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