@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.
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
@@ -1,28 +1,28 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { nonTeammatesVisible, patrolStep, PatrolState, roomAwayFromPlayers } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
- import type { LoneKillCore } from './lone-kill-core.js';
7
-
8
- /**
9
- * 紧急(自己触发破坏警报)期间的搜猎子目标(叶子,由上层以 URGENT 优先级挂载):虾群涌向维修点,
10
- * 蟹不做任务,朝人少方向走去抓真正掉队的——警报期杀人照样会被举报,所以不在人前乱杀、只清落单;
11
- * 看不到非队友就按房间游走搜寻。永远有动作。
12
- * stop_on_player 复用 core.patrolStopOnPlayer()(身边只有队友时别撞着队友停下)。
13
- */
14
- export class EmergencyHuntGoal extends Goal {
15
- constructor(
16
- private readonly core: LoneKillCore,
17
- private readonly patrol: PatrolState,
18
- ) {
19
- super();
20
- }
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- const crowd = nonTeammatesVisible(state, ctx);
24
- const room = roomAwayFromPlayers(state, ctx, crowd);
25
- if (room) return [{ action: Action.move({ x: room.x, y: room.y }, false) }];
26
- return patrolStep(state, ctx, this.patrol, this.core.patrolStopOnPlayer());
27
- }
28
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { nonTeammatesVisible, patrolStep, PatrolState, roomAwayFromPlayers } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+ import type { LoneKillCore } from './lone-kill-core.js';
7
+
8
+ /**
9
+ * 紧急(自己触发破坏警报)期间的搜猎子目标(叶子,由上层以 URGENT 优先级挂载):虾群涌向维修点,
10
+ * 蟹不做任务,朝人少方向走去抓真正掉队的——警报期杀人照样会被举报,所以不在人前乱杀、只清落单;
11
+ * 看不到非队友就按房间游走搜寻。永远有动作。
12
+ * stop_on_player 复用 core.patrolStopOnPlayer()(身边只有队友时别撞着队友停下)。
13
+ */
14
+ export class EmergencyHuntGoal extends Goal {
15
+ constructor(
16
+ private readonly core: LoneKillCore,
17
+ private readonly patrol: PatrolState,
18
+ ) {
19
+ super();
20
+ }
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ const crowd = nonTeammatesVisible(state, ctx);
24
+ const room = roomAwayFromPlayers(state, ctx, crowd);
25
+ if (room) return [{ action: Action.move({ x: room.x, y: room.y }, false) }];
26
+ return patrolStep(state, ctx, this.patrol, this.core.patrolStopOnPlayer());
27
+ }
28
+ }
@@ -1,93 +1,93 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- isTargetAlive,
6
- nearestVisibleTarget,
7
- PatrolState,
8
- PATROL_REACHED_DISTANCE,
9
- PROGRESS_INTERVAL_MS,
10
- pursueVisibleTarget,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- const DEFAULT_TRACK_DISTANCE = 40;
16
- const LAST_SEEN_ARRIVE = 20;
17
-
18
- export class FindPlayerTop extends Goal {
19
- private readonly patrol = new PatrolState();
20
- private lastSeenX: number | null = null;
21
- private lastSeenY: number | null = null;
22
- private foundNotified = false;
23
-
24
- constructor(
25
- private readonly target: string,
26
- private readonly trackDistance: number = DEFAULT_TRACK_DISTANCE,
27
- ) {
28
- super();
29
- }
30
-
31
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
32
- if (!isTargetAlive(state, this.target, ctx)) {
33
- ctx.notifications.push('目标已死亡');
34
- this.emitProgress(state, ctx);
35
- return [];
36
- }
37
-
38
- const target = nearestVisibleTarget(state, ctx, [this.target]);
39
- if (target) {
40
- this.lastSeenX = target.x;
41
- this.lastSeenY = target.y;
42
- if (!this.foundNotified) {
43
- this.foundNotified = true;
44
- ctx.notifications.push('我已经牢牢跟住他了!');
45
- }
46
- const decision = pursueVisibleTarget(state, target, { kill: false, followDistance: this.trackDistance });
47
- this.emitProgress(state, ctx);
48
- return decision ? [decision] : [];
49
- }
50
-
51
- this.foundNotified = false;
52
-
53
- if (this.lastSeenX != null && this.lastSeenY != null) {
54
- if (dist(state.you.x, state.you.y, this.lastSeenX, this.lastSeenY) > LAST_SEEN_ARRIVE) {
55
- this.emitProgress(state, ctx);
56
- return [{ action: Action.move({ x: this.lastSeenX, y: this.lastSeenY }) }];
57
- }
58
- this.lastSeenX = null;
59
- this.lastSeenY = null;
60
- }
61
-
62
- this.emitProgress(state, ctx);
63
- return this.patrolDecision(state, ctx);
64
- }
65
-
66
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
67
- let room = this.patrol.nextRoom(ctx);
68
- if (!room) return [];
69
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
70
- this.patrol.advance(ctx);
71
- const next = this.patrol.nextRoom(ctx);
72
- if (next) room = next;
73
- }
74
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
75
- }
76
-
77
- private emitProgress(state: GameState, ctx: StrategyContext): void {
78
- const now = Date.now();
79
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
80
- ctx.lastProgressNotifyAt = now;
81
-
82
- const room = state.you.room ?? '未知';
83
- if (this.foundNotified) {
84
- const t = nearestVisibleTarget(state, ctx, [this.target]);
85
- const d = t ? (t.distance ?? dist(state.you.x, state.you.y, t.x, t.y)) : 0;
86
- ctx.notifications.push(`[进度] 当前在${room},正在跟踪目标${this.target},距离${Math.round(d)}px。`);
87
- } else if (this.lastSeenX != null) {
88
- ctx.notifications.push(`[进度] 当前在${room},跟丢了,正赶往${this.target}最后出现的位置。`);
89
- } else {
90
- ctx.notifications.push(`[进度] 当前在${room},正在巡逻寻找${this.target}。`);
91
- }
92
- }
93
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ isTargetAlive,
6
+ nearestVisibleTarget,
7
+ PatrolState,
8
+ PATROL_REACHED_DISTANCE,
9
+ PROGRESS_INTERVAL_MS,
10
+ pursueVisibleTarget,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ const DEFAULT_TRACK_DISTANCE = 40;
16
+ const LAST_SEEN_ARRIVE = 20;
17
+
18
+ export class FindPlayerTop extends Goal {
19
+ private readonly patrol = new PatrolState();
20
+ private lastSeenX: number | null = null;
21
+ private lastSeenY: number | null = null;
22
+ private foundNotified = false;
23
+
24
+ constructor(
25
+ private readonly target: string,
26
+ private readonly trackDistance: number = DEFAULT_TRACK_DISTANCE,
27
+ ) {
28
+ super();
29
+ }
30
+
31
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
32
+ if (!isTargetAlive(state, this.target, ctx)) {
33
+ ctx.notifications.push('目标已死亡');
34
+ this.emitProgress(state, ctx);
35
+ return [];
36
+ }
37
+
38
+ const target = nearestVisibleTarget(state, ctx, [this.target]);
39
+ if (target) {
40
+ this.lastSeenX = target.x;
41
+ this.lastSeenY = target.y;
42
+ if (!this.foundNotified) {
43
+ this.foundNotified = true;
44
+ ctx.notifications.push('我已经牢牢跟住他了!');
45
+ }
46
+ const decision = pursueVisibleTarget(state, target, { kill: false, followDistance: this.trackDistance });
47
+ this.emitProgress(state, ctx);
48
+ return decision ? [decision] : [];
49
+ }
50
+
51
+ this.foundNotified = false;
52
+
53
+ if (this.lastSeenX != null && this.lastSeenY != null) {
54
+ if (dist(state.you.x, state.you.y, this.lastSeenX, this.lastSeenY) > LAST_SEEN_ARRIVE) {
55
+ this.emitProgress(state, ctx);
56
+ return [{ action: Action.move({ x: this.lastSeenX, y: this.lastSeenY }) }];
57
+ }
58
+ this.lastSeenX = null;
59
+ this.lastSeenY = null;
60
+ }
61
+
62
+ this.emitProgress(state, ctx);
63
+ return this.patrolDecision(state, ctx);
64
+ }
65
+
66
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
67
+ let room = this.patrol.nextRoom(ctx);
68
+ if (!room) return [];
69
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
70
+ this.patrol.advance(ctx);
71
+ const next = this.patrol.nextRoom(ctx);
72
+ if (next) room = next;
73
+ }
74
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
75
+ }
76
+
77
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
78
+ const now = Date.now();
79
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
80
+ ctx.lastProgressNotifyAt = now;
81
+
82
+ const room = state.you.room ?? '未知';
83
+ if (this.foundNotified) {
84
+ const t = nearestVisibleTarget(state, ctx, [this.target]);
85
+ const d = t ? (t.distance ?? dist(state.you.x, state.you.y, t.x, t.y)) : 0;
86
+ ctx.notifications.push(`[进度] 当前在${room},正在跟踪目标${this.target},距离${Math.round(d)}px。`);
87
+ } else if (this.lastSeenX != null) {
88
+ ctx.notifications.push(`[进度] 当前在${room},跟丢了,正赶往${this.target}最后出现的位置。`);
89
+ } else {
90
+ ctx.notifications.push(`[进度] 当前在${room},正在巡逻寻找${this.target}。`);
91
+ }
92
+ }
93
+ }
@@ -1,53 +1,53 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { dist, hasReachedRoomTarget, resolveRoom, roomAwayFromPlayers } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- export type FleePlayerResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
8
-
9
- export interface FleePlayersGoalOptions {
10
- emitProgress?: boolean;
11
- finishWhenEmpty?: boolean;
12
- stopOnPlayer?: boolean;
13
- }
14
-
15
- export class FleePlayersGoal extends Goal {
16
- constructor(
17
- public readonly key: string,
18
- private readonly resolvePlayers: FleePlayerResolver,
19
- private readonly options: FleePlayersGoalOptions = {},
20
- ) {
21
- super();
22
- }
23
-
24
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
25
- const players = this.resolvePlayers(state, ctx);
26
- const worker = this.subGoal;
27
- if (worker instanceof MoveRoomGoal && this.canKeepTarget(worker, state, ctx, players)) return [];
28
-
29
- const room = roomAwayFromPlayers(state, ctx, players);
30
- if (!room) return [];
31
-
32
- if (!(worker instanceof MoveRoomGoal) || worker.room !== room.name) {
33
- if (this.subGoal) this.removeSubGoal();
34
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
35
- emitProgress: this.options.emitProgress ?? false,
36
- stopOnPlayer: this.options.stopOnPlayer ?? false,
37
- }), 0.2);
38
- }
39
- return [];
40
- }
41
-
42
- isFinish(state: GameState, ctx: StrategyContext): boolean {
43
- return (this.options.finishWhenEmpty ?? true) && this.resolvePlayers(state, ctx).length === 0;
44
- }
45
-
46
- private canKeepTarget(worker: MoveRoomGoal, state: GameState, ctx: StrategyContext, players: PlayerInfo[]): boolean {
47
- const target = resolveRoom(worker.room, ctx);
48
- if (!target) return false;
49
- if (hasReachedRoomTarget(state, target)) return true;
50
- if (ctx.blockedMoveTarget && dist(target.x, target.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 10) return false;
51
- return !players.some(player => player.room?.toLowerCase() === target.name.toLowerCase());
52
- }
53
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { dist, hasReachedRoomTarget, resolveRoom, roomAwayFromPlayers } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ export type FleePlayerResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
8
+
9
+ export interface FleePlayersGoalOptions {
10
+ emitProgress?: boolean;
11
+ finishWhenEmpty?: boolean;
12
+ stopOnPlayer?: boolean;
13
+ }
14
+
15
+ export class FleePlayersGoal extends Goal {
16
+ constructor(
17
+ public readonly key: string,
18
+ private readonly resolvePlayers: FleePlayerResolver,
19
+ private readonly options: FleePlayersGoalOptions = {},
20
+ ) {
21
+ super();
22
+ }
23
+
24
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
25
+ const players = this.resolvePlayers(state, ctx);
26
+ const worker = this.subGoal;
27
+ if (worker instanceof MoveRoomGoal && this.canKeepTarget(worker, state, ctx, players)) return [];
28
+
29
+ const room = roomAwayFromPlayers(state, ctx, players);
30
+ if (!room) return [];
31
+
32
+ if (!(worker instanceof MoveRoomGoal) || worker.room !== room.name) {
33
+ if (this.subGoal) this.removeSubGoal();
34
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
35
+ emitProgress: this.options.emitProgress ?? false,
36
+ stopOnPlayer: this.options.stopOnPlayer ?? false,
37
+ }), 0.2);
38
+ }
39
+ return [];
40
+ }
41
+
42
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
43
+ return (this.options.finishWhenEmpty ?? true) && this.resolvePlayers(state, ctx).length === 0;
44
+ }
45
+
46
+ private canKeepTarget(worker: MoveRoomGoal, state: GameState, ctx: StrategyContext, players: PlayerInfo[]): boolean {
47
+ const target = resolveRoom(worker.room, ctx);
48
+ if (!target) return false;
49
+ if (hasReachedRoomTarget(state, target)) return true;
50
+ if (ctx.blockedMoveTarget && dist(target.x, target.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 10) return false;
51
+ return !players.some(player => player.room?.toLowerCase() === target.name.toLowerCase());
52
+ }
53
+ }
@@ -1,106 +1,106 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestPlayerByDistance } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { AnchorLinger } from './anchor-linger.js';
6
- import { Goal } from './goal.js';
7
-
8
- /** 同伴移动时跟到这么近(px)就停手,不再补发移动,免得贴身打转;停住后改在锚点附近 40-100 游走。 */
9
- const FOLLOW_STOP = 80;
10
- /** 同伴本帧位置离上次记下的停留点小于这么多(px)就算「没动」。走路一步上百 px,远大于此。 */
11
- const STILL_EPS = 30;
12
- /** 同伴「没动」持续这么久(ms)就当作在做任务,切到在其停留点假装做任务(≈ 一个轮询间隔的余量)。 */
13
- const PARKED_MS = 1500;
14
- /** 距上次 tick 超过这么久(ms,被开会/高优先级行为打断)就重置跟踪,避免拿陈旧停留点误判同伴已停住。 */
15
- const STALE_MS = 5000;
16
- /** 同伴停留点离某个真实任务站点这么近(px)就以站点为晃荡中心,否则就地在停留点附近晃。 */
17
- const TASK_ANCHOR_RANGE = 100;
18
-
19
- type CompanionResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
20
-
21
- /**
22
- * 跟随可信同伴:同伴走动时跟在其身后,同伴停下(推断在做任务)时就在其停留点附近 40-100 px 游走
23
- * 「假装做任务」,融入人群躲投票——天堂鱼无刀、不做任务,靠贴着可信同伴显得正常。无法直接观测他人
24
- * 是否在做任务(PlayerInfo 不含 doing_task),故以「同伴位置连续 PARKED_MS 没动」作为代理判据。
25
- * 任务点游走复用 AnchorLinger(与贴尸 LingerCorpseGoal 同一套粘性游走)。优先级由调用方(天堂鱼
26
- * tick 的 if 链顺序)控制:排在贴尸游走之后,故跟随天然低于在尸体上晃荡。
27
- */
28
- export class FollowCompanionGoal extends Goal {
29
- private readonly wander = new AnchorLinger();
30
- private mateKey = '';
31
- private mateAnchor: Position | null = null;
32
- private stillSince = 0;
33
- private lastTickAt = 0;
34
-
35
- constructor(
36
- private readonly resolveCompanions: CompanionResolver,
37
- private readonly resolveAvoid?: CompanionResolver,
38
- ) {
39
- super();
40
- }
41
-
42
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
- const now = Date.now();
44
- const stale = now - this.lastTickAt > STALE_MS;
45
- this.lastTickAt = now;
46
-
47
- const mate = nearestPlayerByDistance(state, this.resolveCompanions(state, ctx));
48
- if (!mate) {
49
- this.resetTracking();
50
- return [];
51
- }
52
-
53
- const key = this.mateKeyOf(mate);
54
- const moved = this.mateAnchor == null
55
- || dist(mate.x, mate.y, this.mateAnchor.x, this.mateAnchor.y) > STILL_EPS;
56
- if (stale || this.mateKey !== key || moved) {
57
- this.mateKey = key;
58
- this.mateAnchor = { x: mate.x, y: mate.y };
59
- this.stillSince = now;
60
- }
61
-
62
- if (now - this.stillSince >= PARKED_MS) {
63
- // 同伴停住够久(多半在做任务):优先以其附近真实任务站点为晃荡中心——更像在做任务、坐标也比同伴
64
- // 上报位置稳;附近没有任务站点(如只是站着闲聊)就退回在停留点附近晃。旁边有要避开的人就偏到对侧。
65
- const avoid = this.resolveAvoid?.(state, ctx) ?? [];
66
- const spot = this.taskAnchorNear(ctx, this.mateAnchor!)
67
- ?? { x: this.mateAnchor!.x, y: this.mateAnchor!.y, key: `mate:${key}` };
68
- return [{ action: Action.move(this.wander.step(state, spot.key, spot, avoid)) }];
69
- }
70
-
71
- // 同伴在移动:跟上去,跟到 FOLLOW_STOP 内就不再补发移动。
72
- this.wander.reset();
73
- const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
74
- return d > FOLLOW_STOP ? [{ action: Action.move({ x: mate.x, y: mate.y }) }] : [];
75
- }
76
-
77
- isFinish(state: GameState, ctx: StrategyContext): boolean {
78
- return this.resolveCompanions(state, ctx).length === 0;
79
- }
80
-
81
- private mateKeyOf(mate: PlayerInfo): string {
82
- return mate.name || (mate.seat != null ? String(mate.seat) : `${Math.round(mate.x)},${Math.round(mate.y)}`);
83
- }
84
-
85
- /** 同伴停留点附近最近的真实任务站点(蟹的破坏点除外),带稳定 key 供 AnchorLinger 粘住游走。 */
86
- private taskAnchorNear(ctx: StrategyContext, near: Position): { x: number; y: number; key: string } | null {
87
- let best: { x: number; y: number; key: string } | null = null;
88
- let bestD = TASK_ANCHOR_RANGE;
89
- for (const t of ctx.taskLocations ?? []) {
90
- if (t.faction === 'crab') continue;
91
- const d = dist(near.x, near.y, t.x, t.y);
92
- if (d <= bestD) {
93
- best = { x: t.x, y: t.y, key: `task:${t.name}` };
94
- bestD = d;
95
- }
96
- }
97
- return best;
98
- }
99
-
100
- private resetTracking(): void {
101
- this.wander.reset();
102
- this.mateKey = '';
103
- this.mateAnchor = null;
104
- this.stillSince = 0;
105
- }
106
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestPlayerByDistance } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { AnchorLinger } from './anchor-linger.js';
6
+ import { Goal } from './goal.js';
7
+
8
+ /** 同伴移动时跟到这么近(px)就停手,不再补发移动,免得贴身打转;停住后改在锚点附近 40-100 游走。 */
9
+ const FOLLOW_STOP = 80;
10
+ /** 同伴本帧位置离上次记下的停留点小于这么多(px)就算「没动」。走路一步上百 px,远大于此。 */
11
+ const STILL_EPS = 30;
12
+ /** 同伴「没动」持续这么久(ms)就当作在做任务,切到在其停留点假装做任务(≈ 一个轮询间隔的余量)。 */
13
+ const PARKED_MS = 1500;
14
+ /** 距上次 tick 超过这么久(ms,被开会/高优先级行为打断)就重置跟踪,避免拿陈旧停留点误判同伴已停住。 */
15
+ const STALE_MS = 5000;
16
+ /** 同伴停留点离某个真实任务站点这么近(px)就以站点为晃荡中心,否则就地在停留点附近晃。 */
17
+ const TASK_ANCHOR_RANGE = 100;
18
+
19
+ type CompanionResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
20
+
21
+ /**
22
+ * 跟随可信同伴:同伴走动时跟在其身后,同伴停下(推断在做任务)时就在其停留点附近 40-100 px 游走
23
+ * 「假装做任务」,融入人群躲投票——天堂鱼无刀、不做任务,靠贴着可信同伴显得正常。无法直接观测他人
24
+ * 是否在做任务(PlayerInfo 不含 doing_task),故以「同伴位置连续 PARKED_MS 没动」作为代理判据。
25
+ * 任务点游走复用 AnchorLinger(与贴尸 LingerCorpseGoal 同一套粘性游走)。优先级由调用方(天堂鱼
26
+ * tick 的 if 链顺序)控制:排在贴尸游走之后,故跟随天然低于在尸体上晃荡。
27
+ */
28
+ export class FollowCompanionGoal extends Goal {
29
+ private readonly wander = new AnchorLinger();
30
+ private mateKey = '';
31
+ private mateAnchor: Position | null = null;
32
+ private stillSince = 0;
33
+ private lastTickAt = 0;
34
+
35
+ constructor(
36
+ private readonly resolveCompanions: CompanionResolver,
37
+ private readonly resolveAvoid?: CompanionResolver,
38
+ ) {
39
+ super();
40
+ }
41
+
42
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
43
+ const now = Date.now();
44
+ const stale = now - this.lastTickAt > STALE_MS;
45
+ this.lastTickAt = now;
46
+
47
+ const mate = nearestPlayerByDistance(state, this.resolveCompanions(state, ctx));
48
+ if (!mate) {
49
+ this.resetTracking();
50
+ return [];
51
+ }
52
+
53
+ const key = this.mateKeyOf(mate);
54
+ const moved = this.mateAnchor == null
55
+ || dist(mate.x, mate.y, this.mateAnchor.x, this.mateAnchor.y) > STILL_EPS;
56
+ if (stale || this.mateKey !== key || moved) {
57
+ this.mateKey = key;
58
+ this.mateAnchor = { x: mate.x, y: mate.y };
59
+ this.stillSince = now;
60
+ }
61
+
62
+ if (now - this.stillSince >= PARKED_MS) {
63
+ // 同伴停住够久(多半在做任务):优先以其附近真实任务站点为晃荡中心——更像在做任务、坐标也比同伴
64
+ // 上报位置稳;附近没有任务站点(如只是站着闲聊)就退回在停留点附近晃。旁边有要避开的人就偏到对侧。
65
+ const avoid = this.resolveAvoid?.(state, ctx) ?? [];
66
+ const spot = this.taskAnchorNear(ctx, this.mateAnchor!)
67
+ ?? { x: this.mateAnchor!.x, y: this.mateAnchor!.y, key: `mate:${key}` };
68
+ return [{ action: Action.move(this.wander.step(state, spot.key, spot, avoid)) }];
69
+ }
70
+
71
+ // 同伴在移动:跟上去,跟到 FOLLOW_STOP 内就不再补发移动。
72
+ this.wander.reset();
73
+ const d = mate.distance ?? dist(state.you.x, state.you.y, mate.x, mate.y);
74
+ return d > FOLLOW_STOP ? [{ action: Action.move({ x: mate.x, y: mate.y }) }] : [];
75
+ }
76
+
77
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
78
+ return this.resolveCompanions(state, ctx).length === 0;
79
+ }
80
+
81
+ private mateKeyOf(mate: PlayerInfo): string {
82
+ return mate.name || (mate.seat != null ? String(mate.seat) : `${Math.round(mate.x)},${Math.round(mate.y)}`);
83
+ }
84
+
85
+ /** 同伴停留点附近最近的真实任务站点(蟹的破坏点除外),带稳定 key 供 AnchorLinger 粘住游走。 */
86
+ private taskAnchorNear(ctx: StrategyContext, near: Position): { x: number; y: number; key: string } | null {
87
+ let best: { x: number; y: number; key: string } | null = null;
88
+ let bestD = TASK_ANCHOR_RANGE;
89
+ for (const t of ctx.taskLocations ?? []) {
90
+ if (t.faction === 'crab') continue;
91
+ const d = dist(near.x, near.y, t.x, t.y);
92
+ if (d <= bestD) {
93
+ best = { x: t.x, y: t.y, key: `task:${t.name}` };
94
+ bestD = d;
95
+ }
96
+ }
97
+ return best;
98
+ }
99
+
100
+ private resetTracking(): void {
101
+ this.wander.reset();
102
+ this.mateKey = '';
103
+ this.mateAnchor = null;
104
+ this.stillSince = 0;
105
+ }
106
+ }
@@ -1,41 +1,41 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { Goal } from './goal.js';
4
-
5
- export class GoalManager {
6
- private top: Goal | null = null;
7
-
8
- setTop(goal: Goal): void {
9
- this.top = goal;
10
- }
11
-
12
- getTop(): Goal | null {
13
- return this.top;
14
- }
15
-
16
- clear(): void {
17
- this.top = null;
18
- }
19
-
20
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
- const decisions: BehaviorDecision[] = [];
22
- let parent: Goal | null = null;
23
- let node: Goal | null = this.top;
24
-
25
- while (node !== null) {
26
- if (node.isFinish(state, ctx)) {
27
- if (parent === null) {
28
- this.top = null;
29
- } else {
30
- parent.removeSubGoal();
31
- }
32
- break;
33
- }
34
- decisions.push(...node.tick(state, ctx));
35
- parent = node;
36
- node = node.subGoal;
37
- }
38
-
39
- return decisions;
40
- }
41
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { Goal } from './goal.js';
4
+
5
+ export class GoalManager {
6
+ private top: Goal | null = null;
7
+
8
+ setTop(goal: Goal): void {
9
+ this.top = goal;
10
+ }
11
+
12
+ getTop(): Goal | null {
13
+ return this.top;
14
+ }
15
+
16
+ clear(): void {
17
+ this.top = null;
18
+ }
19
+
20
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
21
+ const decisions: BehaviorDecision[] = [];
22
+ let parent: Goal | null = null;
23
+ let node: Goal | null = this.top;
24
+
25
+ while (node !== null) {
26
+ if (node.isFinish(state, ctx)) {
27
+ if (parent === null) {
28
+ this.top = null;
29
+ } else {
30
+ parent.removeSubGoal();
31
+ }
32
+ break;
33
+ }
34
+ decisions.push(...node.tick(state, ctx));
35
+ parent = node;
36
+ node = node.subGoal;
37
+ }
38
+
39
+ return decisions;
40
+ }
41
+ }