@myclaw163/clawclaw-cli 0.6.70 → 0.6.74

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Files changed (212) hide show
  1. package/README.md +377 -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/check-skill-command-surface.mjs +116 -0
  9. package/scripts/find-hide-spots.py +157 -157
  10. package/scripts/postinstall.mjs +20 -20
  11. package/scripts/sync-bundled-skill.mjs +244 -244
  12. package/scripts/sync-bundled-skill.test.mjs +152 -152
  13. package/skills/clawclaw/SKILL.md +246 -244
  14. package/skills/clawclaw/references/CHATTERBOX.md +141 -142
  15. package/skills/clawclaw/references/COMMANDS.md +155 -148
  16. package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
  17. package/skills/clawclaw/references/HUB.md +48 -48
  18. package/skills/clawclaw/references/KNOWLEDGE.md +42 -45
  19. package/skills/clawclaw/references/STRATEGIES.md +59 -59
  20. package/skills/clawclaw/references/STREAM.md +93 -91
  21. package/skills/clawclaw/references/TACTICS.md +65 -65
  22. package/src/assets/clawclaw-ascii-map.txt +40 -40
  23. package/src/cli.ts +110 -110
  24. package/src/commands/_schema.ts +124 -109
  25. package/src/commands/account.ts +209 -209
  26. package/src/commands/config.ts +30 -30
  27. package/src/commands/do.test.ts +84 -73
  28. package/src/commands/do.ts +130 -126
  29. package/src/commands/events.test.ts +71 -71
  30. package/src/commands/events.ts +221 -155
  31. package/src/commands/game-map.test.ts +28 -28
  32. package/src/commands/game-start-plan.test.ts +84 -84
  33. package/src/commands/game.ts +1113 -1042
  34. package/src/commands/history-player.test.ts +102 -102
  35. package/src/commands/history.ts +573 -573
  36. package/src/commands/hub.test.ts +96 -96
  37. package/src/commands/hub.ts +234 -234
  38. package/src/commands/knowledge.test.ts +13 -13
  39. package/src/commands/knowledge.ts +139 -139
  40. package/src/commands/load.test.ts +51 -51
  41. package/src/commands/load.ts +13 -13
  42. package/src/commands/meeting-history.test.ts +106 -106
  43. package/src/commands/memory.ts +40 -40
  44. package/src/commands/peek.ts +45 -45
  45. package/src/commands/persona.ts +57 -57
  46. package/src/commands/setup/codex.ts +266 -266
  47. package/src/commands/setup/hermes.test.ts +96 -96
  48. package/src/commands/setup/hermes.ts +76 -76
  49. package/src/commands/setup/index.ts +13 -13
  50. package/src/commands/setup/openclaw.test.ts +114 -114
  51. package/src/commands/setup/openclaw.ts +147 -147
  52. package/src/commands/skill.ts +128 -128
  53. package/src/commands/state.ts +46 -46
  54. package/src/commands/strategy.test.ts +145 -145
  55. package/src/commands/strategy.ts +181 -181
  56. package/src/commands/tts.ts +128 -128
  57. package/src/commands/upgrade.test.ts +82 -82
  58. package/src/commands/upgrade.ts +148 -148
  59. package/src/commands/watch.test.ts +999 -977
  60. package/src/commands/watch.ts +660 -658
  61. package/src/lib/auth.test.ts +74 -74
  62. package/src/lib/auth.ts +186 -186
  63. package/src/lib/command-meta.ts +37 -37
  64. package/src/lib/game-client.ts +403 -391
  65. package/src/lib/game-context.ts +92 -0
  66. package/src/lib/host-config-patcher.test.ts +130 -130
  67. package/src/lib/host-config-patcher.ts +151 -151
  68. package/src/lib/http-keepalive.ts +15 -15
  69. package/src/lib/http-transport.test.ts +42 -42
  70. package/src/lib/http-transport.ts +113 -113
  71. package/src/lib/hub-client.test.ts +56 -56
  72. package/src/lib/hub-client.ts +88 -88
  73. package/src/lib/hub-install.test.ts +98 -98
  74. package/src/lib/hub-install.ts +121 -121
  75. package/src/lib/hub-reminder.ts +56 -56
  76. package/src/lib/hub-unzip.test.ts +69 -69
  77. package/src/lib/hub-unzip.ts +62 -62
  78. package/src/lib/init-command.test.ts +75 -75
  79. package/src/lib/init-command.ts +120 -120
  80. package/src/lib/knowledge-store.test.ts +170 -170
  81. package/src/lib/knowledge-store.ts +369 -369
  82. package/src/lib/load-context.test.ts +52 -52
  83. package/src/lib/load-context.ts +52 -52
  84. package/src/lib/match-state.test.ts +134 -134
  85. package/src/lib/match-state.ts +94 -94
  86. package/src/lib/netease-tts.ts +83 -83
  87. package/src/lib/normalize.ts +42 -42
  88. package/src/lib/persona.test.ts +41 -41
  89. package/src/lib/persona.ts +72 -72
  90. package/src/lib/server-registry.ts +152 -152
  91. package/src/lib/skill-version.test.ts +48 -48
  92. package/src/lib/skill-version.ts +19 -19
  93. package/src/lib/strategy-export.test.ts +232 -232
  94. package/src/lib/strategy-export.ts +242 -242
  95. package/src/lib/tts-keys.ts +7 -7
  96. package/src/lib/tts-speech.test.ts +63 -63
  97. package/src/lib/tts-speech.ts +76 -76
  98. package/src/lib/workspace-argv.test.ts +49 -49
  99. package/src/lib/workspace-argv.ts +44 -44
  100. package/src/perception/player-history-store.test.ts +87 -87
  101. package/src/perception/player-history-store.ts +194 -194
  102. package/src/pipeline/event-format.test.ts +243 -215
  103. package/src/pipeline/event-format.ts +501 -485
  104. package/src/pipeline/event-hints.ts +195 -190
  105. package/src/pipeline/event-store.test.ts +28 -28
  106. package/src/pipeline/event-store.ts +193 -193
  107. package/src/pipeline/pipeline.ts +35 -35
  108. package/src/pipeline/player-projection.test.ts +119 -0
  109. package/src/pipeline/player-projection.ts +380 -0
  110. package/src/runtime/auto-upgrade.test.ts +66 -66
  111. package/src/runtime/auto-upgrade.ts +31 -31
  112. package/src/runtime/event-daemon.test.ts +209 -141
  113. package/src/runtime/event-daemon.ts +519 -457
  114. package/src/runtime/owner-control.ts +150 -150
  115. package/src/runtime/raw-ws-log.test.ts +33 -33
  116. package/src/runtime/raw-ws-log.ts +32 -32
  117. package/src/runtime/runtime-logger.ts +107 -107
  118. package/src/runtime/ws-client.test.ts +125 -104
  119. package/src/runtime/ws-client.ts +287 -272
  120. package/src/sdk/action.ts +166 -166
  121. package/src/sdk/index.ts +110 -110
  122. package/src/sdk/types.ts +161 -161
  123. package/src/strategies/avoid-lone.ts +12 -12
  124. package/src/strategies/avoid-players.knowledge.md +19 -19
  125. package/src/strategies/avoid-players.ts +16 -16
  126. package/src/strategies/corpse-patrol.ts +23 -23
  127. package/src/strategies/crab-sabotage.ts +22 -22
  128. package/src/strategies/custom-module.test.ts +270 -270
  129. package/src/strategies/find-player.ts +17 -17
  130. package/src/strategies/game-utils.test.ts +242 -242
  131. package/src/strategies/game-utils.ts +846 -846
  132. package/src/strategies/goals/anchor-linger.ts +77 -77
  133. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  134. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  135. package/src/strategies/goals/avoid-players-top.ts +121 -121
  136. package/src/strategies/goals/conversation-goal.ts +51 -51
  137. package/src/strategies/goals/corpse-patrol-top.ts +113 -113
  138. package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
  139. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  140. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  141. package/src/strategies/goals/find-player-top.ts +93 -93
  142. package/src/strategies/goals/flee-players-goal.ts +53 -53
  143. package/src/strategies/goals/follow-companion-goal.ts +106 -106
  144. package/src/strategies/goals/goal-manager.ts +41 -41
  145. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  146. package/src/strategies/goals/goal.ts +28 -28
  147. package/src/strategies/goals/hide-top.ts +197 -197
  148. package/src/strategies/goals/keep-away-goal.ts +221 -221
  149. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  150. package/src/strategies/goals/kill-lone-top.ts +160 -160
  151. package/src/strategies/goals/kill-target-goal.ts +59 -59
  152. package/src/strategies/goals/kill-target-top.ts +109 -109
  153. package/src/strategies/goals/leaf-goal.ts +27 -27
  154. package/src/strategies/goals/linger-corpse-goal.ts +35 -35
  155. package/src/strategies/goals/lone-kill-core.ts +82 -82
  156. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  157. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  158. package/src/strategies/goals/lone-kill-task-top.ts +133 -133
  159. package/src/strategies/goals/move-room-goal.ts +60 -60
  160. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  161. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  162. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  163. package/src/strategies/goals/paradise-fish-top.ts +224 -224
  164. package/src/strategies/goals/patrol-top.ts +57 -57
  165. package/src/strategies/goals/report-patrol-top.ts +80 -80
  166. package/src/strategies/goals/safe-task-goal.ts +102 -102
  167. package/src/strategies/goals/social-task-top.ts +161 -161
  168. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  169. package/src/strategies/goals/task-only-top.ts +57 -57
  170. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  171. package/src/strategies/goals/task-report-top.ts +57 -57
  172. package/src/strategies/goals/wander-task-goal.ts +33 -33
  173. package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
  174. package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
  175. package/src/strategies/greeting.ts +53 -53
  176. package/src/strategies/hide-spots.ts +59 -59
  177. package/src/strategies/hide.ts +24 -24
  178. package/src/strategies/kill-frenzy.ts +13 -13
  179. package/src/strategies/kill-lone.knowledge.md +17 -17
  180. package/src/strategies/kill-lone.ts +14 -14
  181. package/src/strategies/kill-target.ts +19 -19
  182. package/src/strategies/loader.test.ts +678 -678
  183. package/src/strategies/loader.ts +179 -179
  184. package/src/strategies/lone-kill-task.ts +22 -22
  185. package/src/strategies/meeting-gate.test.ts +59 -59
  186. package/src/strategies/meeting-gate.ts +23 -23
  187. package/src/strategies/move-room.ts +16 -16
  188. package/src/strategies/new-events-backfill.ts +98 -98
  189. package/src/strategies/off-route-points.ts +105 -105
  190. package/src/strategies/paradise-fish.knowledge.md +19 -19
  191. package/src/strategies/paradise-fish.ts +26 -26
  192. package/src/strategies/pathfind/distance-field.ts +150 -150
  193. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  194. package/src/strategies/pathfind/escape-planner.ts +355 -355
  195. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  196. package/src/strategies/patrol.ts +12 -12
  197. package/src/strategies/player-targets.ts +13 -13
  198. package/src/strategies/report-patrol.ts +12 -12
  199. package/src/strategies/shrimp-memory.knowledge.md +19 -19
  200. package/src/strategies/shrimp-memory.ts +26 -26
  201. package/src/strategies/social-task.test.ts +28 -28
  202. package/src/strategies/social-task.ts +50 -50
  203. package/src/strategies/spawn.ts +82 -82
  204. package/src/strategies/speech-module.ts +123 -123
  205. package/src/strategies/strategy-loop.test.ts +15 -0
  206. package/src/strategies/strategy-loop.ts +776 -771
  207. package/src/strategies/task-kill-report.ts +18 -18
  208. package/src/strategies/task-only.ts +12 -12
  209. package/src/strategies/task-report.ts +23 -23
  210. package/src/strategies/types.ts +109 -109
  211. package/src/strategies/warrior-memory.knowledge.md +21 -21
  212. package/src/strategies/warrior-memory.ts +17 -17
@@ -1,369 +1,369 @@
1
- /**
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- * 策略知识系统 — 当前对局的「推断快照」存储。
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- *
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- * 设计要点(见 docs/策略知识系统-by-claude.md):
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- * - 跨进程:Agent(短进程 CLI)写,strategy(长进程 loop)按 mtime 轮询读,免重启。
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- * - 快照而非日志:单个 JSON 对象,del/clear 直接重写;写入用临时文件 + rename 原子替换。
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- * - gameId 作用域:每份知识标记所属对局(= 最新 session 文件名),换局自动失效。
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- * - 价值中立:只存推断 + source,对 value 不做价值判断;
9
- * 确定事实(role/队友/尸体…)走 state/ctx.teammates,不入库。
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- * - 玩家两档标记:只显式标 hostile(坏人)/ trusted(好人),未标记的一律默认「被怀疑」,不再有 suspect 标记,也不存置信度。
11
- */
12
- import { existsSync, mkdirSync, readFileSync, renameSync, statSync, writeFileSync } from 'fs';
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- import { basename, dirname, join } from 'path';
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- import { AuthStore } from './auth.js';
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- import { getProfileStateDir } from './init-command.js';
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- import { EventStore } from '../pipeline/event-store.js';
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-
18
- export type KnowledgeSource = 'agent' | 'strategy' | 'server';
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- /** v1:仅 'game' 生效(整库按 gameId 失效)。'session'/'persistent' 为预留,暂不跨局保留——跨局画像走 memory.md,CLI 也不暴露 --scope。 */
20
- export type KnowledgeScope = 'game' | 'session' | 'persistent';
21
-
22
- export interface FactMeta {
23
- value: unknown;
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- note?: string;
25
- source?: KnowledgeSource;
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- ts: number;
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- }
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-
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- export interface TagMeta {
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- note?: string;
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- source?: KnowledgeSource;
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- ts: number;
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- }
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-
35
- /** 一个 subject(玩家/房间/任务/全局…)上聚合的事实 + 标签。 */
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- export interface SubjectEntry {
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- type: string; // 'player' | 'room' | 'task' | 'global' | <自定义>
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- selector: string; // player→座位号或名字;room→房名;global→''
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- facts?: Record<string, FactMeta>; // 键值事实,如 role: { value: 'impostor' }
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- tags?: Record<string, TagMeta>; // 玩家策略主标记:hostile / trusted(未标记默认被怀疑);也支持自定义标签
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- scope?: KnowledgeScope;
42
- }
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-
44
- export interface KnowledgeFile {
45
- version: 1;
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- gameId?: string;
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- subjects: Record<string, SubjectEntry>; // key = `${type}:${selector}`
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- }
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-
50
- export type KnowledgeFileReadResult =
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- | { status: 'ok'; file: KnowledgeFile }
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- | { status: 'missing' }
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- | { status: 'invalid'; error: string };
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-
55
- export type PlayerRef = { name?: string; seat?: number };
56
- export type SubjectRef = { type: string; selector: string };
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- export type KnowledgeRef = PlayerRef | SubjectRef;
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- /** 玩家显式标记只有两档:hostile(坏人)/ trusted(好人)。未标记 = 被怀疑(markOf 返回 undefined)。 */
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- export type PlayerMark = 'hostile' | 'trusted';
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-
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- export interface KnowledgeView {
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- /** 当前没有任何知识时为 true。 */
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- readonly empty: boolean;
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- /** 取一个 subject(精确 type + selector)。 */
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- subject(type: string, selector: string): SubjectEntry | undefined;
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- /** 取某 subject 的键值事实。player ref 会按座位↔名字归一化解析。 */
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- getFact(ref: KnowledgeRef, key: string): FactMeta | undefined;
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- /** 该 subject 是否带某标签。玩家两档 mark 及旧别名按最新结论解析。 */
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- hasTag(ref: KnowledgeRef, tag: string): boolean;
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- /** 按 type / tag / factKey 筛选 subject。玩家 mark 标签同样遵守最新结论。 */
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- query(q: { type?: string; tag?: string; factKey?: string }): SubjectEntry[];
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- /** 某 type 下带某标签的全部 selector(喂给 matchesAnyTarget 用)。玩家 mark 标签同样过滤旧结论。 */
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- selectorsWithTag(type: string, tag: string): string[];
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- // —— player 便捷语法糖 ——
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- /** 最近一次 role 事实。身份事实与策略 mark 完全解耦。 */
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- roleOf(p: PlayerRef): string | undefined;
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- /** 最新显式标记;未标记返回 undefined(= 被怀疑)。 */
78
- markOf(p: PlayerRef): PlayerMark | undefined;
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- /** 被怀疑 = 既非 hostile 也非 trusted(含完全未标记者)。 */
80
- isSuspect(p: PlayerRef): boolean;
81
- isHostile(p: PlayerRef): boolean;
82
- isTrusted(p: PlayerRef): boolean;
83
- }
84
-
85
- const PLAYER_MARK_ALIASES: Record<string, PlayerMark> = {
86
- hostile: 'hostile',
87
- kill_if_armed: 'hostile',
88
- trusted: 'trusted',
89
- cleared: 'trusted',
90
- protected: 'trusted',
91
- do_not_kill: 'trusted',
92
- };
93
-
94
- /**
95
- * 两档化后被废弃的旧玩家标记:一律视同未标记(= 被怀疑),不映射到任何 canonical mark
96
- *(「被怀疑」就是默认态,没有对应标签)。读取侧与写入侧共用这一份清单,避免漂移:
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- * - 读取侧(buildKnowledgeView.tagActive):旧数据里的 tags.suspect / tags.avoid 不再被 hasTag / query / selectorsWithTag 命中。
98
- * - 写入侧(knowledge mark 的 removeTags):改判玩家时顺手删掉残留的 raw tag,否则 knowledge get / subject() 仍会暴露 tags.suspect/avoid 误导人。
99
- */
100
- export const DROPPED_PLAYER_MARK_TAGS = new Set(['suspect', 'avoid']);
101
-
102
- function nowTs(): number {
103
- return Date.now();
104
- }
105
-
106
- function subjectKey(type: string, selector: string): string {
107
- return `${type}:${selector}`;
108
- }
109
-
110
- /** 座位↔名字双向解析(比 game-utils.matchesTarget 多了「selector 是名字、ref 只有座位」一向),不依赖 StrategyContext(避免循环)。 */
111
- function selectorMatchesPlayer(
112
- selector: string,
113
- player: PlayerRef,
114
- playerNamesBySeat: Record<string, string>,
115
- ): boolean {
116
- const seatStr = selector.trim();
117
- const normalized = seatStr.toLowerCase();
118
- if (!normalized) return false;
119
- if (player.name && player.name.toLowerCase() === normalized) return true;
120
- if (/^\d+$/.test(seatStr)) {
121
- // 选择器是座位号
122
- if (player.seat != null && String(player.seat) === seatStr) return true;
123
- const nameFromSeat = playerNamesBySeat[seatStr];
124
- if (nameFromSeat && player.name && player.name.toLowerCase() === nameFromSeat.toLowerCase()) return true;
125
- } else if (player.seat != null) {
126
- // 选择器是名字、引用只有座位 → 用座位映射出名字再比
127
- const nameFromSeat = playerNamesBySeat[String(player.seat)];
128
- if (nameFromSeat && nameFromSeat.toLowerCase() === normalized) return true;
129
- }
130
- return false;
131
- }
132
-
133
- function isSubjectRef(ref: KnowledgeRef): ref is SubjectRef {
134
- return typeof (ref as SubjectRef).type === 'string' && typeof (ref as SubjectRef).selector === 'string';
135
- }
136
-
137
- /** 当前对局 id = 最新 session 文件名(去扩展名);无对局时 undefined。 */
138
- export function currentGameId(): string | undefined {
139
- try {
140
- const path = EventStore.latestSessionPath();
141
- return path ? basename(path, '.jsonl') : undefined;
142
- } catch {
143
- return undefined;
144
- }
145
- }
146
-
147
- export function knowledgeFilePathForActiveAccount(): string {
148
- const profile = new AuthStore().getActive();
149
- if (!profile) throw new Error('Not logged in.');
150
- return join(getProfileStateDir(profile), 'knowledge.json');
151
- }
152
-
153
- export function readKnowledgeFileResult(path: string): KnowledgeFileReadResult {
154
- if (!existsSync(path)) return { status: 'missing' };
155
- try {
156
- const parsed = JSON.parse(readFileSync(path, 'utf8'));
157
- if (parsed && parsed.version === 1 && parsed.subjects && typeof parsed.subjects === 'object') {
158
- return { status: 'ok', file: parsed as KnowledgeFile };
159
- }
160
- return { status: 'invalid', error: 'invalid knowledge file shape' };
161
- } catch (err) {
162
- return { status: 'invalid', error: err instanceof Error ? err.message : String(err) };
163
- }
164
- }
165
-
166
- /** 读 knowledge.json;不存在 / 解析失败 / 结构不对都返回 null。需要区分错误原因时用 readKnowledgeFileResult。 */
167
- export function readKnowledgeFile(path: string): KnowledgeFile | null {
168
- const result = readKnowledgeFileResult(path);
169
- return result.status === 'ok' ? result.file : null;
170
- }
171
-
172
- /** 临时文件 + rename 原子替换,避免读端读到写一半的 JSON。 */
173
- export function writeKnowledgeFileAtomic(path: string, file: KnowledgeFile): void {
174
- mkdirSync(dirname(path), { recursive: true });
175
- const tmp = `${path}.tmp.${process.pid}`;
176
- writeFileSync(tmp, JSON.stringify(file, null, 2));
177
- renameSync(tmp, path);
178
- }
179
-
180
- export interface KnowledgeSetInput {
181
- type: string;
182
- selector: string;
183
- key?: string;
184
- value?: unknown;
185
- tags?: string[];
186
- removeTags?: string[];
187
- note?: string;
188
- source?: KnowledgeSource;
189
- scope?: KnowledgeScope;
190
- }
191
-
192
- /** Agent 侧读-改-写句柄;CLI 命令使用。strategy 侧只读,用 buildKnowledgeView。 */
193
- export class KnowledgeStore {
194
- constructor(
195
- private readonly path: string,
196
- readonly gameId?: string,
197
- ) {}
198
-
199
- static forActiveAccount(): KnowledgeStore {
200
- return new KnowledgeStore(knowledgeFilePathForActiveAccount(), currentGameId());
201
- }
202
-
203
- /** 读当前文件;若不存在或属于别的对局,返回该对局的空文件(旧局知识自动失效)。 */
204
- load(): KnowledgeFile {
205
- const file = readKnowledgeFile(this.path);
206
- if (file && file.gameId === this.gameId) return file;
207
- return { version: 1, gameId: this.gameId, subjects: {} };
208
- }
209
-
210
- private save(file: KnowledgeFile): void {
211
- writeKnowledgeFileAtomic(this.path, file);
212
- }
213
-
214
- set(input: KnowledgeSetInput): SubjectEntry {
215
- if (!input.type || !input.selector) throw new Error('knowledge set requires type and selector');
216
- const file = this.load();
217
- const key = subjectKey(input.type, input.selector);
218
- const entry: SubjectEntry = file.subjects[key] ?? { type: input.type, selector: input.selector };
219
- const ts = nowTs();
220
- const source = input.source ?? 'agent';
221
-
222
- if (input.key != null) {
223
- entry.facts = entry.facts ?? {};
224
- entry.facts[input.key] = {
225
- value: input.value === undefined ? true : input.value,
226
- note: input.note,
227
- source,
228
- ts,
229
- };
230
- }
231
- if (input.tags && input.tags.length > 0) {
232
- entry.tags = entry.tags ?? {};
233
- for (const tag of input.tags) {
234
- if (!tag) continue;
235
- entry.tags[tag] = { note: input.note, source, ts };
236
- }
237
- }
238
- if (input.removeTags && entry.tags) {
239
- for (const tag of input.removeTags) delete entry.tags[tag];
240
- }
241
- if (input.scope) entry.scope = input.scope;
242
-
243
- file.subjects[key] = entry;
244
- this.save(file);
245
- return entry;
246
- }
247
-
248
- /** 删整个 subject,或仅删某个 fact / tag;删空后自动清除该 subject。 */
249
- del(type: string, selector: string, opts?: { key?: string; tag?: string }): boolean {
250
- const file = this.load();
251
- const key = subjectKey(type, selector);
252
- const entry = file.subjects[key];
253
- if (!entry) return false;
254
-
255
- if (!opts?.key && !opts?.tag) {
256
- delete file.subjects[key];
257
- this.save(file);
258
- return true;
259
- }
260
- if (opts.key && entry.facts) delete entry.facts[opts.key];
261
- if (opts.tag && entry.tags) delete entry.tags[opts.tag];
262
- const noFacts = !entry.facts || Object.keys(entry.facts).length === 0;
263
- const noTags = !entry.tags || Object.keys(entry.tags).length === 0;
264
- if (noFacts && noTags) delete file.subjects[key];
265
- this.save(file);
266
- return true;
267
- }
268
-
269
- clear(): void {
270
- this.save({ version: 1, gameId: this.gameId, subjects: {} });
271
- }
272
-
273
- list(): KnowledgeFile {
274
- return this.load();
275
- }
276
- }
277
-
278
- /** 由 strategy-loop 每次重载时构造。playerNamesBySeat 传入活引用即可,座位解析始终最新。 */
279
- export function buildKnowledgeView(
280
- file: KnowledgeFile | null,
281
- opts: { playerNamesBySeat?: Record<string, string> } = {},
282
- ): KnowledgeView {
283
- const subjects = file?.subjects ?? {};
284
- const namesBySeat = opts.playerNamesBySeat ?? {};
285
-
286
- const resolveAll = (ref: KnowledgeRef): SubjectEntry[] => {
287
- if (isSubjectRef(ref)) {
288
- const s = subjects[subjectKey(ref.type, ref.selector)];
289
- return s ? [s] : [];
290
- }
291
- return Object.values(subjects).filter((s) => s.type === 'player' && selectorMatchesPlayer(s.selector, ref, namesBySeat));
292
- };
293
-
294
- const latestFact = (ref: KnowledgeRef, key: string): FactMeta | undefined => {
295
- let best: FactMeta | undefined;
296
- for (const s of resolveAll(ref)) {
297
- const f = s.facts?.[key];
298
- if (f && (!best || f.ts > best.ts)) best = f;
299
- }
300
- return best;
301
- };
302
-
303
- type MarkVerdict = { kind: PlayerMark; ts: number };
304
- // 同一时刻打了冲突标记时,trusted 优先级高于 hostile(好人判断更慎重,不轻易被覆盖)。
305
- const markRank = (kind: PlayerMark): number => kind === 'trusted' ? 2 : 1;
306
- const latestMark = (ref: KnowledgeRef): MarkVerdict | undefined => {
307
- let best: MarkVerdict | undefined;
308
- const take = (v: MarkVerdict) => {
309
- if (!best
310
- || v.ts > best.ts
311
- || (v.ts === best.ts && markRank(v.kind) > markRank(best.kind))) {
312
- best = v;
313
- }
314
- };
315
- for (const s of resolveAll(ref)) {
316
- for (const [tag, meta] of Object.entries(s.tags ?? {})) {
317
- const kind = PLAYER_MARK_ALIASES[tag];
318
- if (kind) take({ kind, ts: meta.ts });
319
- }
320
- }
321
- return best;
322
- };
323
-
324
- const markKindForTag = (tag: string): PlayerMark | undefined => PLAYER_MARK_ALIASES[tag];
325
- const tagActive = (s: SubjectEntry, tag: string): boolean => {
326
- if (s.type === 'player') {
327
- const requestedMark = markKindForTag(tag);
328
- if (requestedMark) {
329
- const carriesRequestedMark = Object.keys(s.tags ?? {}).some(candidate => markKindForTag(candidate) === requestedMark);
330
- if (!carriesRequestedMark) return false;
331
- const ref: PlayerRef = /^\d+$/.test(s.selector.trim()) ? { seat: Number(s.selector) } : { name: s.selector };
332
- const mark = latestMark(ref);
333
- return !!mark && mark.kind === requestedMark;
334
- }
335
- // 废弃的旧玩家标记(suspect/avoid)= 未标记 = 被怀疑,绝不命中;其余自定义标签(如 paradise_fish)照常按原值判定。
336
- if (DROPPED_PLAYER_MARK_TAGS.has(tag)) return false;
337
- }
338
- return !!s.tags?.[tag];
339
- };
340
-
341
- return {
342
- empty: Object.keys(subjects).length === 0,
343
- subject: (type, selector) => subjects[subjectKey(type, selector)],
344
- getFact: (ref, key) => latestFact(ref, key),
345
- hasTag: (ref, tag) => resolveAll(ref).some((s) => tagActive(s, tag)),
346
- query: (q) => Object.values(subjects).filter((s) => {
347
- if (q.type && s.type !== q.type) return false;
348
- if (q.factKey && !s.facts?.[q.factKey]) return false;
349
- if (q.tag && !tagActive(s, q.tag)) return false;
350
- return true;
351
- }),
352
- selectorsWithTag: (type, tag) => Object.values(subjects)
353
- .filter((s) => s.type === type && tagActive(s, tag))
354
- .map((s) => s.selector),
355
- roleOf: (p) => {
356
- const fact = latestFact(p, 'role');
357
- return typeof fact?.value === 'string' ? fact.value : undefined;
358
- },
359
- markOf: (p) => latestMark(p)?.kind,
360
- // 未标记 hostile/trusted 的玩家一律「被怀疑」——这就是「除好人坏人外剩下全是被怀疑」的落点。
361
- isSuspect: (p) => !latestMark(p),
362
- isHostile: (p) => latestMark(p)?.kind === 'hostile',
363
- isTrusted: (p) => latestMark(p)?.kind === 'trusted',
364
- };
365
- }
366
-
367
- export function emptyKnowledgeView(): KnowledgeView {
368
- return buildKnowledgeView(null);
369
- }
1
+ /**
2
+ * 策略知识系统 — 当前对局的「推断快照」存储。
3
+ *
4
+ * 设计要点(见 docs/策略知识系统-by-claude.md):
5
+ * - 跨进程:Agent(短进程 CLI)写,strategy(长进程 loop)按 mtime 轮询读,免重启。
6
+ * - 快照而非日志:单个 JSON 对象,del/clear 直接重写;写入用临时文件 + rename 原子替换。
7
+ * - gameId 作用域:每份知识标记所属对局(= 最新 session 文件名),换局自动失效。
8
+ * - 价值中立:只存推断 + source,对 value 不做价值判断;
9
+ * 确定事实(role/队友/尸体…)走 state/ctx.teammates,不入库。
10
+ * - 玩家两档标记:只显式标 hostile(坏人)/ trusted(好人),未标记的一律默认「被怀疑」,不再有 suspect 标记,也不存置信度。
11
+ */
12
+ import { existsSync, mkdirSync, readFileSync, renameSync, statSync, writeFileSync } from 'fs';
13
+ import { basename, dirname, join } from 'path';
14
+ import { AuthStore } from './auth.js';
15
+ import { getProfileStateDir } from './init-command.js';
16
+ import { EventStore } from '../pipeline/event-store.js';
17
+
18
+ export type KnowledgeSource = 'agent' | 'strategy' | 'server';
19
+ /** v1:仅 'game' 生效(整库按 gameId 失效)。'session'/'persistent' 为预留,暂不跨局保留——跨局画像走 memory.md,CLI 也不暴露 --scope。 */
20
+ export type KnowledgeScope = 'game' | 'session' | 'persistent';
21
+
22
+ export interface FactMeta {
23
+ value: unknown;
24
+ note?: string;
25
+ source?: KnowledgeSource;
26
+ ts: number;
27
+ }
28
+
29
+ export interface TagMeta {
30
+ note?: string;
31
+ source?: KnowledgeSource;
32
+ ts: number;
33
+ }
34
+
35
+ /** 一个 subject(玩家/房间/任务/全局…)上聚合的事实 + 标签。 */
36
+ export interface SubjectEntry {
37
+ type: string; // 'player' | 'room' | 'task' | 'global' | <自定义>
38
+ selector: string; // player→座位号或名字;room→房名;global→''
39
+ facts?: Record<string, FactMeta>; // 键值事实,如 role: { value: 'impostor' }
40
+ tags?: Record<string, TagMeta>; // 玩家策略主标记:hostile / trusted(未标记默认被怀疑);也支持自定义标签
41
+ scope?: KnowledgeScope;
42
+ }
43
+
44
+ export interface KnowledgeFile {
45
+ version: 1;
46
+ gameId?: string;
47
+ subjects: Record<string, SubjectEntry>; // key = `${type}:${selector}`
48
+ }
49
+
50
+ export type KnowledgeFileReadResult =
51
+ | { status: 'ok'; file: KnowledgeFile }
52
+ | { status: 'missing' }
53
+ | { status: 'invalid'; error: string };
54
+
55
+ export type PlayerRef = { name?: string; seat?: number };
56
+ export type SubjectRef = { type: string; selector: string };
57
+ export type KnowledgeRef = PlayerRef | SubjectRef;
58
+ /** 玩家显式标记只有两档:hostile(坏人)/ trusted(好人)。未标记 = 被怀疑(markOf 返回 undefined)。 */
59
+ export type PlayerMark = 'hostile' | 'trusted';
60
+
61
+ export interface KnowledgeView {
62
+ /** 当前没有任何知识时为 true。 */
63
+ readonly empty: boolean;
64
+ /** 取一个 subject(精确 type + selector)。 */
65
+ subject(type: string, selector: string): SubjectEntry | undefined;
66
+ /** 取某 subject 的键值事实。player ref 会按座位↔名字归一化解析。 */
67
+ getFact(ref: KnowledgeRef, key: string): FactMeta | undefined;
68
+ /** 该 subject 是否带某标签。玩家两档 mark 及旧别名按最新结论解析。 */
69
+ hasTag(ref: KnowledgeRef, tag: string): boolean;
70
+ /** 按 type / tag / factKey 筛选 subject。玩家 mark 标签同样遵守最新结论。 */
71
+ query(q: { type?: string; tag?: string; factKey?: string }): SubjectEntry[];
72
+ /** 某 type 下带某标签的全部 selector(喂给 matchesAnyTarget 用)。玩家 mark 标签同样过滤旧结论。 */
73
+ selectorsWithTag(type: string, tag: string): string[];
74
+ // —— player 便捷语法糖 ——
75
+ /** 最近一次 role 事实。身份事实与策略 mark 完全解耦。 */
76
+ roleOf(p: PlayerRef): string | undefined;
77
+ /** 最新显式标记;未标记返回 undefined(= 被怀疑)。 */
78
+ markOf(p: PlayerRef): PlayerMark | undefined;
79
+ /** 被怀疑 = 既非 hostile 也非 trusted(含完全未标记者)。 */
80
+ isSuspect(p: PlayerRef): boolean;
81
+ isHostile(p: PlayerRef): boolean;
82
+ isTrusted(p: PlayerRef): boolean;
83
+ }
84
+
85
+ const PLAYER_MARK_ALIASES: Record<string, PlayerMark> = {
86
+ hostile: 'hostile',
87
+ kill_if_armed: 'hostile',
88
+ trusted: 'trusted',
89
+ cleared: 'trusted',
90
+ protected: 'trusted',
91
+ do_not_kill: 'trusted',
92
+ };
93
+
94
+ /**
95
+ * 两档化后被废弃的旧玩家标记:一律视同未标记(= 被怀疑),不映射到任何 canonical mark
96
+ *(「被怀疑」就是默认态,没有对应标签)。读取侧与写入侧共用这一份清单,避免漂移:
97
+ * - 读取侧(buildKnowledgeView.tagActive):旧数据里的 tags.suspect / tags.avoid 不再被 hasTag / query / selectorsWithTag 命中。
98
+ * - 写入侧(knowledge mark 的 removeTags):改判玩家时顺手删掉残留的 raw tag,否则 knowledge get / subject() 仍会暴露 tags.suspect/avoid 误导人。
99
+ */
100
+ export const DROPPED_PLAYER_MARK_TAGS = new Set(['suspect', 'avoid']);
101
+
102
+ function nowTs(): number {
103
+ return Date.now();
104
+ }
105
+
106
+ function subjectKey(type: string, selector: string): string {
107
+ return `${type}:${selector}`;
108
+ }
109
+
110
+ /** 座位↔名字双向解析(比 game-utils.matchesTarget 多了「selector 是名字、ref 只有座位」一向),不依赖 StrategyContext(避免循环)。 */
111
+ function selectorMatchesPlayer(
112
+ selector: string,
113
+ player: PlayerRef,
114
+ playerNamesBySeat: Record<string, string>,
115
+ ): boolean {
116
+ const seatStr = selector.trim();
117
+ const normalized = seatStr.toLowerCase();
118
+ if (!normalized) return false;
119
+ if (player.name && player.name.toLowerCase() === normalized) return true;
120
+ if (/^\d+$/.test(seatStr)) {
121
+ // 选择器是座位号
122
+ if (player.seat != null && String(player.seat) === seatStr) return true;
123
+ const nameFromSeat = playerNamesBySeat[seatStr];
124
+ if (nameFromSeat && player.name && player.name.toLowerCase() === nameFromSeat.toLowerCase()) return true;
125
+ } else if (player.seat != null) {
126
+ // 选择器是名字、引用只有座位 → 用座位映射出名字再比
127
+ const nameFromSeat = playerNamesBySeat[String(player.seat)];
128
+ if (nameFromSeat && nameFromSeat.toLowerCase() === normalized) return true;
129
+ }
130
+ return false;
131
+ }
132
+
133
+ function isSubjectRef(ref: KnowledgeRef): ref is SubjectRef {
134
+ return typeof (ref as SubjectRef).type === 'string' && typeof (ref as SubjectRef).selector === 'string';
135
+ }
136
+
137
+ /** 当前对局 id = 最新 session 文件名(去扩展名);无对局时 undefined。 */
138
+ export function currentGameId(): string | undefined {
139
+ try {
140
+ const path = EventStore.latestSessionPath();
141
+ return path ? basename(path, '.jsonl') : undefined;
142
+ } catch {
143
+ return undefined;
144
+ }
145
+ }
146
+
147
+ export function knowledgeFilePathForActiveAccount(): string {
148
+ const profile = new AuthStore().getActive();
149
+ if (!profile) throw new Error('Not logged in.');
150
+ return join(getProfileStateDir(profile), 'knowledge.json');
151
+ }
152
+
153
+ export function readKnowledgeFileResult(path: string): KnowledgeFileReadResult {
154
+ if (!existsSync(path)) return { status: 'missing' };
155
+ try {
156
+ const parsed = JSON.parse(readFileSync(path, 'utf8'));
157
+ if (parsed && parsed.version === 1 && parsed.subjects && typeof parsed.subjects === 'object') {
158
+ return { status: 'ok', file: parsed as KnowledgeFile };
159
+ }
160
+ return { status: 'invalid', error: 'invalid knowledge file shape' };
161
+ } catch (err) {
162
+ return { status: 'invalid', error: err instanceof Error ? err.message : String(err) };
163
+ }
164
+ }
165
+
166
+ /** 读 knowledge.json;不存在 / 解析失败 / 结构不对都返回 null。需要区分错误原因时用 readKnowledgeFileResult。 */
167
+ export function readKnowledgeFile(path: string): KnowledgeFile | null {
168
+ const result = readKnowledgeFileResult(path);
169
+ return result.status === 'ok' ? result.file : null;
170
+ }
171
+
172
+ /** 临时文件 + rename 原子替换,避免读端读到写一半的 JSON。 */
173
+ export function writeKnowledgeFileAtomic(path: string, file: KnowledgeFile): void {
174
+ mkdirSync(dirname(path), { recursive: true });
175
+ const tmp = `${path}.tmp.${process.pid}`;
176
+ writeFileSync(tmp, JSON.stringify(file, null, 2));
177
+ renameSync(tmp, path);
178
+ }
179
+
180
+ export interface KnowledgeSetInput {
181
+ type: string;
182
+ selector: string;
183
+ key?: string;
184
+ value?: unknown;
185
+ tags?: string[];
186
+ removeTags?: string[];
187
+ note?: string;
188
+ source?: KnowledgeSource;
189
+ scope?: KnowledgeScope;
190
+ }
191
+
192
+ /** Agent 侧读-改-写句柄;CLI 命令使用。strategy 侧只读,用 buildKnowledgeView。 */
193
+ export class KnowledgeStore {
194
+ constructor(
195
+ private readonly path: string,
196
+ readonly gameId?: string,
197
+ ) {}
198
+
199
+ static forActiveAccount(): KnowledgeStore {
200
+ return new KnowledgeStore(knowledgeFilePathForActiveAccount(), currentGameId());
201
+ }
202
+
203
+ /** 读当前文件;若不存在或属于别的对局,返回该对局的空文件(旧局知识自动失效)。 */
204
+ load(): KnowledgeFile {
205
+ const file = readKnowledgeFile(this.path);
206
+ if (file && file.gameId === this.gameId) return file;
207
+ return { version: 1, gameId: this.gameId, subjects: {} };
208
+ }
209
+
210
+ private save(file: KnowledgeFile): void {
211
+ writeKnowledgeFileAtomic(this.path, file);
212
+ }
213
+
214
+ set(input: KnowledgeSetInput): SubjectEntry {
215
+ if (!input.type || !input.selector) throw new Error('knowledge set requires type and selector');
216
+ const file = this.load();
217
+ const key = subjectKey(input.type, input.selector);
218
+ const entry: SubjectEntry = file.subjects[key] ?? { type: input.type, selector: input.selector };
219
+ const ts = nowTs();
220
+ const source = input.source ?? 'agent';
221
+
222
+ if (input.key != null) {
223
+ entry.facts = entry.facts ?? {};
224
+ entry.facts[input.key] = {
225
+ value: input.value === undefined ? true : input.value,
226
+ note: input.note,
227
+ source,
228
+ ts,
229
+ };
230
+ }
231
+ if (input.tags && input.tags.length > 0) {
232
+ entry.tags = entry.tags ?? {};
233
+ for (const tag of input.tags) {
234
+ if (!tag) continue;
235
+ entry.tags[tag] = { note: input.note, source, ts };
236
+ }
237
+ }
238
+ if (input.removeTags && entry.tags) {
239
+ for (const tag of input.removeTags) delete entry.tags[tag];
240
+ }
241
+ if (input.scope) entry.scope = input.scope;
242
+
243
+ file.subjects[key] = entry;
244
+ this.save(file);
245
+ return entry;
246
+ }
247
+
248
+ /** 删整个 subject,或仅删某个 fact / tag;删空后自动清除该 subject。 */
249
+ del(type: string, selector: string, opts?: { key?: string; tag?: string }): boolean {
250
+ const file = this.load();
251
+ const key = subjectKey(type, selector);
252
+ const entry = file.subjects[key];
253
+ if (!entry) return false;
254
+
255
+ if (!opts?.key && !opts?.tag) {
256
+ delete file.subjects[key];
257
+ this.save(file);
258
+ return true;
259
+ }
260
+ if (opts.key && entry.facts) delete entry.facts[opts.key];
261
+ if (opts.tag && entry.tags) delete entry.tags[opts.tag];
262
+ const noFacts = !entry.facts || Object.keys(entry.facts).length === 0;
263
+ const noTags = !entry.tags || Object.keys(entry.tags).length === 0;
264
+ if (noFacts && noTags) delete file.subjects[key];
265
+ this.save(file);
266
+ return true;
267
+ }
268
+
269
+ clear(): void {
270
+ this.save({ version: 1, gameId: this.gameId, subjects: {} });
271
+ }
272
+
273
+ list(): KnowledgeFile {
274
+ return this.load();
275
+ }
276
+ }
277
+
278
+ /** 由 strategy-loop 每次重载时构造。playerNamesBySeat 传入活引用即可,座位解析始终最新。 */
279
+ export function buildKnowledgeView(
280
+ file: KnowledgeFile | null,
281
+ opts: { playerNamesBySeat?: Record<string, string> } = {},
282
+ ): KnowledgeView {
283
+ const subjects = file?.subjects ?? {};
284
+ const namesBySeat = opts.playerNamesBySeat ?? {};
285
+
286
+ const resolveAll = (ref: KnowledgeRef): SubjectEntry[] => {
287
+ if (isSubjectRef(ref)) {
288
+ const s = subjects[subjectKey(ref.type, ref.selector)];
289
+ return s ? [s] : [];
290
+ }
291
+ return Object.values(subjects).filter((s) => s.type === 'player' && selectorMatchesPlayer(s.selector, ref, namesBySeat));
292
+ };
293
+
294
+ const latestFact = (ref: KnowledgeRef, key: string): FactMeta | undefined => {
295
+ let best: FactMeta | undefined;
296
+ for (const s of resolveAll(ref)) {
297
+ const f = s.facts?.[key];
298
+ if (f && (!best || f.ts > best.ts)) best = f;
299
+ }
300
+ return best;
301
+ };
302
+
303
+ type MarkVerdict = { kind: PlayerMark; ts: number };
304
+ // 同一时刻打了冲突标记时,trusted 优先级高于 hostile(好人判断更慎重,不轻易被覆盖)。
305
+ const markRank = (kind: PlayerMark): number => kind === 'trusted' ? 2 : 1;
306
+ const latestMark = (ref: KnowledgeRef): MarkVerdict | undefined => {
307
+ let best: MarkVerdict | undefined;
308
+ const take = (v: MarkVerdict) => {
309
+ if (!best
310
+ || v.ts > best.ts
311
+ || (v.ts === best.ts && markRank(v.kind) > markRank(best.kind))) {
312
+ best = v;
313
+ }
314
+ };
315
+ for (const s of resolveAll(ref)) {
316
+ for (const [tag, meta] of Object.entries(s.tags ?? {})) {
317
+ const kind = PLAYER_MARK_ALIASES[tag];
318
+ if (kind) take({ kind, ts: meta.ts });
319
+ }
320
+ }
321
+ return best;
322
+ };
323
+
324
+ const markKindForTag = (tag: string): PlayerMark | undefined => PLAYER_MARK_ALIASES[tag];
325
+ const tagActive = (s: SubjectEntry, tag: string): boolean => {
326
+ if (s.type === 'player') {
327
+ const requestedMark = markKindForTag(tag);
328
+ if (requestedMark) {
329
+ const carriesRequestedMark = Object.keys(s.tags ?? {}).some(candidate => markKindForTag(candidate) === requestedMark);
330
+ if (!carriesRequestedMark) return false;
331
+ const ref: PlayerRef = /^\d+$/.test(s.selector.trim()) ? { seat: Number(s.selector) } : { name: s.selector };
332
+ const mark = latestMark(ref);
333
+ return !!mark && mark.kind === requestedMark;
334
+ }
335
+ // 废弃的旧玩家标记(suspect/avoid)= 未标记 = 被怀疑,绝不命中;其余自定义标签(如 paradise_fish)照常按原值判定。
336
+ if (DROPPED_PLAYER_MARK_TAGS.has(tag)) return false;
337
+ }
338
+ return !!s.tags?.[tag];
339
+ };
340
+
341
+ return {
342
+ empty: Object.keys(subjects).length === 0,
343
+ subject: (type, selector) => subjects[subjectKey(type, selector)],
344
+ getFact: (ref, key) => latestFact(ref, key),
345
+ hasTag: (ref, tag) => resolveAll(ref).some((s) => tagActive(s, tag)),
346
+ query: (q) => Object.values(subjects).filter((s) => {
347
+ if (q.type && s.type !== q.type) return false;
348
+ if (q.factKey && !s.facts?.[q.factKey]) return false;
349
+ if (q.tag && !tagActive(s, q.tag)) return false;
350
+ return true;
351
+ }),
352
+ selectorsWithTag: (type, tag) => Object.values(subjects)
353
+ .filter((s) => s.type === type && tagActive(s, tag))
354
+ .map((s) => s.selector),
355
+ roleOf: (p) => {
356
+ const fact = latestFact(p, 'role');
357
+ return typeof fact?.value === 'string' ? fact.value : undefined;
358
+ },
359
+ markOf: (p) => latestMark(p)?.kind,
360
+ // 未标记 hostile/trusted 的玩家一律「被怀疑」——这就是「除好人坏人外剩下全是被怀疑」的落点。
361
+ isSuspect: (p) => !latestMark(p),
362
+ isHostile: (p) => latestMark(p)?.kind === 'hostile',
363
+ isTrusted: (p) => latestMark(p)?.kind === 'trusted',
364
+ };
365
+ }
366
+
367
+ export function emptyKnowledgeView(): KnowledgeView {
368
+ return buildKnowledgeView(null);
369
+ }