@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
@@ -1,161 +1,161 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- firstAvailableTask,
6
- isTargetAlive,
7
- matchesTarget,
8
- PROGRESS_INTERVAL_MS,
9
- reportCorpseDecision,
10
- TASK_SUBMIT_RADIUS,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- export interface SocialTarget {
16
- target: string;
17
- greeting: string | null;
18
- }
19
-
20
- interface SocialTargetState {
21
- greetingSent: boolean;
22
- lastSpeechTime: number;
23
- silenceNotified: boolean;
24
- }
25
-
26
- const GREETING_DISTANCE = 200;
27
- const SILENCE_TIMEOUT_MS = 10_000;
28
-
29
- export class SocialTaskTop extends Goal {
30
- private readonly socialTargets: SocialTarget[];
31
- private readonly targetStates = new Map<string, SocialTargetState>();
32
-
33
- constructor(socialTargets: SocialTarget[]) {
34
- super();
35
- this.socialTargets = socialTargets;
36
- for (const st of socialTargets) {
37
- this.targetStates.set(st.target, {
38
- greetingSent: false,
39
- lastSpeechTime: 0,
40
- silenceNotified: false,
41
- });
42
- }
43
- }
44
-
45
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
- const decisions: BehaviorDecision[] = [];
47
- const now = Date.now();
48
-
49
- const corpseDecision = reportCorpseDecision(state, ctx);
50
- if (corpseDecision) {
51
- this.emitProgress(state, ctx);
52
- return [corpseDecision];
53
- }
54
-
55
- for (const st of this.socialTargets) {
56
- if (!isTargetAlive(state, st.target, ctx)) continue;
57
-
58
- const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
- if (!visiblePlayer) continue;
60
-
61
- const targetState = this.targetStates.get(st.target)!;
62
- const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
-
64
- const targetSpeechEvent = (state.new_events ?? []).find(
65
- evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
- );
67
-
68
- if (targetSpeechEvent) {
69
- targetState.lastSpeechTime = now;
70
- targetState.silenceNotified = false;
71
-
72
- const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
- const seatNum = visiblePlayer.seat ?? st.target;
74
- ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
- this.emitProgress(state, ctx);
76
- return decisions;
77
- }
78
-
79
- if (st.greeting != null && !targetState.greetingSent) {
80
- if (d > GREETING_DISTANCE) {
81
- if (state.you.doing_task) {
82
- this.emitProgress(state, ctx);
83
- return decisions;
84
- }
85
- decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
- this.emitProgress(state, ctx);
87
- return decisions;
88
- }
89
- decisions.push({ action: Action.speech(st.greeting) });
90
- targetState.greetingSent = true;
91
- targetState.lastSpeechTime = now;
92
- targetState.silenceNotified = false;
93
- const seatNum = visiblePlayer.seat ?? st.target;
94
- ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
- this.emitProgress(state, ctx);
96
- return decisions;
97
- }
98
-
99
- if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
- if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
- if (!targetState.silenceNotified) {
102
- targetState.silenceNotified = true;
103
- const seatNum = visiblePlayer.seat ?? st.target;
104
- ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
- }
106
- continue;
107
- }
108
- }
109
-
110
- if (targetState.greetingSent) {
111
- this.emitProgress(state, ctx);
112
- return decisions;
113
- }
114
-
115
- }
116
-
117
- const taskDecision = this.tryTask(state, ctx);
118
- if (taskDecision) decisions.push(taskDecision);
119
-
120
- this.emitProgress(state, ctx);
121
- return decisions;
122
- }
123
-
124
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
- if (!task) return null;
127
-
128
- const isEmergencyTask = task === ctx.emergency;
129
- if (state.you.doing_task && !isEmergencyTask) return null;
130
-
131
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
- return { action: Action.doTask(task.task_name) };
134
- }
135
- return { action: Action.move({ x: task.x!, y: task.y! }) };
136
- }
137
-
138
- private emitProgress(state: GameState, ctx: StrategyContext): void {
139
- const now = Date.now();
140
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
- ctx.lastProgressNotifyAt = now;
142
-
143
- const room = state.you.room ?? '未知';
144
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
-
147
- const visibleTargetNames = this.socialTargets
148
- .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
- .map(st => st.target);
150
-
151
- let msg = `[进度] 当前在${room}。`;
152
- if (visibleTargetNames.length > 0) {
153
- msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
- } else {
155
- msg += `社交目标不在视野内,正在做任务。`;
156
- }
157
- msg += ` 任务进度 ${completed}/${total}。`;
158
-
159
- ctx.notifications.push(msg);
160
- }
161
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ firstAvailableTask,
6
+ isTargetAlive,
7
+ matchesTarget,
8
+ PROGRESS_INTERVAL_MS,
9
+ reportCorpseDecision,
10
+ TASK_SUBMIT_RADIUS,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ export interface SocialTarget {
16
+ target: string;
17
+ greeting: string | null;
18
+ }
19
+
20
+ interface SocialTargetState {
21
+ greetingSent: boolean;
22
+ lastSpeechTime: number;
23
+ silenceNotified: boolean;
24
+ }
25
+
26
+ const GREETING_DISTANCE = 200;
27
+ const SILENCE_TIMEOUT_MS = 10_000;
28
+
29
+ export class SocialTaskTop extends Goal {
30
+ private readonly socialTargets: SocialTarget[];
31
+ private readonly targetStates = new Map<string, SocialTargetState>();
32
+
33
+ constructor(socialTargets: SocialTarget[]) {
34
+ super();
35
+ this.socialTargets = socialTargets;
36
+ for (const st of socialTargets) {
37
+ this.targetStates.set(st.target, {
38
+ greetingSent: false,
39
+ lastSpeechTime: 0,
40
+ silenceNotified: false,
41
+ });
42
+ }
43
+ }
44
+
45
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
+ const decisions: BehaviorDecision[] = [];
47
+ const now = Date.now();
48
+
49
+ const corpseDecision = reportCorpseDecision(state, ctx);
50
+ if (corpseDecision) {
51
+ this.emitProgress(state, ctx);
52
+ return [corpseDecision];
53
+ }
54
+
55
+ for (const st of this.socialTargets) {
56
+ if (!isTargetAlive(state, st.target, ctx)) continue;
57
+
58
+ const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
+ if (!visiblePlayer) continue;
60
+
61
+ const targetState = this.targetStates.get(st.target)!;
62
+ const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
+
64
+ const targetSpeechEvent = (state.new_events ?? []).find(
65
+ evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
+ );
67
+
68
+ if (targetSpeechEvent) {
69
+ targetState.lastSpeechTime = now;
70
+ targetState.silenceNotified = false;
71
+
72
+ const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
+ const seatNum = visiblePlayer.seat ?? st.target;
74
+ ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
+ this.emitProgress(state, ctx);
76
+ return decisions;
77
+ }
78
+
79
+ if (st.greeting != null && !targetState.greetingSent) {
80
+ if (d > GREETING_DISTANCE) {
81
+ if (state.you.doing_task) {
82
+ this.emitProgress(state, ctx);
83
+ return decisions;
84
+ }
85
+ decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
+ this.emitProgress(state, ctx);
87
+ return decisions;
88
+ }
89
+ decisions.push({ action: Action.speech(st.greeting) });
90
+ targetState.greetingSent = true;
91
+ targetState.lastSpeechTime = now;
92
+ targetState.silenceNotified = false;
93
+ const seatNum = visiblePlayer.seat ?? st.target;
94
+ ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
+ this.emitProgress(state, ctx);
96
+ return decisions;
97
+ }
98
+
99
+ if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
+ if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
+ if (!targetState.silenceNotified) {
102
+ targetState.silenceNotified = true;
103
+ const seatNum = visiblePlayer.seat ?? st.target;
104
+ ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
+ }
106
+ continue;
107
+ }
108
+ }
109
+
110
+ if (targetState.greetingSent) {
111
+ this.emitProgress(state, ctx);
112
+ return decisions;
113
+ }
114
+
115
+ }
116
+
117
+ const taskDecision = this.tryTask(state, ctx);
118
+ if (taskDecision) decisions.push(taskDecision);
119
+
120
+ this.emitProgress(state, ctx);
121
+ return decisions;
122
+ }
123
+
124
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
+ if (!task) return null;
127
+
128
+ const isEmergencyTask = task === ctx.emergency;
129
+ if (state.you.doing_task && !isEmergencyTask) return null;
130
+
131
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
+ return { action: Action.doTask(task.task_name) };
134
+ }
135
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
136
+ }
137
+
138
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
139
+ const now = Date.now();
140
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
+ ctx.lastProgressNotifyAt = now;
142
+
143
+ const room = state.you.room ?? '未知';
144
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
+
147
+ const visibleTargetNames = this.socialTargets
148
+ .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
+ .map(st => st.target);
150
+
151
+ let msg = `[进度] 当前在${room}。`;
152
+ if (visibleTargetNames.length > 0) {
153
+ msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
+ } else {
155
+ msg += `社交目标不在视野内,正在做任务。`;
156
+ }
157
+ msg += ` 任务进度 ${completed}/${total}。`;
158
+
159
+ ctx.notifications.push(msg);
160
+ }
161
+ }
@@ -1,163 +1,163 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- firstAvailableTask,
7
- hasKillUseRemaining,
8
- isTargetAlive,
9
- killCooldownSecs,
10
- killCommitRange,
11
- LONE_FOLLOW_DISTANCE,
12
- matchesTarget,
13
- PROGRESS_INTERVAL_MS,
14
- reportCorpseDecision,
15
- TASK_SUBMIT_RADIUS,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
- import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
-
21
- type VisibleTargetMatch = {
22
- player: GameState['players'][number];
23
- dist: number;
24
- };
25
-
26
- export class TaskKillReportTop extends Goal {
27
- private readonly targets: string[];
28
- private readonly targetSpottedNotified = new Set<string>();
29
-
30
- constructor(targets: string[]) {
31
- super();
32
- this.targets = [...targets];
33
- }
34
-
35
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
- const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
- if (allDead) {
38
- ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
- this.emitProgress(state, ctx);
40
- this.clearSub();
41
- return [];
42
- }
43
-
44
- const visibleMatches = this.visibleTargets(state, ctx);
45
- const cd = killCooldownSecs(state);
46
- const hasKill = hasKillUseRemaining(state);
47
- const killReady = canUseKill(state);
48
-
49
- if (visibleMatches.length > 0 && hasKill) {
50
- const nearest = visibleMatches[0];
51
-
52
- if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
- this.targetSpottedNotified.add(nearest.player.name);
54
- ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
- }
56
-
57
- if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
- ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
- return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
- }
61
-
62
- if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
- return this.emitDecisions(
64
- state,
65
- ctx,
66
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
- URGENT_GOAL_PRIORITY,
68
- );
69
- }
70
-
71
- if (!killReady) {
72
- if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
- return this.emitDecisions(
74
- state,
75
- ctx,
76
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
- URGENT_GOAL_PRIORITY,
78
- );
79
- }
80
- this.emitProgress(state, ctx);
81
- this.clearSub();
82
- return [];
83
- }
84
- } else {
85
- this.targetSpottedNotified.clear();
86
- }
87
-
88
- const reportDecision = reportCorpseDecision(state, ctx);
89
- if (reportDecision) {
90
- return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
- }
92
-
93
- const taskDecision = this.tryTask(state, ctx);
94
- if (taskDecision) {
95
- return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
- }
97
-
98
- this.emitProgress(state, ctx);
99
- this.clearSub();
100
- return [];
101
- }
102
-
103
- private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
- const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
- return state.players
106
- .map(player => {
107
- if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
- const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
- return { player, dist: d };
110
- })
111
- .filter((match): match is VisibleTargetMatch => match !== null)
112
- .sort((a, b) => a.dist - b.dist);
113
- }
114
-
115
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
- if (state.you.doing_task) return null;
117
-
118
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
- if (!task) return null;
120
-
121
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
- return { action: Action.doTask(task.task_name) };
124
- }
125
- return { action: Action.move({ x: task.x!, y: task.y! }) };
126
- }
127
-
128
- private emitDecisions(
129
- state: GameState,
130
- ctx: StrategyContext,
131
- decisions: BehaviorDecision[],
132
- priority: number,
133
- ): BehaviorDecision[] {
134
- this.emitProgress(state, ctx);
135
- return emitLeaf(this, decisions, priority);
136
- }
137
-
138
- private clearSub(): void {
139
- if (this.subGoal) this.removeSubGoal();
140
- }
141
-
142
- private emitProgress(state: GameState, ctx: StrategyContext): void {
143
- const now = Date.now();
144
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
- ctx.lastProgressNotifyAt = now;
146
-
147
- const room = state.you.room ?? '未知';
148
- const cd = killCooldownSecs(state);
149
- const killsRemaining = state.you.kills_remaining;
150
- const targetNames = this.targets.join(', ');
151
- const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
-
153
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
-
156
- let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
- if (killsRemaining === 0) msg += '出刀次数已用完。';
159
- msg += ` 任务进度 ${completed}/${total}。`;
160
-
161
- ctx.notifications.push(msg);
162
- }
163
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ firstAvailableTask,
7
+ hasKillUseRemaining,
8
+ isTargetAlive,
9
+ killCooldownSecs,
10
+ killCommitRange,
11
+ LONE_FOLLOW_DISTANCE,
12
+ matchesTarget,
13
+ PROGRESS_INTERVAL_MS,
14
+ reportCorpseDecision,
15
+ TASK_SUBMIT_RADIUS,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+ import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
+
21
+ type VisibleTargetMatch = {
22
+ player: GameState['players'][number];
23
+ dist: number;
24
+ };
25
+
26
+ export class TaskKillReportTop extends Goal {
27
+ private readonly targets: string[];
28
+ private readonly targetSpottedNotified = new Set<string>();
29
+
30
+ constructor(targets: string[]) {
31
+ super();
32
+ this.targets = [...targets];
33
+ }
34
+
35
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
+ const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
+ if (allDead) {
38
+ ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
+ this.emitProgress(state, ctx);
40
+ this.clearSub();
41
+ return [];
42
+ }
43
+
44
+ const visibleMatches = this.visibleTargets(state, ctx);
45
+ const cd = killCooldownSecs(state);
46
+ const hasKill = hasKillUseRemaining(state);
47
+ const killReady = canUseKill(state);
48
+
49
+ if (visibleMatches.length > 0 && hasKill) {
50
+ const nearest = visibleMatches[0];
51
+
52
+ if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
+ this.targetSpottedNotified.add(nearest.player.name);
54
+ ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
+ }
56
+
57
+ if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
+ ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
+ return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
+ }
61
+
62
+ if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
+ return this.emitDecisions(
64
+ state,
65
+ ctx,
66
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
+ URGENT_GOAL_PRIORITY,
68
+ );
69
+ }
70
+
71
+ if (!killReady) {
72
+ if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
+ return this.emitDecisions(
74
+ state,
75
+ ctx,
76
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
+ URGENT_GOAL_PRIORITY,
78
+ );
79
+ }
80
+ this.emitProgress(state, ctx);
81
+ this.clearSub();
82
+ return [];
83
+ }
84
+ } else {
85
+ this.targetSpottedNotified.clear();
86
+ }
87
+
88
+ const reportDecision = reportCorpseDecision(state, ctx);
89
+ if (reportDecision) {
90
+ return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
+ }
92
+
93
+ const taskDecision = this.tryTask(state, ctx);
94
+ if (taskDecision) {
95
+ return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
+ }
97
+
98
+ this.emitProgress(state, ctx);
99
+ this.clearSub();
100
+ return [];
101
+ }
102
+
103
+ private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
+ const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
+ return state.players
106
+ .map(player => {
107
+ if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
+ const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
+ return { player, dist: d };
110
+ })
111
+ .filter((match): match is VisibleTargetMatch => match !== null)
112
+ .sort((a, b) => a.dist - b.dist);
113
+ }
114
+
115
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
+ if (state.you.doing_task) return null;
117
+
118
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
+ if (!task) return null;
120
+
121
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
+ return { action: Action.doTask(task.task_name) };
124
+ }
125
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
126
+ }
127
+
128
+ private emitDecisions(
129
+ state: GameState,
130
+ ctx: StrategyContext,
131
+ decisions: BehaviorDecision[],
132
+ priority: number,
133
+ ): BehaviorDecision[] {
134
+ this.emitProgress(state, ctx);
135
+ return emitLeaf(this, decisions, priority);
136
+ }
137
+
138
+ private clearSub(): void {
139
+ if (this.subGoal) this.removeSubGoal();
140
+ }
141
+
142
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
143
+ const now = Date.now();
144
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
+ ctx.lastProgressNotifyAt = now;
146
+
147
+ const room = state.you.room ?? '未知';
148
+ const cd = killCooldownSecs(state);
149
+ const killsRemaining = state.you.kills_remaining;
150
+ const targetNames = this.targets.join(', ');
151
+ const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
+
153
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
+
156
+ let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
159
+ msg += ` 任务进度 ${completed}/${total}。`;
160
+
161
+ ctx.notifications.push(msg);
162
+ }
163
+ }