@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 { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export class TaskOnlyTop extends Goal {
7
- private lastEmergencyNotified = false;
8
-
9
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
- if (state.emergency && !this.lastEmergencyNotified) {
11
- this.lastEmergencyNotified = true;
12
- ctx.notifications.push(`紧急任务出现!优先处理。`);
13
- } else if (!state.emergency) {
14
- this.lastEmergencyNotified = false;
15
- }
16
-
17
- const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
- if (!task) {
19
- this.emitProgress(state, ctx);
20
- return [];
21
- }
22
-
23
- if (state.you.doing_task && task !== ctx.emergency) {
24
- this.emitProgress(state, ctx);
25
- return [];
26
- }
27
-
28
- const decisions = [taskMoveDecision(state, ctx, task)];
29
- this.emitProgress(state, ctx);
30
- return decisions;
31
- }
32
-
33
- private emitProgress(state: GameState, ctx: StrategyContext): void {
34
- const now = Date.now();
35
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
- ctx.lastProgressNotifyAt = now;
37
-
38
- const room = state.you.room ?? '未知';
39
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
- const total = ctx.taskData.length;
41
- const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
-
43
- let msg = `[进度] 当前在${room}`;
44
- if (current) {
45
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
- } else {
47
- msg += `,没有可用任务`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export class TaskOnlyTop extends Goal {
7
+ private lastEmergencyNotified = false;
8
+
9
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
+ if (state.emergency && !this.lastEmergencyNotified) {
11
+ this.lastEmergencyNotified = true;
12
+ ctx.notifications.push(`紧急任务出现!优先处理。`);
13
+ } else if (!state.emergency) {
14
+ this.lastEmergencyNotified = false;
15
+ }
16
+
17
+ const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
+ if (!task) {
19
+ this.emitProgress(state, ctx);
20
+ return [];
21
+ }
22
+
23
+ if (state.you.doing_task && task !== ctx.emergency) {
24
+ this.emitProgress(state, ctx);
25
+ return [];
26
+ }
27
+
28
+ const decisions = [taskMoveDecision(state, ctx, task)];
29
+ this.emitProgress(state, ctx);
30
+ return decisions;
31
+ }
32
+
33
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
34
+ const now = Date.now();
35
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
+ ctx.lastProgressNotifyAt = now;
37
+
38
+ const room = state.you.room ?? '未知';
39
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
+ const total = ctx.taskData.length;
41
+ const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
+
43
+ let msg = `[进度] 当前在${room}`;
44
+ if (current) {
45
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
+ } else {
47
+ msg += `,没有可用任务`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,41 +1,41 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, firstAvailableTask, 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 TaskPredicate = (task: TaskInfo) => boolean;
8
- const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
-
10
- /**
11
- * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
- * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
- * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
- *
15
- * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
- * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
- * 自身不发进度通知,进度由调用方按场景统一播报。
18
- */
19
- export class TaskOrPatrolGoal extends Goal {
20
- private readonly patrol = new PatrolState();
21
-
22
- constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
- super();
24
- }
25
-
26
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
- if (state.you.doing_task) return [];
28
-
29
- const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
- if (task) return [taskMoveDecision(state, ctx, task)];
31
-
32
- let room = this.patrol.nextRoom(ctx);
33
- if (!room) return [];
34
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
- this.patrol.advance(ctx);
36
- const next = this.patrol.nextRoom(ctx);
37
- if (next) room = next;
38
- }
39
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
- }
41
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, firstAvailableTask, 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 TaskPredicate = (task: TaskInfo) => boolean;
8
+ const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
+
10
+ /**
11
+ * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
+ * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
+ * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
+ *
15
+ * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
+ * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
+ * 自身不发进度通知,进度由调用方按场景统一播报。
18
+ */
19
+ export class TaskOrPatrolGoal extends Goal {
20
+ private readonly patrol = new PatrolState();
21
+
22
+ constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
+ super();
24
+ }
25
+
26
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
+ if (state.you.doing_task) return [];
28
+
29
+ const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
+ if (task) return [taskMoveDecision(state, ctx, task)];
31
+
32
+ let room = this.patrol.nextRoom(ctx);
33
+ if (!room) return [];
34
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
+ this.patrol.advance(ctx);
36
+ const next = this.patrol.nextRoom(ctx);
37
+ if (next) room = next;
38
+ }
39
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
+ }
41
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
- import { GreetingTracker } from '../greeting.js';
5
- import { Goal } from './goal.js';
6
- import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
-
8
- export class TaskReportTop extends Goal {
9
- private readonly taskGoal = new TaskOrPatrolGoal();
10
- private readonly greeting: GreetingTracker;
11
-
12
- constructor(greetingPhrases: string[]) {
13
- super();
14
- this.greeting = new GreetingTracker(greetingPhrases);
15
- }
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const decisions: BehaviorDecision[] = [];
19
-
20
- const greetingDecision = this.greeting.tryGreeting(state);
21
- if (greetingDecision) decisions.push(greetingDecision);
22
-
23
- const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
- if (reportDecision) {
25
- decisions.unshift(reportDecision);
26
- return decisions;
27
- }
28
-
29
- decisions.push(...this.taskGoal.tick(state, ctx));
30
-
31
- this.emitProgress(state, ctx);
32
- return decisions;
33
- }
34
-
35
- private emitProgress(state: GameState, ctx: StrategyContext): void {
36
- const now = Date.now();
37
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
- ctx.lastProgressNotifyAt = now;
39
-
40
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
- const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
- const room = state.you.room ?? '未知';
44
-
45
- let msg = `[进度] 当前在${room}`;
46
- if (current) {
47
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
+ import { GreetingTracker } from '../greeting.js';
5
+ import { Goal } from './goal.js';
6
+ import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
+
8
+ export class TaskReportTop extends Goal {
9
+ private readonly taskGoal = new TaskOrPatrolGoal();
10
+ private readonly greeting: GreetingTracker;
11
+
12
+ constructor(greetingPhrases: string[]) {
13
+ super();
14
+ this.greeting = new GreetingTracker(greetingPhrases);
15
+ }
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const decisions: BehaviorDecision[] = [];
19
+
20
+ const greetingDecision = this.greeting.tryGreeting(state);
21
+ if (greetingDecision) decisions.push(greetingDecision);
22
+
23
+ const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
+ if (reportDecision) {
25
+ decisions.unshift(reportDecision);
26
+ return decisions;
27
+ }
28
+
29
+ decisions.push(...this.taskGoal.tick(state, ctx));
30
+
31
+ this.emitProgress(state, ctx);
32
+ return decisions;
33
+ }
34
+
35
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
36
+ const now = Date.now();
37
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
+ ctx.lastProgressNotifyAt = now;
39
+
40
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
+ const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
+ const room = state.you.room ?? '未知';
44
+
45
+ let msg = `[进度] 当前在${room}`;
46
+ if (current) {
47
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,33 +1,33 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
-
8
- /**
9
- * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
- * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
- * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
- */
13
- export class WanderTaskGoal extends Goal {
14
- constructor(
15
- private readonly pickTask: TaskPicker,
16
- private readonly stopOnPlayer: () => boolean,
17
- private readonly patrol: PatrolState,
18
- ) {
19
- super();
20
- }
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- if (state.you.doing_task) return [];
24
-
25
- const task = this.pickTask(state, ctx);
26
- if (task) {
27
- const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
- if (decision) return decision;
29
- // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
- }
31
- return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
- }
33
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
+
8
+ /**
9
+ * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
+ * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
+ * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
+ */
13
+ export class WanderTaskGoal extends Goal {
14
+ constructor(
15
+ private readonly pickTask: TaskPicker,
16
+ private readonly stopOnPlayer: () => boolean,
17
+ private readonly patrol: PatrolState,
18
+ ) {
19
+ super();
20
+ }
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ if (state.you.doing_task) return [];
24
+
25
+ const task = this.pickTask(state, ctx);
26
+ if (task) {
27
+ const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
+ if (decision) return decision;
29
+ // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
+ }
31
+ return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
+ }
33
+ }
@@ -1,86 +1,86 @@
1
- import { describe, expect, it } from 'vitest';
2
- import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
- import type { GameState } from '../../sdk/types.js';
4
- import type { StrategyContext } from '../types.js';
5
- import { KeepAwayGoal } from './keep-away-goal.js';
6
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
- import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
-
9
- function state(): GameState {
10
- return {
11
- phase: 'wandering',
12
- tick: 1,
13
- you: {
14
- name: 'warrior',
15
- x: 0,
16
- y: 0,
17
- room: 'control',
18
- role: 'shrimp_warrior',
19
- faction: 'lobster',
20
- is_alive: true,
21
- kill_cooldown_secs: 0,
22
- kills_remaining: 1,
23
- },
24
- your_tasks: [],
25
- players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
- all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
- corpses: [],
28
- stale: false,
29
- };
30
- }
31
-
32
- function knowledge(mark: 'suspect' | 'hostile' | 'trusted') {
33
- const ts = Date.now();
34
- const file: KnowledgeFile = {
35
- version: 1,
36
- gameId: 'game-1',
37
- subjects: {
38
- 'player:target': {
39
- type: 'player',
40
- selector: 'target',
41
- tags: { [mark]: { ts } },
42
- },
43
- },
44
- };
45
- return buildKnowledgeView(file);
46
- }
47
-
48
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
- return {
50
- taskData: [],
51
- emergency: null,
52
- taskLocalBlockedUntil: 0,
53
- reportCorpseTarget: null,
54
- reportBlockedUntil: 0,
55
- notifications: [],
56
- lastProgressNotifyAt: Date.now(),
57
- teammates: new Set(),
58
- alarmDone: false,
59
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
- playerNamesBySeat: { '2': 'target' },
61
- forcePatrolAdvance: false,
62
- blockedMoveTarget: null,
63
- mySeat: 1,
64
- speechNotifications: [],
65
- agentAlerts: [],
66
- ...overrides,
67
- };
68
- }
69
-
70
- describe('WarriorShrimpTop knowledge tiers', () => {
71
- it('avoids a suspect even when the weapon is ready', () => {
72
- const top = new WarriorShrimpTop();
73
-
74
- top.tick(state(), context({ knowledge: knowledge('suspect') }));
75
-
76
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
77
- });
78
-
79
- it('hunts hostile targets', () => {
80
- const top = new WarriorShrimpTop();
81
-
82
- top.tick(state(), context({ knowledge: knowledge('hostile') }));
83
-
84
- expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
85
- });
86
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
+ import type { GameState } from '../../sdk/types.js';
4
+ import type { StrategyContext } from '../types.js';
5
+ import { KeepAwayGoal } from './keep-away-goal.js';
6
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
+ import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
+
9
+ function state(): GameState {
10
+ return {
11
+ phase: 'wandering',
12
+ tick: 1,
13
+ you: {
14
+ name: 'warrior',
15
+ x: 0,
16
+ y: 0,
17
+ room: 'control',
18
+ role: 'shrimp_warrior',
19
+ faction: 'lobster',
20
+ is_alive: true,
21
+ kill_cooldown_secs: 0,
22
+ kills_remaining: 1,
23
+ },
24
+ your_tasks: [],
25
+ players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
+ all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
+ corpses: [],
28
+ stale: false,
29
+ };
30
+ }
31
+
32
+ function knowledge(mark: 'suspect' | 'hostile' | 'trusted') {
33
+ const ts = Date.now();
34
+ const file: KnowledgeFile = {
35
+ version: 1,
36
+ gameId: 'game-1',
37
+ subjects: {
38
+ 'player:target': {
39
+ type: 'player',
40
+ selector: 'target',
41
+ tags: { [mark]: { ts } },
42
+ },
43
+ },
44
+ };
45
+ return buildKnowledgeView(file);
46
+ }
47
+
48
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
+ return {
50
+ taskData: [],
51
+ emergency: null,
52
+ taskLocalBlockedUntil: 0,
53
+ reportCorpseTarget: null,
54
+ reportBlockedUntil: 0,
55
+ notifications: [],
56
+ lastProgressNotifyAt: Date.now(),
57
+ teammates: new Set(),
58
+ alarmDone: false,
59
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
+ playerNamesBySeat: { '2': 'target' },
61
+ forcePatrolAdvance: false,
62
+ blockedMoveTarget: null,
63
+ mySeat: 1,
64
+ speechNotifications: [],
65
+ agentAlerts: [],
66
+ ...overrides,
67
+ };
68
+ }
69
+
70
+ describe('WarriorShrimpTop knowledge tiers', () => {
71
+ it('avoids a suspect even when the weapon is ready', () => {
72
+ const top = new WarriorShrimpTop();
73
+
74
+ top.tick(state(), context({ knowledge: knowledge('suspect') }));
75
+
76
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
77
+ });
78
+
79
+ it('hunts hostile targets', () => {
80
+ const top = new WarriorShrimpTop();
81
+
82
+ top.tick(state(), context({ knowledge: knowledge('hostile') }));
83
+
84
+ expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
85
+ });
86
+ });