@myclaw163/clawclaw-cli 0.6.70 → 0.6.74
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.
- package/README.md +377 -427
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/check-skill-command-surface.mjs +116 -0
- package/scripts/find-hide-spots.py +157 -157
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +244 -244
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +246 -244
- package/skills/clawclaw/references/CHATTERBOX.md +141 -142
- package/skills/clawclaw/references/COMMANDS.md +155 -148
- package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +42 -45
- package/skills/clawclaw/references/STRATEGIES.md +59 -59
- package/skills/clawclaw/references/STREAM.md +93 -91
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +110 -110
- package/src/commands/_schema.ts +124 -109
- package/src/commands/account.ts +209 -209
- package/src/commands/config.ts +30 -30
- package/src/commands/do.test.ts +84 -73
- package/src/commands/do.ts +130 -126
- package/src/commands/events.test.ts +71 -71
- package/src/commands/events.ts +221 -155
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -84
- package/src/commands/game.ts +1113 -1042
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +13 -13
- package/src/commands/knowledge.ts +139 -139
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -45
- package/src/commands/persona.ts +57 -57
- package/src/commands/setup/codex.ts +266 -266
- package/src/commands/setup/hermes.test.ts +96 -96
- package/src/commands/setup/hermes.ts +76 -76
- package/src/commands/setup/index.ts +13 -13
- package/src/commands/setup/openclaw.test.ts +114 -114
- package/src/commands/setup/openclaw.ts +147 -147
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +145 -145
- package/src/commands/strategy.ts +181 -181
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +999 -977
- package/src/commands/watch.ts +660 -658
- package/src/lib/auth.test.ts +74 -74
- package/src/lib/auth.ts +186 -186
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +403 -391
- package/src/lib/game-context.ts +92 -0
- package/src/lib/host-config-patcher.test.ts +130 -130
- package/src/lib/host-config-patcher.ts +151 -151
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +121 -121
- package/src/lib/hub-reminder.ts +56 -56
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +120 -120
- package/src/lib/knowledge-store.test.ts +170 -170
- package/src/lib/knowledge-store.ts +369 -369
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +232 -232
- package/src/lib/strategy-export.ts +242 -242
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-format.test.ts +243 -215
- package/src/pipeline/event-format.ts +501 -485
- package/src/pipeline/event-hints.ts +195 -190
- package/src/pipeline/event-store.test.ts +28 -28
- package/src/pipeline/event-store.ts +193 -193
- package/src/pipeline/pipeline.ts +35 -35
- package/src/pipeline/player-projection.test.ts +119 -0
- package/src/pipeline/player-projection.ts +380 -0
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +209 -141
- package/src/runtime/event-daemon.ts +519 -457
- package/src/runtime/owner-control.ts +150 -150
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -107
- package/src/runtime/ws-client.test.ts +125 -104
- package/src/runtime/ws-client.ts +287 -272
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +110 -110
- package/src/sdk/types.ts +161 -161
- package/src/strategies/avoid-lone.ts +12 -12
- package/src/strategies/avoid-players.knowledge.md +19 -19
- package/src/strategies/avoid-players.ts +16 -16
- package/src/strategies/corpse-patrol.ts +23 -23
- package/src/strategies/crab-sabotage.ts +22 -22
- package/src/strategies/custom-module.test.ts +270 -270
- package/src/strategies/find-player.ts +17 -17
- package/src/strategies/game-utils.test.ts +242 -242
- package/src/strategies/game-utils.ts +846 -846
- package/src/strategies/goals/anchor-linger.ts +77 -77
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +113 -113
- package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/follow-companion-goal.ts +106 -106
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/hide-top.ts +197 -197
- package/src/strategies/goals/keep-away-goal.ts +221 -221
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +27 -27
- package/src/strategies/goals/linger-corpse-goal.ts +35 -35
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +133 -133
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +224 -224
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
- package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/hide-spots.ts +59 -59
- package/src/strategies/hide.ts +24 -24
- package/src/strategies/kill-frenzy.ts +13 -13
- package/src/strategies/kill-lone.knowledge.md +17 -17
- package/src/strategies/kill-lone.ts +14 -14
- package/src/strategies/kill-target.ts +19 -19
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +179 -179
- package/src/strategies/lone-kill-task.ts +22 -22
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +16 -16
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/off-route-points.ts +105 -105
- package/src/strategies/paradise-fish.knowledge.md +19 -19
- package/src/strategies/paradise-fish.ts +26 -26
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +355 -355
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +12 -12
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +12 -12
- package/src/strategies/shrimp-memory.knowledge.md +19 -19
- package/src/strategies/shrimp-memory.ts +26 -26
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +50 -50
- package/src/strategies/spawn.ts +82 -82
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.test.ts +15 -0
- package/src/strategies/strategy-loop.ts +776 -771
- package/src/strategies/task-kill-report.ts +18 -18
- package/src/strategies/task-only.ts +12 -12
- package/src/strategies/task-report.ts +23 -23
- package/src/strategies/types.ts +109 -109
- package/src/strategies/warrior-memory.knowledge.md +21 -21
- package/src/strategies/warrior-memory.ts +17 -17
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import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
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import { dist } from '../game-utils.js';
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export interface AnchorLingerOptions {
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/** 游走环最小半径(px)。 */
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min?: number;
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/** 游走环最大半径(px)。 */
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/** 走到离游走点这么近就算到达、换下一个点。 */
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/** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
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}
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/**
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* 围绕一个锚点 min-max px 的「粘性游走」:游走点一旦选定就粘住,直到走到 / 超时 / 换了锚点,
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* 不每 tick 重随机——否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖
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* 而走不出一条游走腿。有 avoid 目标时偏向锚点相对最近目标的对侧。贴尸游走(LingerCorpseGoal)
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* 与跟随同伴在其任务点假装做任务(FollowCompanionGoal)复用同一套游走机制。
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*/
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export class AnchorLinger {
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private target: Position | null = null;
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private until = 0;
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private key = '';
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private readonly min: number;
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private readonly max: number;
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private readonly reached: number;
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constructor(options: AnchorLingerOptions = {}) {
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this.min = options.min ?? 40;
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this.max = options.max ?? 100;
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}
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/** 丢弃当前游走点:离开锚点(尸体出视野、同伴起身走动)时调用,下次重新挑点。 */
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/** 围绕 anchor 取下一个游走点;key 变了(换了锚点)会立即重挑。 */
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const reached = this.target != null
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&& dist(state.you.x, state.you.y, this.target.x, this.target.y) <= this.reached;
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const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
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return { x: anchor.x + (vx / len) * this.max, y: anchor.y + (vy / len) * this.max };
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export interface AnchorLingerOptions {
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/** 游走环最小半径(px)。 */
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min?: number;
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/** 游走环最大半径(px)。 */
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max?: number;
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/** 走到离游走点这么近就算到达、换下一个点。 */
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reached?: number;
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/** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
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}
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/**
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* 围绕一个锚点 min-max px 的「粘性游走」:游走点一旦选定就粘住,直到走到 / 超时 / 换了锚点,
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* 不每 tick 重随机——否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖
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* 而走不出一条游走腿。有 avoid 目标时偏向锚点相对最近目标的对侧。贴尸游走(LingerCorpseGoal)
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* 与跟随同伴在其任务点假装做任务(FollowCompanionGoal)复用同一套游走机制。
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*/
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export class AnchorLinger {
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private target: Position | null = null;
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private until = 0;
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private readonly min: number;
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private readonly max: number;
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constructor(options: AnchorLingerOptions = {}) {
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this.min = options.min ?? 40;
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this.max = options.max ?? 100;
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this.dwellMs = options.dwellMs ?? 4000;
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}
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/** 丢弃当前游走点:离开锚点(尸体出视野、同伴起身走动)时调用,下次重新挑点。 */
|
|
38
|
+
reset(): void {
|
|
39
|
+
this.target = null;
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
/** 围绕 anchor 取下一个游走点;key 变了(换了锚点)会立即重挑。 */
|
|
43
|
+
step(state: GameState, key: string, anchor: Position, avoid: PlayerInfo[] = []): Position {
|
|
44
|
+
const now = Date.now();
|
|
45
|
+
const reached = this.target != null
|
|
46
|
+
&& dist(state.you.x, state.you.y, this.target.x, this.target.y) <= this.reached;
|
|
47
|
+
if (this.target == null || this.key !== key || reached || now >= this.until) {
|
|
48
|
+
this.key = key;
|
|
49
|
+
this.target = this.pickOffset(state, anchor, avoid);
|
|
50
|
+
this.until = now + this.dwellMs;
|
|
51
|
+
}
|
|
52
|
+
return this.target;
|
|
53
|
+
}
|
|
54
|
+
|
|
55
|
+
private pickOffset(state: GameState, anchor: Position, avoid: PlayerInfo[]): Position {
|
|
56
|
+
return avoid.length > 0 ? this.farSideOffset(state, anchor, avoid) : this.randomOffset(anchor);
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
private farSideOffset(state: GameState, anchor: Position, avoid: PlayerInfo[]): Position {
|
|
60
|
+
const nearest = avoid.reduce((best, p) => {
|
|
61
|
+
const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
62
|
+
const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
|
|
63
|
+
return d < bestD ? p : best;
|
|
64
|
+
});
|
|
65
|
+
const vx = anchor.x - nearest.x;
|
|
66
|
+
const vy = anchor.y - nearest.y;
|
|
67
|
+
const len = Math.hypot(vx, vy);
|
|
68
|
+
if (len === 0) return this.randomOffset(anchor);
|
|
69
|
+
return { x: anchor.x + (vx / len) * this.max, y: anchor.y + (vy / len) * this.max };
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
private randomOffset(anchor: Position): Position {
|
|
73
|
+
const angle = Math.random() * 2 * Math.PI;
|
|
74
|
+
const radius = this.min + Math.random() * (this.max - this.min);
|
|
75
|
+
return { x: anchor.x + Math.cos(angle) * radius, y: anchor.y + Math.sin(angle) * radius };
|
|
76
|
+
}
|
|
77
|
+
}
|
|
@@ -1,168 +1,168 @@
|
|
|
1
|
-
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
-
import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
|
|
3
|
-
import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
|
|
4
|
-
import { Goal } from './goal.js';
|
|
5
|
-
import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
|
|
6
|
-
import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
|
|
7
|
-
|
|
8
|
-
const PATROL_PRIORITY = 0.2;
|
|
9
|
-
const MOVE_PRIORITY = 0.5;
|
|
10
|
-
const EMPTY_GRACE_MS = 8_000;
|
|
11
|
-
// 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
|
|
12
|
-
const GATHER_FOLLOW_DISTANCE = 200;
|
|
13
|
-
|
|
14
|
-
type MoveMode = 'patrol' | 'flee' | 'gather';
|
|
15
|
-
|
|
16
|
-
export class AvoidLoneTop extends Goal {
|
|
17
|
-
private readonly patrol = new PatrolState();
|
|
18
|
-
private emptySince: number | null = null;
|
|
19
|
-
private moveMode: MoveMode | null = null;
|
|
20
|
-
private lastNoticeKey = '';
|
|
21
|
-
|
|
22
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
23
|
-
const now = Date.now();
|
|
24
|
-
const visible = state.players;
|
|
25
|
-
|
|
26
|
-
if (visible.length === 0) {
|
|
27
|
-
if (this.emptySince == null) this.emptySince = now;
|
|
28
|
-
// 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
|
|
29
|
-
// gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
|
|
30
|
-
// 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
|
|
31
|
-
const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
|
|
32
|
-
if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
|
|
33
|
-
this.setPatrolGoal(state, ctx);
|
|
34
|
-
this.emitProgress(state, ctx, 'patrol', null, visible);
|
|
35
|
-
} else {
|
|
36
|
-
this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
|
|
37
|
-
}
|
|
38
|
-
return [];
|
|
39
|
-
}
|
|
40
|
-
|
|
41
|
-
this.emptySince = null;
|
|
42
|
-
|
|
43
|
-
if (visible.length === 1) {
|
|
44
|
-
const lone = visible[0].name;
|
|
45
|
-
this.setKeepAway(`single:${lone}`,
|
|
46
|
-
currentState => currentState.players.filter(player => player.name === lone));
|
|
47
|
-
if (!this.emitNotice(ctx, `flee:${lone}`,
|
|
48
|
-
`视野内只有${lone},正在寻路避免落单。`))
|
|
49
|
-
this.emitProgress(state, ctx, 'flee', null, visible);
|
|
50
|
-
return [];
|
|
51
|
-
}
|
|
52
|
-
|
|
53
|
-
// 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
|
|
54
|
-
// 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
|
|
55
|
-
this.clearGoal();
|
|
56
|
-
this.moveMode = 'gather';
|
|
57
|
-
const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
|
|
58
|
-
const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
|
|
59
|
-
if (decision) {
|
|
60
|
-
if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
|
|
61
|
-
`视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
|
|
62
|
-
this.emitProgress(state, ctx, 'gather', null, visible);
|
|
63
|
-
return [{
|
|
64
|
-
action: decision.action.withThinking(
|
|
65
|
-
`跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
|
|
66
|
-
),
|
|
67
|
-
}];
|
|
68
|
-
}
|
|
69
|
-
if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
|
|
70
|
-
`视野内${visible.length}人,已和大家在一起保持安全。`))
|
|
71
|
-
this.emitProgress(state, ctx, 'gather', null, visible);
|
|
72
|
-
return [];
|
|
73
|
-
}
|
|
74
|
-
|
|
75
|
-
private distOf(state: GameState, p: PlayerInfo): number {
|
|
76
|
-
return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
77
|
-
}
|
|
78
|
-
|
|
79
|
-
private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
|
|
80
|
-
let room = this.patrol.nextRoom(ctx);
|
|
81
|
-
if (!room) {
|
|
82
|
-
this.clearGoal();
|
|
83
|
-
return;
|
|
84
|
-
}
|
|
85
|
-
|
|
86
|
-
if (hasReachedRoomTarget(state, room)) {
|
|
87
|
-
this.patrol.advance(ctx);
|
|
88
|
-
room = this.patrol.nextRoom(ctx);
|
|
89
|
-
if (!room) {
|
|
90
|
-
this.clearGoal();
|
|
91
|
-
return;
|
|
92
|
-
}
|
|
93
|
-
}
|
|
94
|
-
|
|
95
|
-
this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
|
|
96
|
-
this.lastNoticeKey = '';
|
|
97
|
-
}
|
|
98
|
-
|
|
99
|
-
/**
|
|
100
|
-
* 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
|
|
101
|
-
* finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
|
|
102
|
-
* 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
|
|
103
|
-
*/
|
|
104
|
-
private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
|
|
105
|
-
const worker = this.subGoal;
|
|
106
|
-
if (worker instanceof KeepAwayGoal && worker.key === key) {
|
|
107
|
-
this.moveMode = 'flee';
|
|
108
|
-
return;
|
|
109
|
-
}
|
|
110
|
-
if (this.subGoal) this.removeSubGoal();
|
|
111
|
-
this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
|
|
112
|
-
threatRadius: Infinity,
|
|
113
|
-
finishWhenClear: false,
|
|
114
|
-
noun: '',
|
|
115
|
-
}), MOVE_PRIORITY);
|
|
116
|
-
this.moveMode = 'flee';
|
|
117
|
-
}
|
|
118
|
-
|
|
119
|
-
private setMoveGoal(
|
|
120
|
-
room: RoomTarget,
|
|
121
|
-
mode: MoveMode,
|
|
122
|
-
stopOnPlayer: boolean,
|
|
123
|
-
priority = MOVE_PRIORITY,
|
|
124
|
-
hasArrived: RoomArrival = hasReachedRoomTarget,
|
|
125
|
-
): void {
|
|
126
|
-
const worker = this.subGoal;
|
|
127
|
-
if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
|
|
128
|
-
if (this.subGoal) this.removeSubGoal();
|
|
129
|
-
this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
|
|
130
|
-
emitProgress: false,
|
|
131
|
-
stopOnPlayer,
|
|
132
|
-
}), priority);
|
|
133
|
-
this.moveMode = mode;
|
|
134
|
-
}
|
|
135
|
-
|
|
136
|
-
private clearGoal(): void {
|
|
137
|
-
if (this.subGoal) this.removeSubGoal();
|
|
138
|
-
this.moveMode = null;
|
|
139
|
-
}
|
|
140
|
-
|
|
141
|
-
private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
|
|
142
|
-
if (key === this.lastNoticeKey) return false;
|
|
143
|
-
this.lastNoticeKey = key;
|
|
144
|
-
ctx.notifications.push(message);
|
|
145
|
-
return true;
|
|
146
|
-
}
|
|
147
|
-
|
|
148
|
-
private emitProgress(
|
|
149
|
-
state: GameState,
|
|
150
|
-
ctx: StrategyContext,
|
|
151
|
-
mode: MoveMode | null,
|
|
152
|
-
target: RoomTarget | null,
|
|
153
|
-
visible: PlayerInfo[],
|
|
154
|
-
): void {
|
|
155
|
-
const now = Date.now();
|
|
156
|
-
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
157
|
-
ctx.lastProgressNotifyAt = now;
|
|
158
|
-
|
|
159
|
-
const room = state.you.room ?? '未知';
|
|
160
|
-
let msg = `[进度] 当前在${room},视野内${visible.length}人`;
|
|
161
|
-
if (mode === 'gather') msg += ',正在跟随人群';
|
|
162
|
-
else if (mode === 'flee') msg += ',正在避免落单风险';
|
|
163
|
-
else msg += ',正在巡逻寻找人群';
|
|
164
|
-
if (target) msg += `,前往${target.name}`;
|
|
165
|
-
msg += '。';
|
|
166
|
-
ctx.notifications.push(msg);
|
|
167
|
-
}
|
|
168
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
|
|
3
|
+
import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
|
|
4
|
+
import { Goal } from './goal.js';
|
|
5
|
+
import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
|
|
6
|
+
import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
|
|
7
|
+
|
|
8
|
+
const PATROL_PRIORITY = 0.2;
|
|
9
|
+
const MOVE_PRIORITY = 0.5;
|
|
10
|
+
const EMPTY_GRACE_MS = 8_000;
|
|
11
|
+
// 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
|
|
12
|
+
const GATHER_FOLLOW_DISTANCE = 200;
|
|
13
|
+
|
|
14
|
+
type MoveMode = 'patrol' | 'flee' | 'gather';
|
|
15
|
+
|
|
16
|
+
export class AvoidLoneTop extends Goal {
|
|
17
|
+
private readonly patrol = new PatrolState();
|
|
18
|
+
private emptySince: number | null = null;
|
|
19
|
+
private moveMode: MoveMode | null = null;
|
|
20
|
+
private lastNoticeKey = '';
|
|
21
|
+
|
|
22
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
23
|
+
const now = Date.now();
|
|
24
|
+
const visible = state.players;
|
|
25
|
+
|
|
26
|
+
if (visible.length === 0) {
|
|
27
|
+
if (this.emptySince == null) this.emptySince = now;
|
|
28
|
+
// 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
|
|
29
|
+
// gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
|
|
30
|
+
// 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
|
|
31
|
+
const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
|
|
32
|
+
if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
|
|
33
|
+
this.setPatrolGoal(state, ctx);
|
|
34
|
+
this.emitProgress(state, ctx, 'patrol', null, visible);
|
|
35
|
+
} else {
|
|
36
|
+
this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
|
|
37
|
+
}
|
|
38
|
+
return [];
|
|
39
|
+
}
|
|
40
|
+
|
|
41
|
+
this.emptySince = null;
|
|
42
|
+
|
|
43
|
+
if (visible.length === 1) {
|
|
44
|
+
const lone = visible[0].name;
|
|
45
|
+
this.setKeepAway(`single:${lone}`,
|
|
46
|
+
currentState => currentState.players.filter(player => player.name === lone));
|
|
47
|
+
if (!this.emitNotice(ctx, `flee:${lone}`,
|
|
48
|
+
`视野内只有${lone},正在寻路避免落单。`))
|
|
49
|
+
this.emitProgress(state, ctx, 'flee', null, visible);
|
|
50
|
+
return [];
|
|
51
|
+
}
|
|
52
|
+
|
|
53
|
+
// 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
|
|
54
|
+
// 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
|
|
55
|
+
this.clearGoal();
|
|
56
|
+
this.moveMode = 'gather';
|
|
57
|
+
const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
|
|
58
|
+
const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
|
|
59
|
+
if (decision) {
|
|
60
|
+
if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
|
|
61
|
+
`视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
|
|
62
|
+
this.emitProgress(state, ctx, 'gather', null, visible);
|
|
63
|
+
return [{
|
|
64
|
+
action: decision.action.withThinking(
|
|
65
|
+
`跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
|
|
66
|
+
),
|
|
67
|
+
}];
|
|
68
|
+
}
|
|
69
|
+
if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
|
|
70
|
+
`视野内${visible.length}人,已和大家在一起保持安全。`))
|
|
71
|
+
this.emitProgress(state, ctx, 'gather', null, visible);
|
|
72
|
+
return [];
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
private distOf(state: GameState, p: PlayerInfo): number {
|
|
76
|
+
return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
|
|
77
|
+
}
|
|
78
|
+
|
|
79
|
+
private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
|
|
80
|
+
let room = this.patrol.nextRoom(ctx);
|
|
81
|
+
if (!room) {
|
|
82
|
+
this.clearGoal();
|
|
83
|
+
return;
|
|
84
|
+
}
|
|
85
|
+
|
|
86
|
+
if (hasReachedRoomTarget(state, room)) {
|
|
87
|
+
this.patrol.advance(ctx);
|
|
88
|
+
room = this.patrol.nextRoom(ctx);
|
|
89
|
+
if (!room) {
|
|
90
|
+
this.clearGoal();
|
|
91
|
+
return;
|
|
92
|
+
}
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
|
|
96
|
+
this.lastNoticeKey = '';
|
|
97
|
+
}
|
|
98
|
+
|
|
99
|
+
/**
|
|
100
|
+
* 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
|
|
101
|
+
* finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
|
|
102
|
+
* 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
|
|
103
|
+
*/
|
|
104
|
+
private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
|
|
105
|
+
const worker = this.subGoal;
|
|
106
|
+
if (worker instanceof KeepAwayGoal && worker.key === key) {
|
|
107
|
+
this.moveMode = 'flee';
|
|
108
|
+
return;
|
|
109
|
+
}
|
|
110
|
+
if (this.subGoal) this.removeSubGoal();
|
|
111
|
+
this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
|
|
112
|
+
threatRadius: Infinity,
|
|
113
|
+
finishWhenClear: false,
|
|
114
|
+
noun: '',
|
|
115
|
+
}), MOVE_PRIORITY);
|
|
116
|
+
this.moveMode = 'flee';
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
private setMoveGoal(
|
|
120
|
+
room: RoomTarget,
|
|
121
|
+
mode: MoveMode,
|
|
122
|
+
stopOnPlayer: boolean,
|
|
123
|
+
priority = MOVE_PRIORITY,
|
|
124
|
+
hasArrived: RoomArrival = hasReachedRoomTarget,
|
|
125
|
+
): void {
|
|
126
|
+
const worker = this.subGoal;
|
|
127
|
+
if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
|
|
128
|
+
if (this.subGoal) this.removeSubGoal();
|
|
129
|
+
this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
|
|
130
|
+
emitProgress: false,
|
|
131
|
+
stopOnPlayer,
|
|
132
|
+
}), priority);
|
|
133
|
+
this.moveMode = mode;
|
|
134
|
+
}
|
|
135
|
+
|
|
136
|
+
private clearGoal(): void {
|
|
137
|
+
if (this.subGoal) this.removeSubGoal();
|
|
138
|
+
this.moveMode = null;
|
|
139
|
+
}
|
|
140
|
+
|
|
141
|
+
private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
|
|
142
|
+
if (key === this.lastNoticeKey) return false;
|
|
143
|
+
this.lastNoticeKey = key;
|
|
144
|
+
ctx.notifications.push(message);
|
|
145
|
+
return true;
|
|
146
|
+
}
|
|
147
|
+
|
|
148
|
+
private emitProgress(
|
|
149
|
+
state: GameState,
|
|
150
|
+
ctx: StrategyContext,
|
|
151
|
+
mode: MoveMode | null,
|
|
152
|
+
target: RoomTarget | null,
|
|
153
|
+
visible: PlayerInfo[],
|
|
154
|
+
): void {
|
|
155
|
+
const now = Date.now();
|
|
156
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
157
|
+
ctx.lastProgressNotifyAt = now;
|
|
158
|
+
|
|
159
|
+
const room = state.you.room ?? '未知';
|
|
160
|
+
let msg = `[进度] 当前在${room},视野内${visible.length}人`;
|
|
161
|
+
if (mode === 'gather') msg += ',正在跟随人群';
|
|
162
|
+
else if (mode === 'flee') msg += ',正在避免落单风险';
|
|
163
|
+
else msg += ',正在巡逻寻找人群';
|
|
164
|
+
if (target) msg += `,前往${target.name}`;
|
|
165
|
+
msg += '。';
|
|
166
|
+
ctx.notifications.push(msg);
|
|
167
|
+
}
|
|
168
|
+
}
|
|
@@ -1,83 +1,83 @@
|
|
|
1
|
-
import { describe, expect, it } from 'vitest';
|
|
2
|
-
import type { GameState } from '../../sdk/types.js';
|
|
3
|
-
import type { StrategyContext } from '../types.js';
|
|
4
|
-
import { AvoidPlayersTop } from './avoid-players-top.js';
|
|
5
|
-
|
|
6
|
-
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
-
return {
|
|
8
|
-
phase: 'wandering',
|
|
9
|
-
tick: 1,
|
|
10
|
-
you: {
|
|
11
|
-
name: 'self',
|
|
12
|
-
x: 0,
|
|
13
|
-
y: 0,
|
|
14
|
-
room: 'start',
|
|
15
|
-
role: 'neutral_octopus',
|
|
16
|
-
faction: 'neutral',
|
|
17
|
-
is_alive: true,
|
|
18
|
-
},
|
|
19
|
-
your_tasks: [],
|
|
20
|
-
players: [],
|
|
21
|
-
corpses: [],
|
|
22
|
-
stale: false,
|
|
23
|
-
...overrides,
|
|
24
|
-
};
|
|
25
|
-
}
|
|
26
|
-
|
|
27
|
-
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
28
|
-
return {
|
|
29
|
-
taskData: [],
|
|
30
|
-
emergency: null,
|
|
31
|
-
taskLocalBlockedUntil: 0,
|
|
32
|
-
reportCorpseTarget: null,
|
|
33
|
-
reportBlockedUntil: 0,
|
|
34
|
-
notifications: [],
|
|
35
|
-
lastProgressNotifyAt: Date.now(),
|
|
36
|
-
teammates: new Set(),
|
|
37
|
-
alarmDone: false,
|
|
38
|
-
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
39
|
-
playerNamesBySeat: {},
|
|
40
|
-
forcePatrolAdvance: false,
|
|
41
|
-
blockedMoveTarget: null,
|
|
42
|
-
mySeat: 1,
|
|
43
|
-
speechNotifications: [],
|
|
44
|
-
agentAlerts: [],
|
|
45
|
-
...overrides,
|
|
46
|
-
};
|
|
47
|
-
}
|
|
48
|
-
|
|
49
|
-
describe('AvoidPlayersTop', () => {
|
|
50
|
-
it('patrols without stop_on_player when the avoid list has no active threat', () => {
|
|
51
|
-
const top = new AvoidPlayersTop([]);
|
|
52
|
-
const ctx = context();
|
|
53
|
-
const current = state({
|
|
54
|
-
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
55
|
-
});
|
|
56
|
-
|
|
57
|
-
top.tick(current, ctx);
|
|
58
|
-
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
59
|
-
|
|
60
|
-
expect(decisions).toHaveLength(1);
|
|
61
|
-
expect(decisions[0].action.type).toBe('move');
|
|
62
|
-
expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
|
|
63
|
-
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
64
|
-
});
|
|
65
|
-
|
|
66
|
-
it('patrols without stop_on_player when the configured avoid target is dead', () => {
|
|
67
|
-
const top = new AvoidPlayersTop(['dead-target']);
|
|
68
|
-
const ctx = context();
|
|
69
|
-
const current = state({
|
|
70
|
-
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
71
|
-
all_players: [
|
|
72
|
-
{ name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
|
|
73
|
-
{ name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
|
|
74
|
-
],
|
|
75
|
-
});
|
|
76
|
-
|
|
77
|
-
top.tick(current, ctx);
|
|
78
|
-
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
79
|
-
|
|
80
|
-
expect(decisions).toHaveLength(1);
|
|
81
|
-
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
82
|
-
});
|
|
83
|
-
});
|
|
1
|
+
import { describe, expect, it } from 'vitest';
|
|
2
|
+
import type { GameState } from '../../sdk/types.js';
|
|
3
|
+
import type { StrategyContext } from '../types.js';
|
|
4
|
+
import { AvoidPlayersTop } from './avoid-players-top.js';
|
|
5
|
+
|
|
6
|
+
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
+
return {
|
|
8
|
+
phase: 'wandering',
|
|
9
|
+
tick: 1,
|
|
10
|
+
you: {
|
|
11
|
+
name: 'self',
|
|
12
|
+
x: 0,
|
|
13
|
+
y: 0,
|
|
14
|
+
room: 'start',
|
|
15
|
+
role: 'neutral_octopus',
|
|
16
|
+
faction: 'neutral',
|
|
17
|
+
is_alive: true,
|
|
18
|
+
},
|
|
19
|
+
your_tasks: [],
|
|
20
|
+
players: [],
|
|
21
|
+
corpses: [],
|
|
22
|
+
stale: false,
|
|
23
|
+
...overrides,
|
|
24
|
+
};
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
28
|
+
return {
|
|
29
|
+
taskData: [],
|
|
30
|
+
emergency: null,
|
|
31
|
+
taskLocalBlockedUntil: 0,
|
|
32
|
+
reportCorpseTarget: null,
|
|
33
|
+
reportBlockedUntil: 0,
|
|
34
|
+
notifications: [],
|
|
35
|
+
lastProgressNotifyAt: Date.now(),
|
|
36
|
+
teammates: new Set(),
|
|
37
|
+
alarmDone: false,
|
|
38
|
+
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
39
|
+
playerNamesBySeat: {},
|
|
40
|
+
forcePatrolAdvance: false,
|
|
41
|
+
blockedMoveTarget: null,
|
|
42
|
+
mySeat: 1,
|
|
43
|
+
speechNotifications: [],
|
|
44
|
+
agentAlerts: [],
|
|
45
|
+
...overrides,
|
|
46
|
+
};
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
describe('AvoidPlayersTop', () => {
|
|
50
|
+
it('patrols without stop_on_player when the avoid list has no active threat', () => {
|
|
51
|
+
const top = new AvoidPlayersTop([]);
|
|
52
|
+
const ctx = context();
|
|
53
|
+
const current = state({
|
|
54
|
+
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
55
|
+
});
|
|
56
|
+
|
|
57
|
+
top.tick(current, ctx);
|
|
58
|
+
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
59
|
+
|
|
60
|
+
expect(decisions).toHaveLength(1);
|
|
61
|
+
expect(decisions[0].action.type).toBe('move');
|
|
62
|
+
expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
|
|
63
|
+
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
64
|
+
});
|
|
65
|
+
|
|
66
|
+
it('patrols without stop_on_player when the configured avoid target is dead', () => {
|
|
67
|
+
const top = new AvoidPlayersTop(['dead-target']);
|
|
68
|
+
const ctx = context();
|
|
69
|
+
const current = state({
|
|
70
|
+
players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
|
|
71
|
+
all_players: [
|
|
72
|
+
{ name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
|
|
73
|
+
{ name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
|
|
74
|
+
],
|
|
75
|
+
});
|
|
76
|
+
|
|
77
|
+
top.tick(current, ctx);
|
|
78
|
+
const decisions = top.subGoal?.tick(current, ctx) ?? [];
|
|
79
|
+
|
|
80
|
+
expect(decisions).toHaveLength(1);
|
|
81
|
+
expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
|
|
82
|
+
});
|
|
83
|
+
});
|