@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
@@ -1,17 +1,17 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { TaskKillReportTop } from './goals/task-kill-report-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'task-kill-report',
7
- description: '需传入嫌疑目标(座位号或名字,可多人)。看到目标且冷却好,50内就出刀,否则追上去;冷却中贴身跟随。目标不在视野时,遇到尸体就报告;没尸体就做普通任务。',
8
- create(args?: string[]) {
9
- if (!args || args.length === 0) {
10
- throw new Error('task-kill-report strategy requires suspected target seat numbers or player names as arguments.');
11
- }
12
- const targets = [...args];
13
- return new GoalRootStrategy('task-kill-report', () => new TaskKillReportTop(targets), {
14
- resetOnMeetingResume: false,
15
- });
16
- },
17
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { TaskKillReportTop } from './goals/task-kill-report-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'task-kill-report',
7
+ description: '需传入嫌疑目标(座位号或名字,可多人)。看到目标且冷却好,50内就出刀,否则追上去;冷却中贴身跟随。目标不在视野时,遇到尸体就报告;没尸体就做普通任务。',
8
+ create(args?: string[]) {
9
+ if (!args || args.length === 0) {
10
+ throw new Error('task-kill-report strategy requires suspected target seat numbers or player names as arguments.');
11
+ }
12
+ const targets = [...args];
13
+ return new GoalRootStrategy('task-kill-report', () => new TaskKillReportTop(targets), {
14
+ resetOnMeetingResume: false,
15
+ });
16
+ },
17
+ };
@@ -1,11 +1,11 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { TaskOnlyTop } from './goals/task-only-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'task-only',
7
- description: '专心做任务。紧急任务出现时优先处理,其次按顺序完成普通任务,如果是蟹,则蟹的伪装任务也会做。没有尸体报告和战斗行为。',
8
- create() {
9
- return new GoalRootStrategy('task-only', () => new TaskOnlyTop(), { resetOnMeetingResume: false });
10
- },
11
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { TaskOnlyTop } from './goals/task-only-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'task-only',
7
+ description: '专心做任务。紧急任务出现时优先处理,其次按顺序完成普通任务,如果是蟹,则蟹的伪装任务也会做。没有尸体报告和战斗行为。',
8
+ create() {
9
+ return new GoalRootStrategy('task-only', () => new TaskOnlyTop(), { resetOnMeetingResume: false });
10
+ },
11
+ };
@@ -1,22 +1,22 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { TaskReportTop } from './goals/task-report-top.js';
4
- import { parseGreetingArgs } from './greeting.js';
5
-
6
- class TaskReportStrategy extends GoalRootStrategy {
7
- constructor(private readonly greetingPhrases: string[]) {
8
- super('task-report', () => new TaskReportTop(greetingPhrases), { resetOnMeetingResume: false });
9
- }
10
-
11
- speechWarmupTexts(): string[] {
12
- return this.greetingPhrases;
13
- }
14
- }
15
-
16
- export const strategy: StrategyEntry = {
17
- id: 'task-report',
18
- description: '遇尸体最优先:达到报告距离立刻报告,没达到距离就靠近准备报告。紧急任务出现时优先处理,其次按顺序完成普通任务。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。(普通虾默认;进阶版见 shrimp-memory)参数:可选:1~3 条打招呼话术。',
19
- create(args?: string[]) {
20
- return new TaskReportStrategy(parseGreetingArgs(args, 'task-report'));
21
- },
22
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { TaskReportTop } from './goals/task-report-top.js';
4
+ import { parseGreetingArgs } from './greeting.js';
5
+
6
+ class TaskReportStrategy extends GoalRootStrategy {
7
+ constructor(private readonly greetingPhrases: string[]) {
8
+ super('task-report', () => new TaskReportTop(greetingPhrases), { resetOnMeetingResume: false });
9
+ }
10
+
11
+ speechWarmupTexts(): string[] {
12
+ return this.greetingPhrases;
13
+ }
14
+ }
15
+
16
+ export const strategy: StrategyEntry = {
17
+ id: 'task-report',
18
+ description: '遇尸体最优先:达到报告距离立刻报告,没达到距离就靠近准备报告。紧急任务出现时优先处理,其次按顺序完成普通任务。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。(普通虾默认;进阶版见 shrimp-memory)参数:可选:1~3 条打招呼话术。',
19
+ create(args?: string[]) {
20
+ return new TaskReportStrategy(parseGreetingArgs(args, 'task-report'));
21
+ },
22
+ };
@@ -1,102 +1,102 @@
1
- import type { GameState, TaskInfo, TaskLocation, EmergencyInfo, CorpseInfo } from '../sdk/types.js';
2
- import type { Action } from '../sdk/action.js';
3
- import type { KnowledgeView } from '../lib/knowledge-store.js';
4
-
5
- /**
6
- * Minimal interface for custom modules (built-in and strategy-registered).
7
- * Strategy authors implement this to inject custom analysis modules
8
- * (e.g. CoMovementTracker, VisibilityTracker, SpeechAnalyzer) via ctx.customModules.
9
- * The strategy-loop manages lifecycle through these hooks:
10
- * - processEvents: called every tick with new events, tick number, and current game state
11
- * - afterDecide: called after strategy.decide(), can filter/modify decisions (chained by registration order)
12
- * - onMeetingResume: called after each meeting (decay or full reset)
13
- * - onMapLoaded: called when fresh map data is available
14
- */
15
- export interface CustomModule {
16
- processEvents(events: any[], tick: number, state: GameState): void;
17
- afterDecide?(decisions: BehaviorDecision[], state: GameState, ctx: StrategyContext): BehaviorDecision[];
18
- onMeetingResume?(): void;
19
- onMapLoaded?(rawRooms: any[]): void;
20
- }
21
-
22
- export interface BehaviorDecision {
23
- action: Action;
24
- }
25
-
26
- export interface CorpseTarget {
27
- x: number;
28
- y: number;
29
- name?: string;
30
- room?: string;
31
- }
32
-
33
- export interface Strategy {
34
- readonly name: string;
35
- decide(state: GameState, ctx: StrategyContext): BehaviorDecision[];
36
- /** Called when wandering resumes after a meeting pause. */
37
- onMeetingResume?(): void;
38
- /** Called by strategy-loop after getRoleInfo() resolves, allowing late config update. */
39
- updateRole?(role: string): void;
40
- /** Return custom analysis modules. Called once during setup, before the main loop. */
41
- customModules?(): CustomModule[];
42
- /** Optional texts used by strategy-loop for async speech audio warmup. */
43
- speechWarmupTexts?(): string[];
44
- }
45
-
46
- export interface StrategyEntry {
47
- readonly id: string;
48
- readonly description: string;
49
- create(args?: string[]): Strategy;
50
- }
51
-
52
- export interface RoomTarget {
53
- name: string;
54
- x: number;
55
- y: number;
56
- }
57
-
58
- export interface StrategyContext {
59
- taskData: TaskInfo[];
60
- /**
61
- * 全局任务站点(map 的 all_task_locations),strategy-loop 加载地图后写入。与 taskData(仅自己被
62
- * 分配、带 status)不同:这是地图上所有任务点的位置,开局固定。用于「同伴停在任务点附近 → 在真实
63
- * 任务点假装做任务」这类定点行为。首次地图加载前可能为空/未设置。
64
- */
65
- taskLocations?: TaskLocation[];
66
- emergency: EmergencyInfo | null;
67
- taskLocalBlockedUntil: number;
68
- reportCorpseTarget: CorpseTarget | null;
69
- reportBlockedUntil: number;
70
- notifications: string[];
71
- lastProgressNotifyAt: number;
72
- teammates: Set<string>;
73
- alarmDone: boolean;
74
- rooms: RoomTarget[];
75
- playerNamesBySeat: Record<string, string>;
76
- /** Set by strategy-loop when a move target is unreachable too many times. Patrol strategies should advance past the current room. */
77
- forcePatrolAdvance: boolean;
78
- blockedMoveTarget: { x: number; y: number } | null;
79
- /** Own seat number, used by speech module for initiation arbitration. */
80
- mySeat: number;
81
- /** Speech-module notifications, flushed by strategy-loop as robot_speak_rule events. */
82
- speechNotifications: string[];
83
- /**
84
- * Strategy → agent real-time briefings, flushed by strategy-loop as `strategy_alert`
85
- * events (notable → surfaced live by `ccl watch`, unlike `notifications` which only
86
- * land in the log as `type:'auto'`). Push **sparingly**, only on a decisive autonomous
87
- * move the agent must account for when it next speaks/votes (e.g. the bot reported a
88
- * corpse — possibly its own kill — to deflect). NOT for per-tick progress.
89
- */
90
- agentAlerts: string[];
91
- /**
92
- * 跨 tick 的已知尸体记忆,由 strategy-loop 每 tick 用中心 CorpseMemory 写入:尸体从出现一直存在到
93
- * 开会才清空(开会时由 strategy-loop 清空)。是 `state.corpses`(仅当前视野)的严格超集,含已离开
94
- * 视野、之前看见过的尸体。策略应统一读它做尸体检测/接近/任务回避/死亡确认,而非只看 `state.corpses`。
95
- * 通过 hasKnownCorpse / nearestKnownCorpse / firstAvailableTask 的 avoidCorpses 参数消费。
96
- */
97
- knownCorpses?: CorpseInfo[];
98
- knowledge?: KnowledgeView;
99
- recentlyKilledTargets?: Map<string, number>;
100
- /** Strategy-registered modules. strategy-loop auto-calls processEvents, afterDecide, onMeetingResume and onMapLoaded. */
101
- customModules?: CustomModule[];
102
- }
1
+ import type { GameState, TaskInfo, TaskLocation, EmergencyInfo, CorpseInfo } from '../sdk/types.js';
2
+ import type { Action } from '../sdk/action.js';
3
+ import type { KnowledgeView } from '../lib/knowledge-store.js';
4
+
5
+ /**
6
+ * Minimal interface for custom modules (built-in and strategy-registered).
7
+ * Strategy authors implement this to inject custom analysis modules
8
+ * (e.g. CoMovementTracker, VisibilityTracker, SpeechAnalyzer) via ctx.customModules.
9
+ * The strategy-loop manages lifecycle through these hooks:
10
+ * - processEvents: called every tick with new events, tick number, and current game state
11
+ * - afterDecide: called after strategy.decide(), can filter/modify decisions (chained by registration order)
12
+ * - onMeetingResume: called after each meeting (decay or full reset)
13
+ * - onMapLoaded: called when fresh map data is available
14
+ */
15
+ export interface CustomModule {
16
+ processEvents(events: any[], tick: number, state: GameState): void;
17
+ afterDecide?(decisions: BehaviorDecision[], state: GameState, ctx: StrategyContext): BehaviorDecision[];
18
+ onMeetingResume?(): void;
19
+ onMapLoaded?(rawRooms: any[]): void;
20
+ }
21
+
22
+ export interface BehaviorDecision {
23
+ action: Action;
24
+ }
25
+
26
+ export interface CorpseTarget {
27
+ x: number;
28
+ y: number;
29
+ name?: string;
30
+ room?: string;
31
+ }
32
+
33
+ export interface Strategy {
34
+ readonly name: string;
35
+ decide(state: GameState, ctx: StrategyContext): BehaviorDecision[];
36
+ /** Called when wandering resumes after a meeting pause. */
37
+ onMeetingResume?(): void;
38
+ /** Called by strategy-loop after getRoleInfo() resolves, allowing late config update. */
39
+ updateRole?(role: string): void;
40
+ /** Return custom analysis modules. Called once during setup, before the main loop. */
41
+ customModules?(): CustomModule[];
42
+ /** Optional texts used by strategy-loop for async speech audio warmup. */
43
+ speechWarmupTexts?(): string[];
44
+ }
45
+
46
+ export interface StrategyEntry {
47
+ readonly id: string;
48
+ readonly description: string;
49
+ create(args?: string[]): Strategy;
50
+ }
51
+
52
+ export interface RoomTarget {
53
+ name: string;
54
+ x: number;
55
+ y: number;
56
+ }
57
+
58
+ export interface StrategyContext {
59
+ taskData: TaskInfo[];
60
+ /**
61
+ * 全局任务站点(map 的 all_task_locations),strategy-loop 加载地图后写入。与 taskData(仅自己被
62
+ * 分配、带 status)不同:这是地图上所有任务点的位置,开局固定。用于「同伴停在任务点附近 → 在真实
63
+ * 任务点假装做任务」这类定点行为。首次地图加载前可能为空/未设置。
64
+ */
65
+ taskLocations?: TaskLocation[];
66
+ emergency: EmergencyInfo | null;
67
+ taskLocalBlockedUntil: number;
68
+ reportCorpseTarget: CorpseTarget | null;
69
+ reportBlockedUntil: number;
70
+ notifications: string[];
71
+ lastProgressNotifyAt: number;
72
+ teammates: Set<string>;
73
+ alarmDone: boolean;
74
+ rooms: RoomTarget[];
75
+ playerNamesBySeat: Record<string, string>;
76
+ /** Set by strategy-loop when a move target is unreachable too many times. Patrol strategies should advance past the current room. */
77
+ forcePatrolAdvance: boolean;
78
+ blockedMoveTarget: { x: number; y: number } | null;
79
+ /** Own seat number, used by speech module for initiation arbitration. */
80
+ mySeat: number;
81
+ /** Speech-module notifications, flushed by strategy-loop as robot_speak_rule events. */
82
+ speechNotifications: string[];
83
+ /**
84
+ * Strategy → agent real-time briefings, flushed by strategy-loop as `strategy_alert`
85
+ * events (notable → surfaced live by `ccl watch`, unlike `notifications` which only
86
+ * land in the log as `type:'auto'`). Push **sparingly**, only on a decisive autonomous
87
+ * move the agent must account for when it next speaks/votes (e.g. the bot reported a
88
+ * corpse — possibly its own kill — to deflect). NOT for per-tick progress.
89
+ */
90
+ agentAlerts: string[];
91
+ /**
92
+ * 跨 tick 的已知尸体记忆,由 strategy-loop 每 tick 用中心 CorpseMemory 写入:尸体从出现一直存在到
93
+ * 开会才清空(开会时由 strategy-loop 清空)。是 `state.corpses`(仅当前视野)的严格超集,含已离开
94
+ * 视野、之前看见过的尸体。策略应统一读它做尸体检测/接近/任务回避/死亡确认,而非只看 `state.corpses`。
95
+ * 通过 hasKnownCorpse / nearestKnownCorpse / firstAvailableTask 的 avoidCorpses 参数消费。
96
+ */
97
+ knownCorpses?: CorpseInfo[];
98
+ knowledge?: KnowledgeView;
99
+ recentlyKilledTargets?: Map<string, number>;
100
+ /** Strategy-registered modules. strategy-loop auto-calls processEvents, afterDecide, onMeetingResume and onMapLoaded. */
101
+ customModules?: CustomModule[];
102
+ }
@@ -1,22 +1,21 @@
1
- # warrior-memory 知识契约
2
-
3
- `warrior-memory` 只读取统一的玩家三档标记:
4
-
5
- | 标记 | 行为 |
6
- |------|------|
7
- | `suspect` | 可疑:只回避观察,刀可用也绝不出刀(被贴身追击也只逃不反击) |
8
- | `hostile` | 敌对:刀可用时主动追杀;刀冷却或枪虾无次数时回避 |
9
- | `trusted` | 可信:绝不攻击,也不会因其在场而对陌生人后撤 |
10
-
11
- **suspect 只回避、不自卫**:对仅标记 suspect 的玩家,武士虾永远只观察、回避、拉开距离,绝不会因为怀疑或被持续贴身追击而先手出刀(被追到死角也只逃)。确认其敌对后请升级标为 hostile,再由刀好时主动追杀。
12
-
13
- 无标记玩家按陌生人处理:平时不主动猎杀;无 trusted 同伴且单个陌生人贴近 270px 内时先拉开距离。尸体场景仍有更高优先级:刀可用时会攻击尸体旁最近的非 trusted 非队友,因此确认好人后应及时标为 trusted。
14
-
15
- ```bash
16
- ccl knowledge mark 5 suspect --confidence 0.7 --note "电力房尾随"
17
- ccl knowledge mark 5 hostile --confidence 0.9 --note "确认敌对"
18
- ccl knowledge mark 3 trusted --note "不在场证明成立"
19
- ccl knowledge del player 5
20
- ```
21
-
22
- 启动参数 `ccl strategy warrior-memory -- 3 7` 仍表示本次策略运行的明确猎杀目标。`role` 是纯身份事实,不直接控制策略。
1
+ # warrior-memory 知识契约
2
+
3
+ `warrior-memory` 只读取两档玩家标记,**未标记的一律默认「被怀疑」**:
4
+
5
+ | 标记 | 行为 |
6
+ |------|------|
7
+ | `hostile`(坏人) | 敌对:刀可用时主动追杀;刀冷却或枪虾无次数时硬回避 |
8
+ | `trusted`(好人) | 可信:绝不攻击,也不会因其在场而对被怀疑者后撤 |
9
+ | 未标记(被怀疑) | 默认回避观察,刀可用也不主动猎杀;仅「绝境自卫」例外(见下) |
10
+
11
+ **绝境自卫例外(对所有被怀疑者适用)**:当被同一个被怀疑者连续贴身追击、且逃跑推演判定甩不掉时,武士虾会主动横向变一次向试探。只有它跟着变向重新咬住(确认是在追我、不是顺路赶路)、已进 160px 射程、且我到它视线无墙,才会出于自卫先手击杀,并向 agent 推一条「被动自卫」简报(供后续发言/投票口径对齐,别承认无故先手)。直奔身后任务点、顺路掠过的虾不会跟着变向,会被自然甩开、绝不误杀。**不要求先把对方标成坏人**——实战里真凶往往还没被标记就开始追杀,所以对任何被怀疑者都适用。这是最后手段——多数情况下变向只是把追兵甩开,并不出刀。
12
+
13
+ 被怀疑者(未标记)平时按陌生人处理:不主动猎杀;无 trusted 同伴且单个被怀疑者贴近 270px 内时先拉开距离,多个互为目击者时照常做任务;坏人刀冷时硬躲所有非好人。尸体场景对【未报警的身份不明者】只报警不灭口:站在尸体旁即便身边有被怀疑者,也绝不先手击杀,一律靠近报警;但若尸体旁是 hostile 或启动猎杀目标、刀可用,仍会现场先手击杀(凶手就在身边照杀)。
14
+
15
+ ```bash
16
+ ccl knowledge mark 5 hostile --note "确认敌对"
17
+ ccl knowledge mark 3 trusted --note "不在场证明成立"
18
+ ccl knowledge del player 5 # 取消标记 → 回到默认「被怀疑」
19
+ ```
20
+
21
+ 启动参数 `ccl strategy warrior-memory -- 3 7` 仍表示本次策略运行的明确猎杀目标(等同坏人)。`role` 是纯身份事实,不直接控制策略。
@@ -1,16 +1,16 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { WarriorShrimpTop } from './goals/warrior-shrimp-top.js';
4
- import { parseTargetArgs } from './player-targets.js';
5
-
6
- export const strategy: StrategyEntry = {
7
- id: 'warrior-memory',
8
- description:
9
- '带刀虾·记忆进阶版(武士虾/枪虾通用,好人带刀;kill-lone 的带记忆升级)。统一读取 ccl knowledge 三档标记:suspect 只回避观察、刀可用也绝不出刀(被贴身追击也只逃不反击,确认敌对请升级为 hostile),hostile 在刀好时主动追杀、刀不好时回避,trusted 视为可信同伴且绝不攻击。发现尸体且旁边有非 trusted 对象、刀可用就先出刀,否则靠近报警;无可信同伴且单个陌生人贴近270内时先拉开到300再做任务;无危险时优先紧急任务,否则做任务/巡逻。枪虾会尊重剩余出刀次数。',
10
- create(args?: string[]) {
11
- const huntTargets = args ? parseTargetArgs(args) : [];
12
- return new GoalRootStrategy('warrior-memory', () => new WarriorShrimpTop(huntTargets), {
13
- resetOnMeetingResume: false,
14
- });
15
- },
16
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { WarriorShrimpTop } from './goals/warrior-shrimp-top.js';
4
+ import { parseTargetArgs } from './player-targets.js';
5
+
6
+ export const strategy: StrategyEntry = {
7
+ id: 'warrior-memory',
8
+ description:
9
+ '带刀虾·记忆进阶版(武士虾/枪虾通用,好人带刀;kill-lone 的带记忆升级)。读取 ccl knowledge 两档标记(hostile=坏人 / trusted=好人),未标记的一律默认被怀疑:hostile 刀好时主动追杀、刀不好时硬回避,trusted 视为可信同伴且绝不攻击,被怀疑者默认只回避观察——仅当被同一个被怀疑者持续贴身追击、避让判定甩不掉时主动横向变向试探,只有它跟着变向仍咬住、进了射程且视线无墙才自卫先手击杀(被动自卫,会推 agent 简报;直奔任务点顺路掠过的虾不跟变向、自然甩开不误杀;不要求先标记,实战里真凶常没来得及标就追杀)。发现尸体优先报警;尸体旁若是 hostile/启动猎杀目标且刀可用会现场先手击杀,但绝不会因尸体旁有未报警的身份不明者就灭口(已根治该误杀);无可信同伴且单个被怀疑者贴近270内时先拉开到300再做任务;无危险时优先紧急任务,否则做任务/巡逻。枪虾会尊重剩余出刀次数。',
10
+ create(args?: string[]) {
11
+ const huntTargets = args ? parseTargetArgs(args) : [];
12
+ return new GoalRootStrategy('warrior-memory', () => new WarriorShrimpTop(huntTargets), {
13
+ resetOnMeetingResume: false,
14
+ });
15
+ },
16
+ };