@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
@@ -1,133 +1,133 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import {
3
- emergencyRushDecision,
4
- firstAvailableTask,
5
- killCooldownSecs,
6
- killYieldsToEmergencyRepair,
7
- nonTeammatesVisible,
8
- PatrolState,
9
- PROGRESS_INTERVAL_MS,
10
- } from '../game-utils.js';
11
- import type { BehaviorDecision, StrategyContext } from '../types.js';
12
- import { Goal } from './goal.js';
13
- import { LoneKillCore } from './lone-kill-core.js';
14
- import { LoneKillGoal } from './lone-kill-goal.js';
15
- import { WanderTaskGoal } from './wander-task-goal.js';
16
- import { emitLeaf, EMERGENCY_GOAL_PRIORITY, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
17
- import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
18
-
19
- /**
20
- * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
21
- * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
22
- *
23
- * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好 →
24
- * 立刻出刀;否则有尸体且附近有非队友 → 报警/靠近报警(不管尸体是谁造成的)。
25
- * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
26
- * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。**残局抢修期例外**:落单目标紧挨紧急维修点
27
- * (同房间或避尸距离内,killYieldsToEmergencyRepair)时跳过反射刀/落单猎杀,让位给第 2 步去修——虾群都
28
- * 涌向维修点,在那儿动手必被围观、还会撇下维修把破坏倒计时取胜线让给蟹;远离维修点的目标照常猎杀。
29
- * 2. 残局抢修紧急任务(EMERGENCY,仅已知存活≤6):低于落单猎杀(击杀优先),高于伪装任务——
30
- * 紧急任务超时则蟹阵营直接获胜,中立章鱼靠活到最后取胜,故残局抢着把维修做掉、掐断蟹的破坏取胜线。
31
- * 3. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务(排除当前紧急任务,那个走第 2 步),
32
- * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
33
- */
34
- export class LoneKillTaskTop extends Goal {
35
- private readonly killCore = new LoneKillCore();
36
- private readonly patrol = new PatrolState();
37
- private readonly loneKillGoal = new LoneKillGoal(this.killCore);
38
- private readonly wanderGoal = new WanderTaskGoal(
39
- // 排除当前紧急任务:它由 tick 里的残局抢修分支按 EMERGENCY 优先级处理,不在此当普通伪装任务做。
40
- (state, ctx) => firstAvailableTask(
41
- ctx.taskData,
42
- t => t.task_name !== ctx.emergency?.task_name,
43
- undefined,
44
- ctx.blockedMoveTarget,
45
- ctx.knownCorpses,
46
- ),
47
- () => this.killCore.patrolStopOnPlayer(),
48
- this.patrol,
49
- );
50
-
51
- onMeetingResume(): void {
52
- this.killCore.reset();
53
- }
54
-
55
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
56
- // 残局抢修期:紧急维修点附近不杀人。虾群都涌向维修点,在那儿动手必被围观、还会撇下维修把破坏
57
- // 倒计时取胜线让给蟹。落单目标紧挨维修点(同房间或避尸距离内)时跳过反射刀与落单猎杀,让位给下面
58
- // 的抢修分支;远离维修点的目标照常猎杀(抢修仍低于猎杀的设定不变)。
59
- const yieldsToRepair = (t: PlayerInfo) => killYieldsToEmergencyRepair(state, ctx, t);
60
-
61
- const immediateKill = immediateLoneKillDecision(state, ctx, yieldsToRepair);
62
- if (immediateKill) {
63
- this.emitProgress(state, ctx, false);
64
- return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
65
- }
66
-
67
- const corpseReport = corpseReportWithNonTeammate(state, ctx);
68
- if (corpseReport) {
69
- this.emitProgress(state, ctx, false);
70
- return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
71
- }
72
-
73
- const target = this.killCore.assess(state, ctx);
74
- const sparedNearRepair = target.kind === 'hunt' && yieldsToRepair(target.target);
75
- if (target.kind === 'hunt' && !sparedNearRepair) {
76
- this.emitProgress(state, ctx, false);
77
- this.loneKillGoal.setTarget(target.target);
78
- return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
79
- }
80
-
81
- // 残局抢修紧急任务(已知存活≤6):高于伪装任务,低于上面的落单猎杀/反射。
82
- const emergency = emergencyRushDecision(state, ctx);
83
- if (emergency) {
84
- this.emitProgress(state, ctx, true, sparedNearRepair ? target.target.name : null);
85
- return emitLeaf(this, [emergency], EMERGENCY_GOAL_PRIORITY);
86
- }
87
-
88
- this.emitProgress(state, ctx, false);
89
- return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
90
- }
91
-
92
- private emitProgress(
93
- state: GameState,
94
- ctx: StrategyContext,
95
- emergencyRush: boolean,
96
- sparedNearRepair: string | null = null,
97
- ): void {
98
- const now = Date.now();
99
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
100
- ctx.lastProgressNotifyAt = now;
101
-
102
- const room = state.you.room ?? '未知';
103
- if (emergencyRush) {
104
- const name = ctx.emergency?.task_name ?? '紧急维修';
105
- let msg = `[进度] 当前在${room},残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
106
- if (sparedNearRepair) {
107
- msg += ` 落单目标${sparedNearRepair}就在维修点附近,先修不杀,免得在虾群涌入的维修点暴露自己。`;
108
- }
109
- ctx.notifications.push(msg);
110
- return;
111
- }
112
- const cd = killCooldownSecs(state);
113
- const killsRemaining = state.you.kills_remaining;
114
- const nonTeammates = nonTeammatesVisible(state, ctx);
115
-
116
- let msg = `[进度] 当前在${room}`;
117
- if (nonTeammates.length === 0) {
118
- msg += ',视野内没有落单目标,继续做任务伪装。';
119
- } else if (nonTeammates.length === 1) {
120
- msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
121
- if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
122
- if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
123
- } else {
124
- msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
125
- }
126
-
127
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
128
- const total = ctx.taskData.length;
129
- msg += ` 任务进度 ${completed}/${total}。`;
130
-
131
- ctx.notifications.push(msg);
132
- }
133
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import {
3
+ emergencyRushDecision,
4
+ firstAvailableTask,
5
+ killCooldownSecs,
6
+ killYieldsToEmergencyRepair,
7
+ nonTeammatesVisible,
8
+ PatrolState,
9
+ PROGRESS_INTERVAL_MS,
10
+ } from '../game-utils.js';
11
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
12
+ import { Goal } from './goal.js';
13
+ import { LoneKillCore } from './lone-kill-core.js';
14
+ import { LoneKillGoal } from './lone-kill-goal.js';
15
+ import { WanderTaskGoal } from './wander-task-goal.js';
16
+ import { emitLeaf, EMERGENCY_GOAL_PRIORITY, setBehavior, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
17
+ import { corpseReportWithNonTeammate, immediateLoneKillDecision } from './crab-octopus-reflexes.js';
18
+
19
+ /**
20
+ * 章鱼(中立带刀)的「落单猎杀 + 任务伪装」编排 top。本身不产决策,每 tick 只判定该走哪个行为、
21
+ * 把对应**叶子子目标**挂为唯一子目标(产出动作的是叶子,优先级标注紧急/游走,供 ConversationGoal 判断):
22
+ *
23
+ * 0. 反射(crab-octopus-reflexes,URGENT,抢在落单猎杀编排之前):落单非队友贴脸(出刀范围内)且刀好 →
24
+ * 立刻出刀;否则有尸体且附近有非队友 → 报警/靠近报警(不管尸体是谁造成的)。
25
+ * 1. 落单猎杀(LoneKillGoal,URGENT):core.assess() 判 hunt(刀好且有落单目标)→ 叶子 pursue() 靠近 / 出刀。
26
+ * 刀在冷却时 assess 返回 idle,不追不等,直接下沉到任务伪装。**残局抢修期例外**:落单目标紧挨紧急维修点
27
+ * (同房间或避尸距离内,killYieldsToEmergencyRepair)时跳过反射刀/落单猎杀,让位给第 2 步去修——虾群都
28
+ * 涌向维修点,在那儿动手必被围观、还会撇下维修把破坏倒计时取胜线让给蟹;远离维修点的目标照常猎杀。
29
+ * 2. 残局抢修紧急任务(EMERGENCY,仅已知存活≤6):低于落单猎杀(击杀优先),高于伪装任务——
30
+ * 紧急任务超时则蟹阵营直接获胜,中立章鱼靠活到最后取胜,故残局抢着把维修做掉、掐断蟹的破坏取胜线。
31
+ * 3. 任务伪装 / 巡逻(WanderTaskGoal,WANDER):做已分配的伪装任务(排除当前紧急任务,那个走第 2 步),
32
+ * 跳过紧挨已知尸体(含看见过、已离开视野的)的任务,没任务就按房间巡逻,绝不停在原地。
33
+ */
34
+ export class LoneKillTaskTop extends Goal {
35
+ private readonly killCore = new LoneKillCore();
36
+ private readonly patrol = new PatrolState();
37
+ private readonly loneKillGoal = new LoneKillGoal(this.killCore);
38
+ private readonly wanderGoal = new WanderTaskGoal(
39
+ // 排除当前紧急任务:它由 tick 里的残局抢修分支按 EMERGENCY 优先级处理,不在此当普通伪装任务做。
40
+ (state, ctx) => firstAvailableTask(
41
+ ctx.taskData,
42
+ t => t.task_name !== ctx.emergency?.task_name,
43
+ undefined,
44
+ ctx.blockedMoveTarget,
45
+ ctx.knownCorpses,
46
+ ),
47
+ () => this.killCore.patrolStopOnPlayer(),
48
+ this.patrol,
49
+ );
50
+
51
+ onMeetingResume(): void {
52
+ this.killCore.reset();
53
+ }
54
+
55
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
56
+ // 残局抢修期:紧急维修点附近不杀人。虾群都涌向维修点,在那儿动手必被围观、还会撇下维修把破坏
57
+ // 倒计时取胜线让给蟹。落单目标紧挨维修点(同房间或避尸距离内)时跳过反射刀与落单猎杀,让位给下面
58
+ // 的抢修分支;远离维修点的目标照常猎杀(抢修仍低于猎杀的设定不变)。
59
+ const yieldsToRepair = (t: PlayerInfo) => killYieldsToEmergencyRepair(state, ctx, t);
60
+
61
+ const immediateKill = immediateLoneKillDecision(state, ctx, yieldsToRepair);
62
+ if (immediateKill) {
63
+ this.emitProgress(state, ctx, false);
64
+ return emitLeaf(this, immediateKill, URGENT_GOAL_PRIORITY);
65
+ }
66
+
67
+ const corpseReport = corpseReportWithNonTeammate(state, ctx);
68
+ if (corpseReport) {
69
+ this.emitProgress(state, ctx, false);
70
+ return emitLeaf(this, corpseReport, URGENT_GOAL_PRIORITY);
71
+ }
72
+
73
+ const target = this.killCore.assess(state, ctx);
74
+ const sparedNearRepair = target.kind === 'hunt' && yieldsToRepair(target.target);
75
+ if (target.kind === 'hunt' && !sparedNearRepair) {
76
+ this.emitProgress(state, ctx, false);
77
+ this.loneKillGoal.setTarget(target.target);
78
+ return setBehavior(this, this.loneKillGoal, URGENT_GOAL_PRIORITY);
79
+ }
80
+
81
+ // 残局抢修紧急任务(已知存活≤6):高于伪装任务,低于上面的落单猎杀/反射。
82
+ const emergency = emergencyRushDecision(state, ctx);
83
+ if (emergency) {
84
+ this.emitProgress(state, ctx, true, sparedNearRepair ? target.target.name : null);
85
+ return emitLeaf(this, [emergency], EMERGENCY_GOAL_PRIORITY);
86
+ }
87
+
88
+ this.emitProgress(state, ctx, false);
89
+ return setBehavior(this, this.wanderGoal, WANDER_GOAL_PRIORITY);
90
+ }
91
+
92
+ private emitProgress(
93
+ state: GameState,
94
+ ctx: StrategyContext,
95
+ emergencyRush: boolean,
96
+ sparedNearRepair: string | null = null,
97
+ ): void {
98
+ const now = Date.now();
99
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
100
+ ctx.lastProgressNotifyAt = now;
101
+
102
+ const room = state.you.room ?? '未知';
103
+ if (emergencyRush) {
104
+ const name = ctx.emergency?.task_name ?? '紧急维修';
105
+ let msg = `[进度] 当前在${room},残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
106
+ if (sparedNearRepair) {
107
+ msg += ` 落单目标${sparedNearRepair}就在维修点附近,先修不杀,免得在虾群涌入的维修点暴露自己。`;
108
+ }
109
+ ctx.notifications.push(msg);
110
+ return;
111
+ }
112
+ const cd = killCooldownSecs(state);
113
+ const killsRemaining = state.you.kills_remaining;
114
+ const nonTeammates = nonTeammatesVisible(state, ctx);
115
+
116
+ let msg = `[进度] 当前在${room}`;
117
+ if (nonTeammates.length === 0) {
118
+ msg += ',视野内没有落单目标,继续做任务伪装。';
119
+ } else if (nonTeammates.length === 1) {
120
+ msg += `,视野内发现落单目标${nonTeammates[0].name}。`;
121
+ if (cd > 0) msg += `攻击冷却中(${cd}s),先做任务、冷却好再下手。`;
122
+ if (killsRemaining === 0) msg += '出刀次数已用完,继续做任务伪装。';
123
+ } else {
124
+ msg += `,视野内有${nonTeammates.length}人,不适合动手。`;
125
+ }
126
+
127
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
128
+ const total = ctx.taskData.length;
129
+ msg += ` 任务进度 ${completed}/${total}。`;
130
+
131
+ ctx.notifications.push(msg);
132
+ }
133
+ }
@@ -1,60 +1,60 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
-
9
- const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
-
11
- export interface MoveRoomGoalOptions {
12
- emitProgress?: boolean;
13
- stopOnPlayer?: boolean;
14
- }
15
-
16
- export class MoveRoomGoal extends Goal {
17
- constructor(
18
- public readonly room: string,
19
- private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
- private readonly options: MoveRoomGoalOptions = {},
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = resolveRoom(this.room, ctx);
27
- this.emitProgress(state, ctx, target);
28
- if (!target || this.hasArrived(state, target)) return [];
29
- return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
- }
31
-
32
- isFinish(state: GameState, ctx: StrategyContext): boolean {
33
- const target = resolveRoom(this.room, ctx);
34
- if (target == null) return false;
35
- const finished = this.hasArrived(state, target);
36
- if (finished) this.emitProgress(state, ctx, target);
37
- return finished;
38
- }
39
-
40
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
- if (this.options.emitProgress === false) return;
42
-
43
- const now = Date.now();
44
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
- ctx.lastProgressNotifyAt = now;
46
-
47
- const room = state.you.room ?? '未知房间';
48
- if (!target) {
49
- const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
- ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
- return;
52
- }
53
-
54
- if (state.you.room === target.name) {
55
- ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
- } else {
57
- ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
- }
59
- }
60
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { isInRoom, PROGRESS_INTERVAL_MS, resolveRoom } from '../game-utils.js';
4
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type RoomArrival = (state: GameState, target: RoomTarget) => boolean;
8
+
9
+ const arrivedByRoomName: RoomArrival = (state, target) => isInRoom(target.name, state);
10
+
11
+ export interface MoveRoomGoalOptions {
12
+ emitProgress?: boolean;
13
+ stopOnPlayer?: boolean;
14
+ }
15
+
16
+ export class MoveRoomGoal extends Goal {
17
+ constructor(
18
+ public readonly room: string,
19
+ private readonly hasArrived: RoomArrival = arrivedByRoomName,
20
+ private readonly options: MoveRoomGoalOptions = {},
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = resolveRoom(this.room, ctx);
27
+ this.emitProgress(state, ctx, target);
28
+ if (!target || this.hasArrived(state, target)) return [];
29
+ return [{ action: Action.move({ x: target.x, y: target.y }, this.options.stopOnPlayer ?? false) }];
30
+ }
31
+
32
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
33
+ const target = resolveRoom(this.room, ctx);
34
+ if (target == null) return false;
35
+ const finished = this.hasArrived(state, target);
36
+ if (finished) this.emitProgress(state, ctx, target);
37
+ return finished;
38
+ }
39
+
40
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
41
+ if (this.options.emitProgress === false) return;
42
+
43
+ const now = Date.now();
44
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
45
+ ctx.lastProgressNotifyAt = now;
46
+
47
+ const room = state.you.room ?? '未知房间';
48
+ if (!target) {
49
+ const available = ctx.rooms.map(room => room.name).join(', ') || '地图尚未加载';
50
+ ctx.notifications.push(`[进度] 当前在${room},找不到目标房间「${this.room}」。可用房间: ${available}。`);
51
+ return;
52
+ }
53
+
54
+ if (state.you.room === target.name) {
55
+ ctx.notifications.push(`[进度] 已到达目标房间「${target.name}」,当前位置${room}。`);
56
+ } else {
57
+ ctx.notifications.push(`[进度] 当前在${room},正在前往目标房间「${target.name}」。`);
58
+ }
59
+ }
60
+ }
@@ -1,80 +1,80 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { KeepAwayGoal } from './keep-away-goal.js';
5
- import { NormalShrimpTop } from './normal-shrimp-top.js';
6
-
7
- function stateWithStranger(distance: number): GameState {
8
- return {
9
- phase: 'wandering',
10
- tick: 1,
11
- you: {
12
- name: 'shrimp',
13
- x: 0,
14
- y: 0,
15
- room: 'control',
16
- role: 'shrimp',
17
- faction: 'lobster',
18
- is_alive: true,
19
- },
20
- your_tasks: [],
21
- players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
- all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
- corpses: [],
24
- stale: false,
25
- };
26
- }
27
-
28
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
- return {
30
- taskData: [],
31
- emergency: null,
32
- taskLocalBlockedUntil: 0,
33
- reportCorpseTarget: null,
34
- reportBlockedUntil: 0,
35
- notifications: [],
36
- lastProgressNotifyAt: Date.now(),
37
- teammates: new Set(),
38
- alarmDone: false,
39
- rooms: [],
40
- playerNamesBySeat: { '2': 'stranger' },
41
- forcePatrolAdvance: false,
42
- blockedMoveTarget: null,
43
- mySeat: 1,
44
- speechNotifications: [],
45
- agentAlerts: [],
46
- ...overrides,
47
- };
48
- }
49
-
50
- describe('NormalShrimpTop vision thresholds', () => {
51
- it('starts backing off at the shrimp vision range', () => {
52
- const top = new NormalShrimpTop();
53
-
54
- top.tick(stateWithStranger(270), context());
55
-
56
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
- });
58
-
59
- it('does not start backing off just outside the vision enter range', () => {
60
- const top = new NormalShrimpTop();
61
-
62
- top.tick(stateWithStranger(271), context());
63
-
64
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
- });
66
-
67
- it('keeps backing off through the vision exit buffer', () => {
68
- const top = new NormalShrimpTop();
69
- const ctx = context();
70
-
71
- top.tick(stateWithStranger(270), ctx);
72
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
-
74
- top.tick(stateWithStranger(299), ctx);
75
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
-
77
- top.tick(stateWithStranger(300), ctx);
78
- expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
- });
80
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { KeepAwayGoal } from './keep-away-goal.js';
5
+ import { NormalShrimpTop } from './normal-shrimp-top.js';
6
+
7
+ function stateWithStranger(distance: number): GameState {
8
+ return {
9
+ phase: 'wandering',
10
+ tick: 1,
11
+ you: {
12
+ name: 'shrimp',
13
+ x: 0,
14
+ y: 0,
15
+ room: 'control',
16
+ role: 'shrimp',
17
+ faction: 'lobster',
18
+ is_alive: true,
19
+ },
20
+ your_tasks: [],
21
+ players: [{ name: 'stranger', seat: 2, x: distance, y: 0, room: 'control', distance }],
22
+ all_players: [{ name: 'stranger', seat: 2, role: 'unknown', is_alive: true }],
23
+ corpses: [],
24
+ stale: false,
25
+ };
26
+ }
27
+
28
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
29
+ return {
30
+ taskData: [],
31
+ emergency: null,
32
+ taskLocalBlockedUntil: 0,
33
+ reportCorpseTarget: null,
34
+ reportBlockedUntil: 0,
35
+ notifications: [],
36
+ lastProgressNotifyAt: Date.now(),
37
+ teammates: new Set(),
38
+ alarmDone: false,
39
+ rooms: [],
40
+ playerNamesBySeat: { '2': 'stranger' },
41
+ forcePatrolAdvance: false,
42
+ blockedMoveTarget: null,
43
+ mySeat: 1,
44
+ speechNotifications: [],
45
+ agentAlerts: [],
46
+ ...overrides,
47
+ };
48
+ }
49
+
50
+ describe('NormalShrimpTop vision thresholds', () => {
51
+ it('starts backing off at the shrimp vision range', () => {
52
+ const top = new NormalShrimpTop();
53
+
54
+ top.tick(stateWithStranger(270), context());
55
+
56
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
57
+ });
58
+
59
+ it('does not start backing off just outside the vision enter range', () => {
60
+ const top = new NormalShrimpTop();
61
+
62
+ top.tick(stateWithStranger(271), context());
63
+
64
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
65
+ });
66
+
67
+ it('keeps backing off through the vision exit buffer', () => {
68
+ const top = new NormalShrimpTop();
69
+ const ctx = context();
70
+
71
+ top.tick(stateWithStranger(270), ctx);
72
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
73
+
74
+ top.tick(stateWithStranger(299), ctx);
75
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
76
+
77
+ top.tick(stateWithStranger(300), ctx);
78
+ expect(top.subGoal).not.toBeInstanceOf(KeepAwayGoal);
79
+ });
80
+ });