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