@myclaw163/clawclaw-cli 0.6.66 → 0.6.68

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 (206) hide show
  1. package/README.md +427 -427
  2. package/package.json +48 -48
  3. package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
  4. package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
  5. package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
  6. package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
  7. package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
  8. package/scripts/find-hide-spots.py +157 -157
  9. package/scripts/postinstall.mjs +20 -20
  10. package/scripts/sync-bundled-skill.mjs +244 -244
  11. package/scripts/sync-bundled-skill.test.mjs +152 -152
  12. package/skills/clawclaw/SKILL.md +244 -245
  13. package/skills/clawclaw/references/CHATTERBOX.md +142 -142
  14. package/skills/clawclaw/references/COMMANDS.md +148 -148
  15. package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
  16. package/skills/clawclaw/references/HUB.md +48 -48
  17. package/skills/clawclaw/references/KNOWLEDGE.md +45 -43
  18. package/skills/clawclaw/references/STRATEGIES.md +57 -57
  19. package/skills/clawclaw/references/STREAM.md +91 -92
  20. package/skills/clawclaw/references/TACTICS.md +65 -65
  21. package/src/assets/clawclaw-ascii-map.txt +40 -40
  22. package/src/cli.ts +110 -110
  23. package/src/commands/_schema.ts +109 -109
  24. package/src/commands/account.ts +209 -209
  25. package/src/commands/config.ts +30 -30
  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 +13 -19
  38. package/src/commands/knowledge.ts +139 -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/setup/hermes.test.ts +96 -96
  47. package/src/commands/setup/hermes.ts +76 -76
  48. package/src/commands/setup/index.ts +13 -13
  49. package/src/commands/setup/openclaw.test.ts +114 -114
  50. package/src/commands/setup/openclaw.ts +147 -147
  51. package/src/commands/skill.ts +128 -128
  52. package/src/commands/state.ts +46 -46
  53. package/src/commands/strategy.test.ts +135 -135
  54. package/src/commands/strategy.ts +180 -180
  55. package/src/commands/tts.ts +128 -128
  56. package/src/commands/upgrade.test.ts +82 -82
  57. package/src/commands/upgrade.ts +148 -148
  58. package/src/commands/watch.test.ts +966 -966
  59. package/src/commands/watch.ts +659 -659
  60. package/src/lib/auth.test.ts +59 -59
  61. package/src/lib/auth.ts +186 -186
  62. package/src/lib/command-meta.ts +37 -37
  63. package/src/lib/game-client.ts +391 -391
  64. package/src/lib/host-config-patcher.test.ts +130 -130
  65. package/src/lib/host-config-patcher.ts +151 -151
  66. package/src/lib/http-keepalive.ts +15 -15
  67. package/src/lib/http-transport.test.ts +42 -42
  68. package/src/lib/http-transport.ts +113 -113
  69. package/src/lib/hub-client.test.ts +56 -56
  70. package/src/lib/hub-client.ts +88 -88
  71. package/src/lib/hub-install.test.ts +98 -98
  72. package/src/lib/hub-install.ts +121 -121
  73. package/src/lib/hub-reminder.ts +56 -56
  74. package/src/lib/hub-unzip.test.ts +69 -69
  75. package/src/lib/hub-unzip.ts +62 -62
  76. package/src/lib/init-command.test.ts +75 -75
  77. package/src/lib/init-command.ts +120 -120
  78. package/src/lib/knowledge-store.test.ts +170 -180
  79. package/src/lib/knowledge-store.ts +369 -374
  80. package/src/lib/load-context.test.ts +52 -52
  81. package/src/lib/load-context.ts +52 -52
  82. package/src/lib/match-state.test.ts +134 -134
  83. package/src/lib/match-state.ts +94 -94
  84. package/src/lib/netease-tts.ts +83 -83
  85. package/src/lib/normalize.ts +42 -42
  86. package/src/lib/persona.test.ts +41 -41
  87. package/src/lib/persona.ts +72 -72
  88. package/src/lib/server-registry.ts +152 -152
  89. package/src/lib/skill-version.test.ts +48 -48
  90. package/src/lib/skill-version.ts +19 -19
  91. package/src/lib/strategy-export.test.ts +232 -232
  92. package/src/lib/strategy-export.ts +242 -242
  93. package/src/lib/tts-keys.ts +7 -7
  94. package/src/lib/tts-speech.test.ts +63 -63
  95. package/src/lib/tts-speech.ts +76 -76
  96. package/src/lib/workspace-argv.test.ts +49 -49
  97. package/src/lib/workspace-argv.ts +44 -44
  98. package/src/perception/player-history-store.test.ts +87 -87
  99. package/src/perception/player-history-store.ts +194 -194
  100. package/src/pipeline/event-format.test.ts +135 -135
  101. package/src/pipeline/event-format.ts +376 -376
  102. package/src/pipeline/event-hints.ts +173 -173
  103. package/src/pipeline/event-store.test.ts +28 -28
  104. package/src/pipeline/event-store.ts +193 -193
  105. package/src/pipeline/pipeline.ts +35 -35
  106. package/src/runtime/auto-upgrade.test.ts +66 -66
  107. package/src/runtime/auto-upgrade.ts +31 -31
  108. package/src/runtime/event-daemon.test.ts +107 -107
  109. package/src/runtime/event-daemon.ts +409 -409
  110. package/src/runtime/owner-control.ts +150 -150
  111. package/src/runtime/raw-ws-log.test.ts +33 -33
  112. package/src/runtime/raw-ws-log.ts +32 -32
  113. package/src/runtime/runtime-logger.ts +107 -107
  114. package/src/runtime/ws-client.test.ts +104 -104
  115. package/src/runtime/ws-client.ts +272 -272
  116. package/src/sdk/action.ts +166 -166
  117. package/src/sdk/index.ts +110 -111
  118. package/src/sdk/types.ts +161 -159
  119. package/src/strategies/avoid-lone.ts +11 -11
  120. package/src/strategies/avoid-players.knowledge.md +19 -20
  121. package/src/strategies/avoid-players.ts +15 -15
  122. package/src/strategies/corpse-patrol.ts +22 -22
  123. package/src/strategies/crab-sabotage.ts +21 -21
  124. package/src/strategies/custom-module.test.ts +269 -269
  125. package/src/strategies/find-player.ts +16 -16
  126. package/src/strategies/game-utils.test.ts +190 -190
  127. package/src/strategies/game-utils.ts +794 -782
  128. package/src/strategies/goals/anchor-linger.ts +77 -77
  129. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  130. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  131. package/src/strategies/goals/avoid-players-top.ts +121 -121
  132. package/src/strategies/goals/conversation-goal.ts +51 -51
  133. package/src/strategies/goals/corpse-patrol-top.ts +113 -91
  134. package/src/strategies/goals/crab-octopus-reflexes.ts +93 -93
  135. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  136. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  137. package/src/strategies/goals/find-player-top.ts +93 -93
  138. package/src/strategies/goals/flee-players-goal.ts +53 -53
  139. package/src/strategies/goals/follow-companion-goal.ts +106 -106
  140. package/src/strategies/goals/goal-manager.ts +41 -41
  141. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  142. package/src/strategies/goals/goal.ts +28 -28
  143. package/src/strategies/goals/hide-top.ts +197 -197
  144. package/src/strategies/goals/keep-away-goal.ts +217 -217
  145. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  146. package/src/strategies/goals/kill-lone-top.ts +160 -160
  147. package/src/strategies/goals/kill-target-goal.ts +59 -59
  148. package/src/strategies/goals/kill-target-top.ts +109 -109
  149. package/src/strategies/goals/leaf-goal.ts +27 -25
  150. package/src/strategies/goals/linger-corpse-goal.ts +35 -35
  151. package/src/strategies/goals/lone-kill-core.ts +82 -82
  152. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  153. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  154. package/src/strategies/goals/lone-kill-task-top.ts +117 -86
  155. package/src/strategies/goals/move-room-goal.ts +60 -60
  156. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  157. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  158. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  159. package/src/strategies/goals/paradise-fish-top.ts +224 -207
  160. package/src/strategies/goals/patrol-top.ts +57 -57
  161. package/src/strategies/goals/report-patrol-top.ts +80 -80
  162. package/src/strategies/goals/safe-task-goal.ts +102 -102
  163. package/src/strategies/goals/social-task-top.ts +161 -161
  164. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  165. package/src/strategies/goals/task-only-top.ts +57 -57
  166. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  167. package/src/strategies/goals/task-report-top.ts +57 -57
  168. package/src/strategies/goals/wander-task-goal.ts +33 -33
  169. package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -86
  170. package/src/strategies/goals/warrior-shrimp-top.ts +560 -500
  171. package/src/strategies/greeting.ts +53 -53
  172. package/src/strategies/hide-spots.ts +123 -123
  173. package/src/strategies/hide.ts +23 -23
  174. package/src/strategies/kill-frenzy.ts +12 -12
  175. package/src/strategies/kill-lone.knowledge.md +17 -20
  176. package/src/strategies/kill-lone.ts +13 -13
  177. package/src/strategies/kill-target.ts +18 -18
  178. package/src/strategies/loader.test.ts +678 -678
  179. package/src/strategies/loader.ts +172 -172
  180. package/src/strategies/lone-kill-task.ts +21 -21
  181. package/src/strategies/meeting-gate.test.ts +59 -59
  182. package/src/strategies/meeting-gate.ts +23 -23
  183. package/src/strategies/move-room.ts +15 -15
  184. package/src/strategies/new-events-backfill.ts +98 -98
  185. package/src/strategies/paradise-fish.knowledge.md +19 -20
  186. package/src/strategies/paradise-fish.ts +25 -25
  187. package/src/strategies/pathfind/distance-field.ts +150 -150
  188. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  189. package/src/strategies/pathfind/escape-planner.ts +355 -355
  190. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  191. package/src/strategies/patrol.ts +11 -11
  192. package/src/strategies/player-targets.ts +13 -13
  193. package/src/strategies/report-patrol.ts +11 -11
  194. package/src/strategies/shrimp-memory.knowledge.md +19 -20
  195. package/src/strategies/shrimp-memory.ts +25 -25
  196. package/src/strategies/social-task.test.ts +28 -28
  197. package/src/strategies/social-task.ts +49 -49
  198. package/src/strategies/spawn.ts +82 -82
  199. package/src/strategies/speech-module.ts +123 -123
  200. package/src/strategies/strategy-loop.ts +771 -771
  201. package/src/strategies/task-kill-report.ts +17 -17
  202. package/src/strategies/task-only.ts +11 -11
  203. package/src/strategies/task-report.ts +22 -22
  204. package/src/strategies/types.ts +102 -102
  205. package/src/strategies/warrior-memory.knowledge.md +21 -22
  206. package/src/strategies/warrior-memory.ts +16 -16
@@ -1,160 +1,160 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import {
3
- hasKillUseRemaining,
4
- hasReachedRoomTarget,
5
- isKnowledgeHostile,
6
- isKnowledgeTrusted,
7
- killCooldownSecs,
8
- LONE_IGNORE_MS,
9
- matchesAnyTarget,
10
- nearestPlayerByDistance,
11
- nonTeammatesVisible,
12
- PatrolState,
13
- PROGRESS_INTERVAL_MS,
14
- } from '../game-utils.js';
15
- import type { BehaviorDecision, StrategyContext } from '../types.js';
16
- import { Goal } from './goal.js';
17
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
- import { MoveRoomGoal } from './move-room-goal.js';
19
-
20
- const PATROL_PRIORITY = 0.2;
21
- const HUNT_PRIORITY = 0.5;
22
-
23
- export class KillLoneTop extends Goal {
24
- private readonly patrol = new PatrolState();
25
- private loneIgnoreUntil = 0;
26
- private patrolStopOnPlayer: boolean | null = null;
27
- private lastFlaggedTarget = '';
28
-
29
- constructor(private readonly protectedTargets: string[] = []) {
30
- super();
31
- }
32
-
33
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
- const now = Date.now();
35
- const nonTeammates = nonTeammatesVisible(state, ctx);
36
-
37
- if (!hasKillUseRemaining(state)) {
38
- this.setPatrolGoal(state, ctx, false);
39
- this.emitProgress(state, ctx);
40
- return [];
41
- }
42
-
43
- const flagged = nearestPlayerByDistance(
44
- state,
45
- nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
- );
47
- if (flagged) {
48
- if (flagged.name !== this.lastFlaggedTarget) {
49
- ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
- this.lastFlaggedTarget = flagged.name;
51
- }
52
- this.setHuntGoal(flagged.name, true);
53
- return [];
54
- } else {
55
- this.lastFlaggedTarget = '';
56
- }
57
-
58
- if (nonTeammates.length === 0 && state.players.length > 0) {
59
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
- }
61
-
62
- if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
- this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
- this.emitProgress(state, ctx);
65
- return [];
66
- }
67
-
68
- if (nonTeammates.length > 1) {
69
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
- this.setPatrolGoal(state, ctx, false);
71
- this.emitProgress(state, ctx);
72
- return [];
73
- }
74
-
75
- const target = nonTeammates[0];
76
- if (this.isProtected(target, ctx)) {
77
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
- this.setPatrolGoal(state, ctx, false);
79
- this.emitProgress(state, ctx);
80
- return [];
81
- }
82
-
83
- this.setHuntGoal(target.name);
84
- this.emitProgress(state, ctx);
85
- return [];
86
- }
87
-
88
- /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
- private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
- return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
- }
92
-
93
- private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
- const worker = this.subGoal;
95
- if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
- if (this.subGoal) this.removeSubGoal();
97
- this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
- this.patrolStopOnPlayer = null;
99
- }
100
-
101
- private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
- let room = this.patrol.nextRoom(ctx);
103
- if (!room) {
104
- this.clearGoal();
105
- return;
106
- }
107
-
108
- if (hasReachedRoomTarget(state, room)) {
109
- this.patrol.advance(ctx);
110
- room = this.patrol.nextRoom(ctx);
111
- if (!room) {
112
- this.clearGoal();
113
- return;
114
- }
115
- }
116
-
117
- const worker = this.subGoal;
118
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
- if (this.subGoal) this.removeSubGoal();
120
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
- emitProgress: false,
122
- stopOnPlayer,
123
- }), PATROL_PRIORITY);
124
- this.patrolStopOnPlayer = stopOnPlayer;
125
- }
126
-
127
- private clearGoal(): void {
128
- if (this.subGoal) this.removeSubGoal();
129
- this.patrolStopOnPlayer = null;
130
- }
131
-
132
- private emitProgress(state: GameState, ctx: StrategyContext): void {
133
- const now = Date.now();
134
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
- ctx.lastProgressNotifyAt = now;
136
-
137
- const room = state.you.room ?? '未知';
138
- const cd = killCooldownSecs(state);
139
- const killsRemaining = state.you.kills_remaining;
140
- const nonTeammates = nonTeammatesVisible(state, ctx);
141
-
142
- let msg = `[进度] 当前在${room}`;
143
- if (nonTeammates.length === 0) {
144
- msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
- } else if (nonTeammates.length === 1) {
146
- const target = nonTeammates[0];
147
- if (this.isProtected(target, ctx)) {
148
- msg += `,视野内发现保护目标${target.name},不动手。`;
149
- } else {
150
- msg += `,视野内发现落单目标${target.name}。`;
151
- }
152
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
- if (killsRemaining === 0) msg += '出刀次数已用完。';
154
- } else {
155
- msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
- }
157
-
158
- ctx.notifications.push(msg);
159
- }
160
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import {
3
+ hasKillUseRemaining,
4
+ hasReachedRoomTarget,
5
+ isKnowledgeHostile,
6
+ isKnowledgeTrusted,
7
+ killCooldownSecs,
8
+ LONE_IGNORE_MS,
9
+ matchesAnyTarget,
10
+ nearestPlayerByDistance,
11
+ nonTeammatesVisible,
12
+ PatrolState,
13
+ PROGRESS_INTERVAL_MS,
14
+ } from '../game-utils.js';
15
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
16
+ import { Goal } from './goal.js';
17
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
+ import { MoveRoomGoal } from './move-room-goal.js';
19
+
20
+ const PATROL_PRIORITY = 0.2;
21
+ const HUNT_PRIORITY = 0.5;
22
+
23
+ export class KillLoneTop extends Goal {
24
+ private readonly patrol = new PatrolState();
25
+ private loneIgnoreUntil = 0;
26
+ private patrolStopOnPlayer: boolean | null = null;
27
+ private lastFlaggedTarget = '';
28
+
29
+ constructor(private readonly protectedTargets: string[] = []) {
30
+ super();
31
+ }
32
+
33
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
+ const now = Date.now();
35
+ const nonTeammates = nonTeammatesVisible(state, ctx);
36
+
37
+ if (!hasKillUseRemaining(state)) {
38
+ this.setPatrolGoal(state, ctx, false);
39
+ this.emitProgress(state, ctx);
40
+ return [];
41
+ }
42
+
43
+ const flagged = nearestPlayerByDistance(
44
+ state,
45
+ nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
+ );
47
+ if (flagged) {
48
+ if (flagged.name !== this.lastFlaggedTarget) {
49
+ ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
+ this.lastFlaggedTarget = flagged.name;
51
+ }
52
+ this.setHuntGoal(flagged.name, true);
53
+ return [];
54
+ } else {
55
+ this.lastFlaggedTarget = '';
56
+ }
57
+
58
+ if (nonTeammates.length === 0 && state.players.length > 0) {
59
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
+ }
61
+
62
+ if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
+ this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
+ this.emitProgress(state, ctx);
65
+ return [];
66
+ }
67
+
68
+ if (nonTeammates.length > 1) {
69
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
+ this.setPatrolGoal(state, ctx, false);
71
+ this.emitProgress(state, ctx);
72
+ return [];
73
+ }
74
+
75
+ const target = nonTeammates[0];
76
+ if (this.isProtected(target, ctx)) {
77
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
+ this.setPatrolGoal(state, ctx, false);
79
+ this.emitProgress(state, ctx);
80
+ return [];
81
+ }
82
+
83
+ this.setHuntGoal(target.name);
84
+ this.emitProgress(state, ctx);
85
+ return [];
86
+ }
87
+
88
+ /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
+ private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
+ return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
+ }
92
+
93
+ private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
+ const worker = this.subGoal;
95
+ if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
+ if (this.subGoal) this.removeSubGoal();
97
+ this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
+ this.patrolStopOnPlayer = null;
99
+ }
100
+
101
+ private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
+ let room = this.patrol.nextRoom(ctx);
103
+ if (!room) {
104
+ this.clearGoal();
105
+ return;
106
+ }
107
+
108
+ if (hasReachedRoomTarget(state, room)) {
109
+ this.patrol.advance(ctx);
110
+ room = this.patrol.nextRoom(ctx);
111
+ if (!room) {
112
+ this.clearGoal();
113
+ return;
114
+ }
115
+ }
116
+
117
+ const worker = this.subGoal;
118
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
+ if (this.subGoal) this.removeSubGoal();
120
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
+ emitProgress: false,
122
+ stopOnPlayer,
123
+ }), PATROL_PRIORITY);
124
+ this.patrolStopOnPlayer = stopOnPlayer;
125
+ }
126
+
127
+ private clearGoal(): void {
128
+ if (this.subGoal) this.removeSubGoal();
129
+ this.patrolStopOnPlayer = null;
130
+ }
131
+
132
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
133
+ const now = Date.now();
134
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
+ ctx.lastProgressNotifyAt = now;
136
+
137
+ const room = state.you.room ?? '未知';
138
+ const cd = killCooldownSecs(state);
139
+ const killsRemaining = state.you.kills_remaining;
140
+ const nonTeammates = nonTeammatesVisible(state, ctx);
141
+
142
+ let msg = `[进度] 当前在${room}`;
143
+ if (nonTeammates.length === 0) {
144
+ msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
+ } else if (nonTeammates.length === 1) {
146
+ const target = nonTeammates[0];
147
+ if (this.isProtected(target, ctx)) {
148
+ msg += `,视野内发现保护目标${target.name},不动手。`;
149
+ } else {
150
+ msg += `,视野内发现落单目标${target.name}。`;
151
+ }
152
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
154
+ } else {
155
+ msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
+ }
157
+
158
+ ctx.notifications.push(msg);
159
+ }
160
+ }
@@ -1,59 +1,59 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- hasKillUseRemaining,
7
- isKnowledgeTrusted,
8
- killCommitRange,
9
- LONE_FOLLOW_DISTANCE,
10
- matchesAnyTarget,
11
- nonTeammatesVisible,
12
- } from '../game-utils.js';
13
- import type { BehaviorDecision, StrategyContext } from '../types.js';
14
- import { Goal } from './goal.js';
15
-
16
- export class KillVisibleTargetGoal extends Goal {
17
- constructor(
18
- public readonly targetName: string,
19
- private readonly protectedTargets: string[],
20
- public readonly ignoreCrowd = false,
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = this.target(state, ctx);
27
- if (!target) return [];
28
- if (!hasKillUseRemaining(state)) return [];
29
-
30
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
-
32
- if (d <= killCommitRange(state.you.role)) {
33
- if (canUseKill(state)) {
34
- ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
- return [{ action: Action.kill(target.name) }];
36
- }
37
- return d > LONE_FOLLOW_DISTANCE
38
- ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
- : [];
40
- }
41
-
42
- ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
- return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
- }
45
-
46
- isFinish(state: GameState, ctx: StrategyContext): boolean {
47
- return this.target(state, ctx) == null;
48
- }
49
-
50
- private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
- const visible = nonTeammatesVisible(state, ctx);
52
- if (!this.ignoreCrowd && visible.length !== 1) return null;
53
- const target = visible.find(p => p.name === this.targetName) ?? null;
54
- if (!target) return null;
55
- if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
- if (isKnowledgeTrusted(target, ctx)) return null;
57
- return target;
58
- }
59
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ hasKillUseRemaining,
7
+ isKnowledgeTrusted,
8
+ killCommitRange,
9
+ LONE_FOLLOW_DISTANCE,
10
+ matchesAnyTarget,
11
+ nonTeammatesVisible,
12
+ } from '../game-utils.js';
13
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
14
+ import { Goal } from './goal.js';
15
+
16
+ export class KillVisibleTargetGoal extends Goal {
17
+ constructor(
18
+ public readonly targetName: string,
19
+ private readonly protectedTargets: string[],
20
+ public readonly ignoreCrowd = false,
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = this.target(state, ctx);
27
+ if (!target) return [];
28
+ if (!hasKillUseRemaining(state)) return [];
29
+
30
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
+
32
+ if (d <= killCommitRange(state.you.role)) {
33
+ if (canUseKill(state)) {
34
+ ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
+ return [{ action: Action.kill(target.name) }];
36
+ }
37
+ return d > LONE_FOLLOW_DISTANCE
38
+ ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
+ : [];
40
+ }
41
+
42
+ ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
+ return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
+ }
45
+
46
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
47
+ return this.target(state, ctx) == null;
48
+ }
49
+
50
+ private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
+ const visible = nonTeammatesVisible(state, ctx);
52
+ if (!this.ignoreCrowd && visible.length !== 1) return null;
53
+ const target = visible.find(p => p.name === this.targetName) ?? null;
54
+ if (!target) return null;
55
+ if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
+ if (isKnowledgeTrusted(target, ctx)) return null;
57
+ return target;
58
+ }
59
+ }
@@ -1,109 +1,109 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- dist,
4
- killCooldownSecs,
5
- isTargetAlive,
6
- isRecentlyKilledTarget,
7
- killCommitRange,
8
- LONE_FOLLOW_DISTANCE,
9
- LONE_IGNORE_MS,
10
- matchesTarget,
11
- nearestVisibleTarget,
12
- patrolStep,
13
- PatrolState,
14
- PROGRESS_INTERVAL_MS,
15
- pursueVisibleTarget,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
-
20
- export class KillTargetTop extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private skipStopUntil = 0;
23
- private completedAfterKill = false;
24
- private completedNotified = false;
25
-
26
- constructor(private readonly targets: string[]) {
27
- super();
28
- }
29
-
30
- onMeetingResume(): void {
31
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
- }
33
-
34
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
- if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
-
37
- const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
- const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
- const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
- if (validTargets.length === 0) {
41
- if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
- this.completedAfterKill = true;
43
- return this.completedPatrol(state, ctx);
44
- }
45
- ctx.notifications.push('所有目标都已死亡或为队友');
46
- this.emitProgress(state, ctx);
47
- return [];
48
- }
49
-
50
- const target = nearestVisibleTarget(state, ctx, validTargets);
51
- if (target) {
52
- const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
- if (decision?.action.type === 'kill') {
54
- ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
- } else {
56
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
- if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
- }
59
- this.emitProgress(state, ctx);
60
- return decision ? [decision] : [];
61
- }
62
-
63
- if (state.players.length > 0 || ctx.emergency) {
64
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
- }
66
- this.emitProgress(state, ctx);
67
- return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
- }
69
-
70
- private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
- if (!this.completedNotified) {
72
- ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
- ctx.forcePatrolAdvance = true;
74
- this.completedNotified = true;
75
- }
76
- return patrolStep(state, ctx, this.patrol, false);
77
- }
78
-
79
- private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
- if (!isTargetAlive(state, t, ctx)) return false;
81
- const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
- const resolvedName = nameFromSeat ?? t.trim();
83
- return !ctx.teammates.has(resolvedName);
84
- }
85
-
86
- private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
- return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
- }
89
-
90
- private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
- const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
- if (player) return player.is_alive === false;
93
- return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
- }
95
-
96
- private emitProgress(state: GameState, ctx: StrategyContext): void {
97
- const now = Date.now();
98
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
- ctx.lastProgressNotifyAt = now;
100
-
101
- const room = state.you.room ?? '未知';
102
- const cd = killCooldownSecs(state);
103
- const killsRemaining = state.you.kills_remaining;
104
- let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
- if (killsRemaining === 0) msg += '出刀次数已用完。';
107
- ctx.notifications.push(msg);
108
- }
109
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ dist,
4
+ killCooldownSecs,
5
+ isTargetAlive,
6
+ isRecentlyKilledTarget,
7
+ killCommitRange,
8
+ LONE_FOLLOW_DISTANCE,
9
+ LONE_IGNORE_MS,
10
+ matchesTarget,
11
+ nearestVisibleTarget,
12
+ patrolStep,
13
+ PatrolState,
14
+ PROGRESS_INTERVAL_MS,
15
+ pursueVisibleTarget,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+
20
+ export class KillTargetTop extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private skipStopUntil = 0;
23
+ private completedAfterKill = false;
24
+ private completedNotified = false;
25
+
26
+ constructor(private readonly targets: string[]) {
27
+ super();
28
+ }
29
+
30
+ onMeetingResume(): void {
31
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
+ }
33
+
34
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
+ if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
+
37
+ const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
+ const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
+ const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
+ if (validTargets.length === 0) {
41
+ if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
+ this.completedAfterKill = true;
43
+ return this.completedPatrol(state, ctx);
44
+ }
45
+ ctx.notifications.push('所有目标都已死亡或为队友');
46
+ this.emitProgress(state, ctx);
47
+ return [];
48
+ }
49
+
50
+ const target = nearestVisibleTarget(state, ctx, validTargets);
51
+ if (target) {
52
+ const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
+ if (decision?.action.type === 'kill') {
54
+ ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
+ } else {
56
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
+ }
59
+ this.emitProgress(state, ctx);
60
+ return decision ? [decision] : [];
61
+ }
62
+
63
+ if (state.players.length > 0 || ctx.emergency) {
64
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
+ }
66
+ this.emitProgress(state, ctx);
67
+ return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
+ }
69
+
70
+ private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
+ if (!this.completedNotified) {
72
+ ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
+ ctx.forcePatrolAdvance = true;
74
+ this.completedNotified = true;
75
+ }
76
+ return patrolStep(state, ctx, this.patrol, false);
77
+ }
78
+
79
+ private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
+ if (!isTargetAlive(state, t, ctx)) return false;
81
+ const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
+ const resolvedName = nameFromSeat ?? t.trim();
83
+ return !ctx.teammates.has(resolvedName);
84
+ }
85
+
86
+ private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
+ return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
+ }
89
+
90
+ private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
+ const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
+ if (player) return player.is_alive === false;
93
+ return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
+ }
95
+
96
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
97
+ const now = Date.now();
98
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
+ ctx.lastProgressNotifyAt = now;
100
+
101
+ const room = state.you.room ?? '未知';
102
+ const cd = killCooldownSecs(state);
103
+ const killsRemaining = state.you.kills_remaining;
104
+ let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
107
+ ctx.notifications.push(msg);
108
+ }
109
+ }