@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
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- const PATROL_PRIORITY = 0.2;
8
-
9
- export class PatrolTop extends Goal {
10
- private readonly patrol = new PatrolState();
11
-
12
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
- let room = this.patrol.nextRoom(ctx);
14
- if (!room) {
15
- this.emitProgress(state, ctx, null);
16
- return [];
17
- }
18
-
19
- if (hasReachedRoomTarget(state, room)) {
20
- this.patrol.advance(ctx);
21
- room = this.patrol.nextRoom(ctx);
22
- if (!room) {
23
- this.emitProgress(state, ctx, null);
24
- return [];
25
- }
26
- }
27
-
28
- const worker = this.subGoal;
29
- if (worker instanceof MoveRoomGoal) {
30
- if (worker.room !== room.name) {
31
- this.removeSubGoal();
32
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
- }
34
- } else {
35
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
- }
37
- this.emitProgress(state, ctx, room);
38
- return [];
39
- }
40
-
41
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
- const now = Date.now();
43
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
- ctx.lastProgressNotifyAt = now;
45
-
46
- const room = state.you.room ?? '未知';
47
- const totalRooms = ctx.rooms.length;
48
-
49
- let msg = `[进度] 当前在${room}`;
50
- if (target) {
51
- msg += `,正在巡逻前往${target.name}`;
52
- }
53
- msg += `。共${totalRooms}个房间。`;
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ const PATROL_PRIORITY = 0.2;
8
+
9
+ export class PatrolTop extends Goal {
10
+ private readonly patrol = new PatrolState();
11
+
12
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
+ let room = this.patrol.nextRoom(ctx);
14
+ if (!room) {
15
+ this.emitProgress(state, ctx, null);
16
+ return [];
17
+ }
18
+
19
+ if (hasReachedRoomTarget(state, room)) {
20
+ this.patrol.advance(ctx);
21
+ room = this.patrol.nextRoom(ctx);
22
+ if (!room) {
23
+ this.emitProgress(state, ctx, null);
24
+ return [];
25
+ }
26
+ }
27
+
28
+ const worker = this.subGoal;
29
+ if (worker instanceof MoveRoomGoal) {
30
+ if (worker.room !== room.name) {
31
+ this.removeSubGoal();
32
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
+ }
34
+ } else {
35
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
+ }
37
+ this.emitProgress(state, ctx, room);
38
+ return [];
39
+ }
40
+
41
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
+ const now = Date.now();
43
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
+ ctx.lastProgressNotifyAt = now;
45
+
46
+ const room = state.you.room ?? '未知';
47
+ const totalRooms = ctx.rooms.length;
48
+
49
+ let msg = `[进度] 当前在${room}`;
50
+ if (target) {
51
+ msg += `,正在巡逻前往${target.name}`;
52
+ }
53
+ msg += `。共${totalRooms}个房间。`;
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,80 +1,80 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- nearestKnownCorpse,
5
- nearestReportableCorpse,
6
- patrolStep,
7
- PatrolState,
8
- PROGRESS_INTERVAL_MS,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, StrategyContext } from '../types.js';
11
- import { Goal } from './goal.js';
12
-
13
- export class ReportPatrolTop extends Goal {
14
- private readonly patrol = new PatrolState();
15
- private lastCorpseNotified = false;
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const reportDecision = this.tryReport(state, ctx);
19
- if (reportDecision) {
20
- this.emitProgress(state, ctx);
21
- return [reportDecision];
22
- }
23
-
24
- const decisions = this.patrolDecision(state, ctx);
25
- this.emitProgress(state, ctx);
26
- return decisions;
27
- }
28
-
29
- private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
- const reportable = nearestReportableCorpse(state);
31
- if (reportable) {
32
- ctx.reportCorpseTarget = null;
33
- this.lastCorpseNotified = false;
34
- ctx.notifications.push('发现尸体,正在报告!');
35
- return { action: Action.report(reportable.name, reportable.room) };
36
- }
37
-
38
- const corpse = nearestKnownCorpse(state, ctx);
39
- if (corpse) {
40
- if (!this.lastCorpseNotified) {
41
- this.lastCorpseNotified = true;
42
- const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
- ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
- }
45
- ctx.reportCorpseTarget = corpse;
46
- return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
- }
48
-
49
- this.lastCorpseNotified = false;
50
- ctx.reportCorpseTarget = null;
51
- return null;
52
- }
53
-
54
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
- if (state.you.doing_task) return [];
56
- return patrolStep(state, ctx, this.patrol, false);
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 target = this.patrol.nextRoom(ctx);
66
-
67
- let msg = `[进度] 当前在${room}`;
68
- if (ctx.reportCorpseTarget) {
69
- const label = ctx.reportCorpseTarget.name ?? '未知';
70
- msg += `,正在靠近${label}的尸体准备报告。`;
71
- } else if (target) {
72
- msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
- } else {
74
- msg += ',巡逻中。';
75
- }
76
- msg += ` 共${ctx.rooms.length}个房间。`;
77
-
78
- ctx.notifications.push(msg);
79
- }
80
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ nearestKnownCorpse,
5
+ nearestReportableCorpse,
6
+ patrolStep,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+
13
+ export class ReportPatrolTop extends Goal {
14
+ private readonly patrol = new PatrolState();
15
+ private lastCorpseNotified = false;
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const reportDecision = this.tryReport(state, ctx);
19
+ if (reportDecision) {
20
+ this.emitProgress(state, ctx);
21
+ return [reportDecision];
22
+ }
23
+
24
+ const decisions = this.patrolDecision(state, ctx);
25
+ this.emitProgress(state, ctx);
26
+ return decisions;
27
+ }
28
+
29
+ private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
+ const reportable = nearestReportableCorpse(state);
31
+ if (reportable) {
32
+ ctx.reportCorpseTarget = null;
33
+ this.lastCorpseNotified = false;
34
+ ctx.notifications.push('发现尸体,正在报告!');
35
+ return { action: Action.report(reportable.name, reportable.room) };
36
+ }
37
+
38
+ const corpse = nearestKnownCorpse(state, ctx);
39
+ if (corpse) {
40
+ if (!this.lastCorpseNotified) {
41
+ this.lastCorpseNotified = true;
42
+ const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
+ ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
+ }
45
+ ctx.reportCorpseTarget = corpse;
46
+ return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
+ }
48
+
49
+ this.lastCorpseNotified = false;
50
+ ctx.reportCorpseTarget = null;
51
+ return null;
52
+ }
53
+
54
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
+ if (state.you.doing_task) return [];
56
+ return patrolStep(state, ctx, this.patrol, false);
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 target = this.patrol.nextRoom(ctx);
66
+
67
+ let msg = `[进度] 当前在${room}`;
68
+ if (ctx.reportCorpseTarget) {
69
+ const label = ctx.reportCorpseTarget.name ?? '未知';
70
+ msg += `,正在靠近${label}的尸体准备报告。`;
71
+ } else if (target) {
72
+ msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
+ } else {
74
+ msg += ',巡逻中。';
75
+ }
76
+ msg += ` 共${ctx.rooms.length}个房间。`;
77
+
78
+ ctx.notifications.push(msg);
79
+ }
80
+ }
@@ -1,102 +1,102 @@
1
- import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
- const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
-
10
- export interface SafeTaskPlanOptions {
11
- holdUnsafeCurrentForMs?: number;
12
- }
13
-
14
- /**
15
- * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
- * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
- * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
- * 全部任务被排除或做完时按房间顺序巡逻。
19
- */
20
- export class SafeTaskOrPatrolGoal extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private current: TaskInfo | null = null;
23
- private holdUnsafeCurrentUntil = 0;
24
-
25
- constructor(private readonly threatPoints: ThreatPointResolver) {
26
- super();
27
- }
28
-
29
- /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
- get currentTask(): TaskInfo | null {
31
- return this.current;
32
- }
33
-
34
- /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
- planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
- if (opts.holdUnsafeCurrentForMs != null) {
37
- this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
- }
39
- if (state.you.doing_task) return this.current;
40
-
41
- const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
- threatPoints: this.threatPoints(state, ctx),
43
- stickyTaskName: this.current?.task_name ?? null,
44
- });
45
- this.current = task;
46
- return task;
47
- }
48
-
49
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
- if (state.you.doing_task) return [];
51
-
52
- const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
- if (locked) {
54
- this.current = locked;
55
- return [taskMoveDecision(state, ctx, locked)];
56
- }
57
-
58
- if (this.current) {
59
- const remembered = this.findCurrentTask(ctx);
60
- if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
- this.current = null;
62
- const replanned = this.planTask(state, ctx);
63
- if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
- }
65
-
66
- let room = this.patrol.nextRoom(ctx);
67
- if (!room) return [];
68
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
- this.patrol.advance(ctx);
70
- const next = this.patrol.nextRoom(ctx);
71
- if (next) room = next;
72
- }
73
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
- }
75
-
76
- private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
- const current = this.findCurrentTask(ctx);
78
- if (!current) return null;
79
-
80
- const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
- threatPoints: this.threatPoints(state, ctx),
82
- stickyTaskName: current.task_name,
83
- });
84
- return safe;
85
- }
86
-
87
- private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
- if (!this.current) return null;
89
- return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
- ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
- ?? null;
92
- }
93
-
94
- private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
- return task.status !== 'completed'
96
- && task.status !== 'in_progress'
97
- && task.x != null
98
- && task.y != null
99
- && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
- && NON_CRAB(task);
101
- }
102
- }
1
+ import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
+ const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
+
10
+ export interface SafeTaskPlanOptions {
11
+ holdUnsafeCurrentForMs?: number;
12
+ }
13
+
14
+ /**
15
+ * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
+ * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
+ * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
+ * 全部任务被排除或做完时按房间顺序巡逻。
19
+ */
20
+ export class SafeTaskOrPatrolGoal extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private current: TaskInfo | null = null;
23
+ private holdUnsafeCurrentUntil = 0;
24
+
25
+ constructor(private readonly threatPoints: ThreatPointResolver) {
26
+ super();
27
+ }
28
+
29
+ /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
+ get currentTask(): TaskInfo | null {
31
+ return this.current;
32
+ }
33
+
34
+ /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
+ planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
+ if (opts.holdUnsafeCurrentForMs != null) {
37
+ this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
+ }
39
+ if (state.you.doing_task) return this.current;
40
+
41
+ const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
+ threatPoints: this.threatPoints(state, ctx),
43
+ stickyTaskName: this.current?.task_name ?? null,
44
+ });
45
+ this.current = task;
46
+ return task;
47
+ }
48
+
49
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
+ if (state.you.doing_task) return [];
51
+
52
+ const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
+ if (locked) {
54
+ this.current = locked;
55
+ return [taskMoveDecision(state, ctx, locked)];
56
+ }
57
+
58
+ if (this.current) {
59
+ const remembered = this.findCurrentTask(ctx);
60
+ if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
+ this.current = null;
62
+ const replanned = this.planTask(state, ctx);
63
+ if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
+ }
65
+
66
+ let room = this.patrol.nextRoom(ctx);
67
+ if (!room) return [];
68
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
+ this.patrol.advance(ctx);
70
+ const next = this.patrol.nextRoom(ctx);
71
+ if (next) room = next;
72
+ }
73
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
+ }
75
+
76
+ private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
+ const current = this.findCurrentTask(ctx);
78
+ if (!current) return null;
79
+
80
+ const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
+ threatPoints: this.threatPoints(state, ctx),
82
+ stickyTaskName: current.task_name,
83
+ });
84
+ return safe;
85
+ }
86
+
87
+ private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
+ if (!this.current) return null;
89
+ return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
+ ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
+ ?? null;
92
+ }
93
+
94
+ private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
+ return task.status !== 'completed'
96
+ && task.status !== 'in_progress'
97
+ && task.x != null
98
+ && task.y != null
99
+ && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
+ && NON_CRAB(task);
101
+ }
102
+ }