@myclaw163/clawclaw-cli 0.6.66 → 0.6.68

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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
@@ -1,86 +1,117 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- firstAvailableTask,
4
- killCooldownSecs,
5
- nonTeammatesVisible,
6
- PatrolState,
7
- PROGRESS_INTERVAL_MS,
8
- } from '../game-utils.js';
9
- import type { BehaviorDecision, StrategyContext } from '../types.js';
10
- import { Goal } from './goal.js';
11
- import { LoneKillCore } from './lone-kill-core.js';
12
- import { LoneKillGoal } from './lone-kill-goal.js';
13
- import { WanderTaskGoal } from './wander-task-goal.js';
14
- import { emitLeaf, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
15
- import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
16
-
17
- /**
18
- * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
19
- * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
20
- *
21
- * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好 →
22
- * 立刻出刀;否则有尸体且附近有非队友 报警/靠近报警(不管尸体是谁造成的)。
23
- * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
24
- * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。
25
- * 2. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务;章鱼不能提交紧急维修任务,
26
- * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
27
- */
28
- export class LoneKillTaskTop extends Goal {
29
- private readonly killCore = new LoneKillCore();
30
- private readonly patrol = new PatrolState();
31
- private readonly loneKillGoal = new LoneKillGoal(this.killCore);
32
- private readonly wanderGoal = new WanderTaskGoal(
33
- (state, ctx) => firstAvailableTask(ctx.taskData, () => true, undefined, ctx.blockedMoveTarget, ctx.knownCorpses),
34
- () => this.killCore.patrolStopOnPlayer(),
35
- this.patrol,
36
- );
37
-
38
- onMeetingResume(): void {
39
- this.killCore.reset();
40
- }
41
-
42
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
- this.emitProgress(state, ctx);
44
-
45
- const immediateKill = immediateLoneKillDecision(state, ctx);
46
- if (immediateKill) return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
47
-
48
- const corpseReport = corpseReportWithNonTeammate(state, ctx);
49
- if (corpseReport) return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
50
-
51
- const target = this.killCore.assess(state, ctx);
52
- if (target.kind === 'hunt') {
53
- this.loneKillGoal.setTarget(target.target);
54
- return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
55
- }
56
- return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
57
- }
58
-
59
- private emitProgress(state: GameState, ctx: StrategyContext): void {
60
- const now = Date.now();
61
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
- ctx.lastProgressNotifyAt = now;
63
-
64
- const room = state.you.room ?? '未知';
65
- const cd = killCooldownSecs(state);
66
- const killsRemaining = state.you.kills_remaining;
67
- const nonTeammates = nonTeammatesVisible(state, ctx);
68
-
69
- let msg = `[进度] 当前在${room}`;
70
- if (nonTeammates.length === 0) {
71
- msg += ',视野内没有落单目标,继续做任务伪装。';
72
- } else if (nonTeammates.length === 1) {
73
- msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
74
- if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
75
- if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
76
- } else {
77
- msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
78
- }
79
-
80
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
81
- const total = ctx.taskData.length;
82
- msg += ` 任务进度 ${completed}/${total}。`;
83
-
84
- ctx.notifications.push(msg);
85
- }
86
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ emergencyRushDecision,
4
+ firstAvailableTask,
5
+ killCooldownSecs,
6
+ nonTeammatesVisible,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+ import { LoneKillCore } from './lone-kill-core.js';
13
+ import { LoneKillGoal } from './lone-kill-goal.js';
14
+ import { WanderTaskGoal } from './wander-task-goal.js';
15
+ import { emitLeaf, EMERGENCY_GOAL_PRIORITY, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
16
+ import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
17
+
18
+ /**
19
+ * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
20
+ * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
21
+ *
22
+ * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好
23
+ * 立刻出刀;否则有尸体且附近有非队友 报警/靠近报警(不管尸体是谁造成的)。
24
+ * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
25
+ * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。
26
+ * 2. 残局抢修紧急任务(EMERGENCY,仅已知存活≤6):低于落单猎杀(击杀优先),高于伪装任务——
27
+ * 紧急任务超时则蟹阵营直接获胜,中立章鱼靠活到最后取胜,故残局抢着把维修做掉、掐断蟹的破坏取胜线。
28
+ * 3. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务(排除当前紧急任务,那个走第 2 步),
29
+ * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
30
+ */
31
+ export class LoneKillTaskTop extends Goal {
32
+ private readonly killCore = new LoneKillCore();
33
+ private readonly patrol = new PatrolState();
34
+ private readonly loneKillGoal = new LoneKillGoal(this.killCore);
35
+ private readonly wanderGoal = new WanderTaskGoal(
36
+ // 排除当前紧急任务:它由 tick 里的残局抢修分支按 EMERGENCY 优先级处理,不在此当普通伪装任务做。
37
+ (state, ctx) => firstAvailableTask(
38
+ ctx.taskData,
39
+ t => t.task_name !== ctx.emergency?.task_name,
40
+ undefined,
41
+ ctx.blockedMoveTarget,
42
+ ctx.knownCorpses,
43
+ ),
44
+ () => this.killCore.patrolStopOnPlayer(),
45
+ this.patrol,
46
+ );
47
+
48
+ onMeetingResume(): void {
49
+ this.killCore.reset();
50
+ }
51
+
52
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
53
+ const immediateKill = immediateLoneKillDecision(state, ctx);
54
+ if (immediateKill) {
55
+ this.emitProgress(state, ctx, false);
56
+ return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
57
+ }
58
+
59
+ const corpseReport = corpseReportWithNonTeammate(state, ctx);
60
+ if (corpseReport) {
61
+ this.emitProgress(state, ctx, false);
62
+ return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
63
+ }
64
+
65
+ const target = this.killCore.assess(state, ctx);
66
+ if (target.kind === 'hunt') {
67
+ this.emitProgress(state, ctx, false);
68
+ this.loneKillGoal.setTarget(target.target);
69
+ return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
70
+ }
71
+
72
+ // 残局抢修紧急任务(已知存活≤6):高于伪装任务,低于上面的落单猎杀/反射。
73
+ const emergency = emergencyRushDecision(state, ctx);
74
+ if (emergency) {
75
+ this.emitProgress(state, ctx, true);
76
+ return emitLeaf(this, [emergency], EMERGENCY_GOAL_PRIORITY);
77
+ }
78
+
79
+ this.emitProgress(state, ctx, false);
80
+ return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
81
+ }
82
+
83
+ private emitProgress(state: GameState, ctx: StrategyContext, emergencyRush: boolean): void {
84
+ const now = Date.now();
85
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
86
+ ctx.lastProgressNotifyAt = now;
87
+
88
+ const room = state.you.room ?? '未知';
89
+ if (emergencyRush) {
90
+ const name = ctx.emergency?.task_name ?? '紧急维修';
91
+ ctx.notifications.push(
92
+ `[进度] 当前在${room},残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`,
93
+ );
94
+ return;
95
+ }
96
+ const cd = killCooldownSecs(state);
97
+ const killsRemaining = state.you.kills_remaining;
98
+ const nonTeammates = nonTeammatesVisible(state, ctx);
99
+
100
+ let msg = `[进度] 当前在${room}`;
101
+ if (nonTeammates.length === 0) {
102
+ msg += ',视野内没有落单目标,继续做任务伪装。';
103
+ } else if (nonTeammates.length === 1) {
104
+ msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
105
+ if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
106
+ if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
107
+ } else {
108
+ msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
109
+ }
110
+
111
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
112
+ const total = ctx.taskData.length;
113
+ msg += ` 任务进度 ${completed}/${total}。`;
114
+
115
+ ctx.notifications.push(msg);
116
+ }
117
+ }
@@ -1,60 +1,60 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
-
9
- const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
-
11
- export interface MoveRoomGoalOptions {
12
- emitProgress?: boolean;
13
- stopOnPlayer?: boolean;
14
- }
15
-
16
- export class MoveRoomGoal extends Goal {
17
- constructor(
18
- public readonly room: string,
19
- private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
- private readonly options: MoveRoomGoalOptions = {},
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = resolveRoom(this.room, ctx);
27
- this.emitProgress(state, ctx, target);
28
- if (!target || this.hasArrived(state, target)) return [];
29
- return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
- }
31
-
32
- isFinish(state: GameState, ctx: StrategyContext): boolean {
33
- const target = resolveRoom(this.room, ctx);
34
- if (target == null) return false;
35
- const finished = this.hasArrived(state, target);
36
- if (finished) this.emitProgress(state, ctx, target);
37
- return finished;
38
- }
39
-
40
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
- if (this.options.emitProgress === false) return;
42
-
43
- const now = Date.now();
44
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
- ctx.lastProgressNotifyAt = now;
46
-
47
- const room = state.you.room ?? '未知房间';
48
- if (!target) {
49
- const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
- ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
- return;
52
- }
53
-
54
- if (state.you.room === target.name) {
55
- ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
- } else {
57
- ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
- }
59
- }
60
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
+
9
+ const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
+
11
+ export interface MoveRoomGoalOptions {
12
+ emitProgress?: boolean;
13
+ stopOnPlayer?: boolean;
14
+ }
15
+
16
+ export class MoveRoomGoal extends Goal {
17
+ constructor(
18
+ public readonly room: string,
19
+ private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
+ private readonly options: MoveRoomGoalOptions = {},
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = resolveRoom(this.room, ctx);
27
+ this.emitProgress(state, ctx, target);
28
+ if (!target || this.hasArrived(state, target)) return [];
29
+ return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
+ }
31
+
32
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
33
+ const target = resolveRoom(this.room, ctx);
34
+ if (target == null) return false;
35
+ const finished = this.hasArrived(state, target);
36
+ if (finished) this.emitProgress(state, ctx, target);
37
+ return finished;
38
+ }
39
+
40
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
+ if (this.options.emitProgress === false) return;
42
+
43
+ const now = Date.now();
44
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
+ ctx.lastProgressNotifyAt = now;
46
+
47
+ const room = state.you.room ?? '未知房间';
48
+ if (!target) {
49
+ const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
+ ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
+ return;
52
+ }
53
+
54
+ if (state.you.room === target.name) {
55
+ ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
+ } else {
57
+ ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
+ }
59
+ }
60
+ }
@@ -1,80 +1,80 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { KeepAwayGoal } from './keep-away-goal.js';
5
- import { NormalShrimpTop } from './normal-shrimp-top.js';
6
-
7
- function stateWithStranger(distance: number): GameState {
8
- return {
9
- phase: 'wandering',
10
- tick: 1,
11
- you: {
12
- name: 'shrimp',
13
- x: 0,
14
- y: 0,
15
- room: 'control',
16
- role: 'shrimp',
17
- faction: 'lobster',
18
- is_alive: true,
19
- },
20
- your_tasks: [],
21
- players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
- all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
- corpses: [],
24
- stale: false,
25
- };
26
- }
27
-
28
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
- return {
30
- taskData: [],
31
- emergency: null,
32
- taskLocalBlockedUntil: 0,
33
- reportCorpseTarget: null,
34
- reportBlockedUntil: 0,
35
- notifications: [],
36
- lastProgressNotifyAt: Date.now(),
37
- teammates: new Set(),
38
- alarmDone: false,
39
- rooms: [],
40
- playerNamesBySeat: { '2': 'stranger' },
41
- forcePatrolAdvance: false,
42
- blockedMoveTarget: null,
43
- mySeat: 1,
44
- speechNotifications: [],
45
- agentAlerts: [],
46
- ...overrides,
47
- };
48
- }
49
-
50
- describe('NormalShrimpTop vision thresholds', () => {
51
- it('starts backing off at the shrimp vision range', () => {
52
- const top = new NormalShrimpTop();
53
-
54
- top.tick(stateWithStranger(270), context());
55
-
56
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
- });
58
-
59
- it('does not start backing off just outside the vision enter range', () => {
60
- const top = new NormalShrimpTop();
61
-
62
- top.tick(stateWithStranger(271), context());
63
-
64
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
- });
66
-
67
- it('keeps backing off through the vision exit buffer', () => {
68
- const top = new NormalShrimpTop();
69
- const ctx = context();
70
-
71
- top.tick(stateWithStranger(270), ctx);
72
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
-
74
- top.tick(stateWithStranger(299), ctx);
75
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
-
77
- top.tick(stateWithStranger(300), ctx);
78
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
- });
80
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { KeepAwayGoal } from './keep-away-goal.js';
5
+ import { NormalShrimpTop } from './normal-shrimp-top.js';
6
+
7
+ function stateWithStranger(distance: number): GameState {
8
+ return {
9
+ phase: 'wandering',
10
+ tick: 1,
11
+ you: {
12
+ name: 'shrimp',
13
+ x: 0,
14
+ y: 0,
15
+ room: 'control',
16
+ role: 'shrimp',
17
+ faction: 'lobster',
18
+ is_alive: true,
19
+ },
20
+ your_tasks: [],
21
+ players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
+ all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
+ corpses: [],
24
+ stale: false,
25
+ };
26
+ }
27
+
28
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
+ return {
30
+ taskData: [],
31
+ emergency: null,
32
+ taskLocalBlockedUntil: 0,
33
+ reportCorpseTarget: null,
34
+ reportBlockedUntil: 0,
35
+ notifications: [],
36
+ lastProgressNotifyAt: Date.now(),
37
+ teammates: new Set(),
38
+ alarmDone: false,
39
+ rooms: [],
40
+ playerNamesBySeat: { '2': 'stranger' },
41
+ forcePatrolAdvance: false,
42
+ blockedMoveTarget: null,
43
+ mySeat: 1,
44
+ speechNotifications: [],
45
+ agentAlerts: [],
46
+ ...overrides,
47
+ };
48
+ }
49
+
50
+ describe('NormalShrimpTop vision thresholds', () => {
51
+ it('starts backing off at the shrimp vision range', () => {
52
+ const top = new NormalShrimpTop();
53
+
54
+ top.tick(stateWithStranger(270), context());
55
+
56
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
+ });
58
+
59
+ it('does not start backing off just outside the vision enter range', () => {
60
+ const top = new NormalShrimpTop();
61
+
62
+ top.tick(stateWithStranger(271), context());
63
+
64
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
+ });
66
+
67
+ it('keeps backing off through the vision exit buffer', () => {
68
+ const top = new NormalShrimpTop();
69
+ const ctx = context();
70
+
71
+ top.tick(stateWithStranger(270), ctx);
72
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
+
74
+ top.tick(stateWithStranger(299), ctx);
75
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
+
77
+ top.tick(stateWithStranger(300), ctx);
78
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
+ });
80
+ });