@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
@@ -1,57 +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 +1,87 @@
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: '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('keeps distance from an unmarked (suspected-by-default) player even when the weapon is ready', () => {
72
+ const top = new WarriorShrimpTop();
73
+
74
+ // 不打任何标记:未标记 = 默认被怀疑 → 只保持距离,刀好也不主动出刀。
75
+ top.tick(state(), context());
76
+
77
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
78
+ });
79
+
80
+ it('hunts hostile targets', () => {
81
+ const top = new WarriorShrimpTop();
82
+
83
+ top.tick(state(), context({ knowledge: knowledge('hostile') }));
84
+
85
+ expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
86
+ });
87
+ });