205
|
-
this.notice(
|
|
206
|
-
ctx,
|
|
207
|
-
`${verb}:${targetKey(target)}`,
|
|
208
|
-
`发现${this.options.noun ?? ''}${names},${verb}到 (${Math.round(target.x)}, ${Math.round(target.y)})。${detail}`,
|
|
209
|
-
);
|
|
210
|
-
}
|
|
211
|
-
|
|
212
|
-
private notice(ctx: StrategyContext, key: string, msg: string): void {
|
|
213
|
-
if (key === this.lastNoticeKey) return;
|
|
214
|
-
this.lastNoticeKey = key;
|
|
215
|
-
ctx.notifications.push(msg);
|
|
216
|
-
}
|
|
217
|
-
}
|
|
1
|
+
import { Action } from '../../sdk/action.js';
|
|
2
|
+
import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
|
|
3
|
+
import { dist, SHRIMP_KILL_RANGE } from '../game-utils.js';
|
|
4
|
+
import { assessEscapeTarget, planEscape, type EscapeOptions } from '../pathfind/escape-planner.js';
|
|
5
|
+
import { loadWalkableGrid } from '../pathfind/walkable-grid.js';
|
|
6
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
7
|
+
import { Goal } from './goal.js';
|
|
8
|
+
|
|
9
|
+
const PANIC_RADIUS = 190;
|
|
10
|
+
const CRITICAL_RADIUS = 100;
|
|
11
|
+
const REACHED_DISTANCE = 28;
|
|
12
|
+
const MIN_USEFUL_TARGET_DISTANCE = 120;
|
|
13
|
+
const MAX_THREATS = 4;
|
|
14
|
+
const CRITICAL_REPLAN_INTERVAL_MS = 1600;
|
|
15
|
+
const PANIC_REPLAN_INTERVAL_MS = 2500;
|
|
16
|
+
const PANIC_REPLAN_TARGET_SHIFT = 220;
|
|
17
|
+
/**
|
|
18
|
+
* keep-away 逃跑推演基线参数。各档(FLEE 不覆盖;陌生人覆盖 steps:4)在此基础上合并 options.planOpts。
|
|
19
|
+
* killRange 取 SHRIMP_KILL_RANGE(160) 而非 planner 默认 80:本层威胁只有坐标、没有角色(resolver
|
|
20
|
+
* 返回可见非队友的裸位置,本游戏看不到他人身份),无法逐威胁取 killRangeFor,故统一用带刀虾兜底,
|
|
21
|
+
* 宁可对蟹/章鱼多拉开也不对带刀好人少逃。武士虾自卫判定(warrior-shrimp-top)复用它,保证「避不开」口径一致。
|
|
22
|
+
*/
|
|
23
|
+
export const KEEP_AWAY_BASE_PLAN_OPTS: EscapeOptions = {
|
|
24
|
+
killRange: SHRIMP_KILL_RANGE,
|
|
25
|
+
steps: 7,
|
|
26
|
+
beamWidth: 8,
|
|
27
|
+
directions: 16,
|
|
28
|
+
fieldRadius: 900,
|
|
29
|
+
};
|
|
30
|
+
const FALLBACK_DISTANCES = [330, 260, 200, 140];
|
|
31
|
+
const FALLBACK_ANGLE_OFFSETS = [0, Math.PI / 6, -Math.PI / 6, Math.PI / 3, -Math.PI / 3, Math.PI / 2, -Math.PI / 2, Math.PI];
|
|
32
|
+
|
|
33
|
+
export type ThreatResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
|
|
34
|
+
|
|
35
|
+
export interface KeepAwayGoalOptions {
|
|
36
|
+
/** 交战兼结束半径(px);Infinity = resolver 返回的全算威胁。所有调用点必须显式传,无默认值。 */
|
|
37
|
+
threatRadius: number;
|
|
38
|
+
/** 半径内无威胁时 isFinish=true,供父节点自然回收;独立 keep-away 策略作为顶层须传 false,否则每个安静 tick 被 GoalManager 清掉再重建、idle 通知刷屏。 */
|
|
39
|
+
finishWhenClear?: boolean;
|
|
40
|
+
/** 无威胁时的 idle/coast 通知;作为子目标默认关闭(父节点自有进度播报)。 */
|
|
41
|
+
idleNotices?: boolean;
|
|
42
|
+
/** 通知措辞里威胁的称呼:发现{noun}{names},{verb}到 (x, y)。 */
|
|
43
|
+
noun?: string;
|
|
44
|
+
/** 覆盖 planEscape 参数(与 PLAN_OPTS 合并)。 */
|
|
45
|
+
planOpts?: EscapeOptions;
|
|
46
|
+
}
|
|
47
|
+
|
|
48
|
+
function targetKey(target: Position): string {
|
|
49
|
+
return `${Math.round(target.x)},${Math.round(target.y)}`;
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
function fallbackEscapeTarget(you: Position, threats: PlayerInfo[]): Position | null {
|
|
53
|
+
if (threats.length === 0) return null;
|
|
54
|
+
let vx = 0;
|
|
55
|
+
let vy = 0;
|
|
56
|
+
for (const t of threats) {
|
|
57
|
+
const dx = you.x - t.x;
|
|
58
|
+
const dy = you.y - t.y;
|
|
59
|
+
const d = Math.max(1, Math.hypot(dx, dy));
|
|
60
|
+
const weight = 1 / Math.max(80, d);
|
|
61
|
+
vx += (dx / d) * weight;
|
|
62
|
+
vy += (dy / d) * weight;
|
|
63
|
+
}
|
|
64
|
+
if (Math.hypot(vx, vy) < 0.001) {
|
|
65
|
+
vx = you.x - threats[0].x;
|
|
66
|
+
vy = you.y - threats[0].y;
|
|
67
|
+
}
|
|
68
|
+
if (Math.hypot(vx, vy) < 0.001) vx = 1;
|
|
69
|
+
|
|
70
|
+
const grid = loadWalkableGrid();
|
|
71
|
+
const baseAngle = Math.atan2(vy, vx);
|
|
72
|
+
const nearestBefore = Math.min(...threats.map(t => dist(you.x, you.y, t.x, t.y)));
|
|
73
|
+
let best: { target: Position; score: number } | null = null;
|
|
74
|
+
|
|
75
|
+
for (const distancePx of FALLBACK_DISTANCES) {
|
|
76
|
+
for (const offset of FALLBACK_ANGLE_OFFSETS) {
|
|
77
|
+
const angle = baseAngle + offset;
|
|
78
|
+
const raw = {
|
|
79
|
+
x: you.x + Math.cos(angle) * distancePx,
|
|
80
|
+
y: you.y + Math.sin(angle) * distancePx,
|
|
81
|
+
};
|
|
82
|
+
const cell = grid.snapToWalkable(grid.worldToCell(raw.x, raw.y), 10);
|
|
83
|
+
if (cell < 0) continue;
|
|
84
|
+
const target = grid.cellToWorld(cell);
|
|
85
|
+
const moveDistance = dist(you.x, you.y, target.x, target.y);
|
|
86
|
+
if (moveDistance < MIN_USEFUL_TARGET_DISTANCE) continue;
|
|
87
|
+
const nearestAfter = Math.min(...threats.map(t => dist(target.x, target.y, t.x, t.y)));
|
|
88
|
+
const score = (nearestAfter - nearestBefore) * 4 + moveDistance - Math.abs(offset) * 80;
|
|
89
|
+
if (!best || score > best.score) best = { target, score };
|
|
90
|
+
}
|
|
91
|
+
}
|
|
92
|
+
|
|
93
|
+
return best?.target ?? null;
|
|
94
|
+
}
|
|
95
|
+
|
|
96
|
+
/**
|
|
97
|
+
* 寻路躲避 Goal:用路径推演(planEscape)给出较远可走点并承诺该目标,移动中滑行,
|
|
98
|
+
* 只有路径变危险、被贴近或卡路才重规划。威胁来源、交战半径、结束条件均由构造参数定制,
|
|
99
|
+
* 供独立 keep-away 测试策略与 NormalShrimpTop 的 A/B 档共用。
|
|
100
|
+
*/
|
|
101
|
+
export class KeepAwayGoal extends Goal {
|
|
102
|
+
private committed: Position | null = null;
|
|
103
|
+
private lastNoticeKey = '';
|
|
104
|
+
private lastCommitAt = 0;
|
|
105
|
+
private lastCommitWasPanic = false;
|
|
106
|
+
private readonly threatRadius: number;
|
|
107
|
+
private readonly planOpts: EscapeOptions;
|
|
108
|
+
|
|
109
|
+
constructor(
|
|
110
|
+
public readonly key: string,
|
|
111
|
+
private readonly resolveThreats: ThreatResolver,
|
|
112
|
+
private readonly options: KeepAwayGoalOptions,
|
|
113
|
+
) {
|
|
114
|
+
super();
|
|
115
|
+
this.threatRadius = options.threatRadius;
|
|
116
|
+
this.planOpts = { ...KEEP_AWAY_BASE_PLAN_OPTS, ...options.planOpts };
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
120
|
+
const you = state.you;
|
|
121
|
+
const threats = this.threatsOf(state, ctx);
|
|
122
|
+
|
|
123
|
+
if (threats.length === 0) return this.handleNoThreat(you, ctx);
|
|
124
|
+
|
|
125
|
+
const threatPoints = threats.map(p => ({ x: p.x, y: p.y }));
|
|
126
|
+
const nearestThreat = dist(threats[0].x, threats[0].y, you.x, you.y);
|
|
127
|
+
const shouldPanic = nearestThreat <= PANIC_RADIUS;
|
|
128
|
+
|
|
129
|
+
if (this.committed && (
|
|
130
|
+
dist(you.x, you.y, this.committed.x, this.committed.y) <= REACHED_DISTANCE
|
|
131
|
+
|| (ctx.blockedMoveTarget && dist(this.committed.x, this.committed.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 24)
|
|
132
|
+
)) {
|
|
133
|
+
this.committed = null;
|
|
134
|
+
}
|
|
135
|
+
|
|
136
|
+
const committedAssessment = this.committed
|
|
137
|
+
? assessEscapeTarget(you, threatPoints, this.committed, this.planOpts)
|
|
138
|
+
: null;
|
|
139
|
+
const committedBad = committedAssessment
|
|
140
|
+
? committedAssessment.caught || committedAssessment.distanceToTarget === Infinity
|
|
141
|
+
: false;
|
|
142
|
+
|
|
143
|
+
if (this.committed && !shouldPanic && !committedBad) return [];
|
|
144
|
+
if (this.committed && shouldPanic) {
|
|
145
|
+
const elapsed = Date.now() - this.lastCommitAt;
|
|
146
|
+
const isCritical = nearestThreat <= CRITICAL_RADIUS;
|
|
147
|
+
if (!committedBad && isCritical && this.lastCommitWasPanic && elapsed < CRITICAL_REPLAN_INTERVAL_MS) return [];
|
|
148
|
+
if (!committedBad && !isCritical && elapsed < PANIC_REPLAN_INTERVAL_MS) return [];
|
|
149
|
+
}
|
|
150
|
+
|
|
151
|
+
if (!this.committed || shouldPanic || committedBad) {
|
|
152
|
+
const plan = planEscape(you, threatPoints, this.planOpts);
|
|
153
|
+
const target = plan.target;
|
|
154
|
+
const targetDistance = dist(you.x, you.y, target.x, target.y);
|
|
155
|
+
const caughtDetail = plan.caught
|
|
156
|
+
? `规划已被追上,逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`
|
|
157
|
+
: '';
|
|
158
|
+
if (targetDistance < MIN_USEFUL_TARGET_DISTANCE) {
|
|
159
|
+
const fallback = fallbackEscapeTarget(you, threats);
|
|
160
|
+
const detail = `规划${plan.caught ? '已被追上' : '逃点太近'},逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`;
|
|
161
|
+
if (!fallback) {
|
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+
this.notice(ctx, `planner-stuck:${Math.round(nearestThreat)}:${Math.round(targetDistance)}`, `躲避规划没有可用逃点:${detail}`);
|
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163
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+
return [];
|
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+
}
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165
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+
this.commit(ctx, fallback, threats, '兜底远离', true, detail);
|
|
166
|
+
} else if (!this.committed) {
|
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167
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+
this.commit(ctx, target, threats, plan.caught ? '挣脱' : shouldPanic ? '急避' : '远离', shouldPanic, caughtDetail);
|
|
168
|
+
} else if (dist(target.x, target.y, this.committed.x, this.committed.y) > PANIC_REPLAN_TARGET_SHIFT) {
|
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169
|
+
this.commit(ctx, target, threats, plan.caught ? '改挣脱' : '改避', true, caughtDetail);
|
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170
|
+
} else {
|
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171
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+
return [];
|
|
172
|
+
}
|
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|
+
}
|
|
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|
+
|
|
175
|
+
const target = this.committed!;
|
|
176
|
+
return [{ action: Action.move(target).withThinking(`躲避${threats.map(p => p.name).join('、')},拉开距离`) }];
|
|
177
|
+
}
|
|
178
|
+
|
|
179
|
+
isFinish(state: GameState, ctx: StrategyContext): boolean {
|
|
180
|
+
return (this.options.finishWhenClear ?? true) && this.threatsOf(state, ctx).length === 0;
|
|
181
|
+
}
|
|
182
|
+
|
|
183
|
+
private threatsOf(state: GameState, ctx: StrategyContext): PlayerInfo[] {
|
|
184
|
+
const you = state.you;
|
|
185
|
+
return this.resolveThreats(state, ctx)
|
|
186
|
+
.filter(p => this.threatRadius === Infinity || dist(p.x, p.y, you.x, you.y) < this.threatRadius)
|
|
187
|
+
.sort((a, b) => dist(a.x, a.y, you.x, you.y) - dist(b.x, b.y, you.x, you.y))
|
|
188
|
+
.slice(0, MAX_THREATS);
|
|
189
|
+
}
|
|
190
|
+
|
|
191
|
+
private handleNoThreat(you: Position & { currently_moving?: boolean }, ctx: StrategyContext): BehaviorDecision[] {
|
|
192
|
+
this.committed = null;
|
|
193
|
+
if (this.options.idleNotices) {
|
|
194
|
+
if (!you.currently_moving) this.notice(ctx, 'idle', `附近 ${this.threatRadius}px 内无人,原地待命。`);
|
|
195
|
+
else this.notice(ctx, 'coast', '威胁解除,继续完成当前移动,不再补发停步指令。');
|
|
196
|
+
}
|
|
197
|
+
return [];
|
|
198
|
+
}
|
|
199
|
+
|
|
200
|
+
private commit(ctx: StrategyContext, target: Position, threats: PlayerInfo[], verb: string, panic = false, detail = ''): void {
|
|
201
|
+
this.committed = target;
|
|
202
|
+
this.lastCommitAt = Date.now();
|
|
203
|
+
this.lastCommitWasPanic = panic;
|
|
204
|
+
const names = threats.map(p => p.name).join('、');
|
|
205
|
+
this.notice(
|
|
206
|
+
ctx,
|
|
207
|
+
`${verb}:${targetKey(target)}`,
|
|
208
|
+
`发现${this.options.noun ?? ''}${names},${verb}到 (${Math.round(target.x)}, ${Math.round(target.y)})。${detail}`,
|
|
209
|
+
);
|
|
210
|
+
}
|
|
211
|
+
|
|
212
|
+
private notice(ctx: StrategyContext, key: string, msg: string): void {
|
|
213
|
+
if (key === this.lastNoticeKey) return;
|
|
214
|
+
this.lastNoticeKey = key;
|
|
215
|
+
ctx.notifications.push(msg);
|
|
216
|
+
}
|
|
217
|
+
}
|
|
@@ -1,80 +1,80 @@
|
|
|
1
|
-
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
-
import {
|
|
3
|
-
dist,
|
|
4
|
-
killCooldownSecs,
|
|
5
|
-
killCommitRange,
|
|
6
|
-
LONE_FOLLOW_DISTANCE,
|
|
7
|
-
nearestPlayerByDistance,
|
|
8
|
-
nonTeammatesVisible,
|
|
9
|
-
patrolStep,
|
|
10
|
-
PatrolState,
|
|
11
|
-
PROGRESS_INTERVAL_MS,
|
|
12
|
-
pursueVisibleTarget,
|
|
13
|
-
} from '../game-utils.js';
|
|
14
|
-
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
15
|
-
import { Goal } from './goal.js';
|
|
16
|
-
|
|
17
|
-
/**
|
|
18
|
-
* 疯狂砍人:见谁杀谁(除队友外的所有可见玩家),不挑落单、不看人数、不看知识库。
|
|
19
|
-
* 与 kill-lone 不同——周围人多也照杀,绝不因人多而暂停。
|
|
20
|
-
*
|
|
21
|
-
* 逐 tick:
|
|
22
|
-
* - 视野内有非队友 → 锁定最近那个,贴上去:出刀范围内且冷却好就出刀,
|
|
23
|
-
* 冷却中保持 LONE_FOLLOW_DISTANCE 贴身跟随等待。
|
|
24
|
-
* - 否则 → 按房间顺序巡逻找猎物。永不停手。
|
|
25
|
-
*
|
|
26
|
-
* 与 kill-target 复用同一套「锁定后追/砍/等冷却」体验(pursueVisibleTarget,
|
|
27
|
-
* kill=true、followDistance=LONE_FOLLOW_DISTANCE),仅目标选取规则不同:
|
|
28
|
-
* kill-target 追指定名单,kill-frenzy 追最近的任意非队友。
|
|
29
|
-
*/
|
|
30
|
-
export class KillFrenzyTop extends Goal {
|
|
31
|
-
private readonly patrol = new PatrolState();
|
|
32
|
-
|
|
33
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
34
|
-
const target = this.nearestVictim(state, ctx);
|
|
35
|
-
if (target) {
|
|
36
|
-
const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
|
|
37
|
-
if (decision?.action.type === 'kill') {
|
|
38
|
-
ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
|
|
39
|
-
} else {
|
|
40
|
-
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
41
|
-
if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
|
|
42
|
-
}
|
|
43
|
-
this.emitProgress(state, ctx);
|
|
44
|
-
return decision ? [decision] : [];
|
|
45
|
-
}
|
|
46
|
-
|
|
47
|
-
this.emitProgress(state, ctx);
|
|
48
|
-
return patrolStep(state, ctx, this.patrol, false);
|
|
49
|
-
}
|
|
50
|
-
|
|
51
|
-
private nearestVictim(state: GameState, ctx: StrategyContext): PlayerInfo | null {
|
|
52
|
-
return nearestPlayerByDistance(state, nonTeammatesVisible(state, ctx));
|
|
53
|
-
}
|
|
54
|
-
|
|
55
|
-
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
56
|
-
const now = Date.now();
|
|
57
|
-
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
58
|
-
ctx.lastProgressNotifyAt = now;
|
|
59
|
-
|
|
60
|
-
const room = state.you.room ?? '未知';
|
|
61
|
-
const cd = killCooldownSecs(state);
|
|
62
|
-
const killsRemaining = state.you.kills_remaining;
|
|
63
|
-
const victims = nonTeammatesVisible(state, ctx);
|
|
64
|
-
|
|
65
|
-
let msg = `[进度] 当前在${room}`;
|
|
66
|
-
if (victims.length === 0) {
|
|
67
|
-
msg += ',视野内没有目标,继续巡逻寻找猎物。';
|
|
68
|
-
} else {
|
|
69
|
-
const nearest = victims.reduce((best, p) => {
|
|
70
|
-
const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
71
|
-
const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
|
|
72
|
-
return d < bestD ? p : best;
|
|
73
|
-
});
|
|
74
|
-
msg += `,视野内发现${victims.length}个目标,最近是${nearest.name}。`;
|
|
75
|
-
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
76
|
-
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
77
|
-
}
|
|
78
|
-
ctx.notifications.push(msg);
|
|
79
|
-
}
|
|
80
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import {
|
|
3
|
+
dist,
|
|
4
|
+
killCooldownSecs,
|
|
5
|
+
killCommitRange,
|
|
6
|
+
LONE_FOLLOW_DISTANCE,
|
|
7
|
+
nearestPlayerByDistance,
|
|
8
|
+
nonTeammatesVisible,
|
|
9
|
+
patrolStep,
|
|
10
|
+
PatrolState,
|
|
11
|
+
PROGRESS_INTERVAL_MS,
|
|
12
|
+
pursueVisibleTarget,
|
|
13
|
+
} from '../game-utils.js';
|
|
14
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
15
|
+
import { Goal } from './goal.js';
|
|
16
|
+
|
|
17
|
+
/**
|
|
18
|
+
* 疯狂砍人:见谁杀谁(除队友外的所有可见玩家),不挑落单、不看人数、不看知识库。
|
|
19
|
+
* 与 kill-lone 不同——周围人多也照杀,绝不因人多而暂停。
|
|
20
|
+
*
|
|
21
|
+
* 逐 tick:
|
|
22
|
+
* - 视野内有非队友 → 锁定最近那个,贴上去:出刀范围内且冷却好就出刀,
|
|
23
|
+
* 冷却中保持 LONE_FOLLOW_DISTANCE 贴身跟随等待。
|
|
24
|
+
* - 否则 → 按房间顺序巡逻找猎物。永不停手。
|
|
25
|
+
*
|
|
26
|
+
* 与 kill-target 复用同一套「锁定后追/砍/等冷却」体验(pursueVisibleTarget,
|
|
27
|
+
* kill=true、followDistance=LONE_FOLLOW_DISTANCE),仅目标选取规则不同:
|
|
28
|
+
* kill-target 追指定名单,kill-frenzy 追最近的任意非队友。
|
|
29
|
+
*/
|
|
30
|
+
export class KillFrenzyTop extends Goal {
|
|
31
|
+
private readonly patrol = new PatrolState();
|
|
32
|
+
|
|
33
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
34
|
+
const target = this.nearestVictim(state, ctx);
|
|
35
|
+
if (target) {
|
|
36
|
+
const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
|
|
37
|
+
if (decision?.action.type === 'kill') {
|
|
38
|
+
ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
|
|
39
|
+
} else {
|
|
40
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
41
|
+
if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
|
|
42
|
+
}
|
|
43
|
+
this.emitProgress(state, ctx);
|
|
44
|
+
return decision ? [decision] : [];
|
|
45
|
+
}
|
|
46
|
+
|
|
47
|
+
this.emitProgress(state, ctx);
|
|
48
|
+
return patrolStep(state, ctx, this.patrol, false);
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
private nearestVictim(state: GameState, ctx: StrategyContext): PlayerInfo | null {
|
|
52
|
+
return nearestPlayerByDistance(state, nonTeammatesVisible(state, ctx));
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
private emitProgress(state: GameState, ctx: StrategyContext): void {
|
|
56
|
+
const now = Date.now();
|
|
57
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
58
|
+
ctx.lastProgressNotifyAt = now;
|
|
59
|
+
|
|
60
|
+
const room = state.you.room ?? '未知';
|
|
61
|
+
const cd = killCooldownSecs(state);
|
|
62
|
+
const killsRemaining = state.you.kills_remaining;
|
|
63
|
+
const victims = nonTeammatesVisible(state, ctx);
|
|
64
|
+
|
|
65
|
+
let msg = `[进度] 当前在${room}`;
|
|
66
|
+
if (victims.length === 0) {
|
|
67
|
+
msg += ',视野内没有目标,继续巡逻寻找猎物。';
|
|
68
|
+
} else {
|
|
69
|
+
const nearest = victims.reduce((best, p) => {
|
|
70
|
+
const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
71
|
+
const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
|
|
72
|
+
return d < bestD ? p : best;
|
|
73
|
+
});
|
|
74
|
+
msg += `,视野内发现${victims.length}个目标,最近是${nearest.name}。`;
|
|
75
|
+
if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
|
|
76
|
+
if (killsRemaining === 0) msg += '出刀次数已用完。';
|
|
77
|
+
}
|
|
78
|
+
ctx.notifications.push(msg);
|
|
79
|
+
}
|
|
80
|
+
}
|