@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
@@ -1,224 +1,224 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import {
3
- corpseAtScene,
4
- emergencyRushDecision,
5
- hasKnownCorpse,
6
- isKnowledgeHostile,
7
- isKnowledgeTrusted,
8
- nonTeammatesVisible,
9
- PatrolState,
10
- PROGRESS_INTERVAL_MS,
11
- safePatrolStep,
12
- } from '../game-utils.js';
13
- import type { BehaviorDecision, StrategyContext } from '../types.js';
14
- import { GreetingTracker } from '../greeting.js';
15
- import { FollowCompanionGoal } from './follow-companion-goal.js';
16
- import { Goal } from './goal.js';
17
- import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
- import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
-
20
- const SUB_PRIORITY = 0.5;
21
- const AVOID_ROUTE_MEMORY_MS = 10_000;
22
- const WITNESS_EXEMPT_COUNT = 2;
23
-
24
- type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
25
-
26
- export class ParadiseFishTop extends Goal {
27
- private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
28
- private readonly follow = new FollowCompanionGoal(
29
- (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
30
- (state, ctx) => this.visibleAvoidTargets(state, ctx),
31
- );
32
- private readonly patrol = new PatrolState();
33
- private readonly greeting: GreetingTracker;
34
- private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
35
-
36
- constructor(greetingPhrases: string[] = []) {
37
- super();
38
- this.greeting = new GreetingTracker(greetingPhrases);
39
- }
40
-
41
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
42
- const visible = nonTeammatesVisible(state, ctx);
43
- const threatTargets = visible.filter(p => this.isHostile(p, ctx));
44
- const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
45
- const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
46
- this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
47
-
48
- if (threatTargets.length > 0) {
49
- const decisions: BehaviorDecision[] = [];
50
- const greeting = this.greeting.tryGreeting(state);
51
- if (greeting) decisions.push(greeting);
52
- this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
53
- threatRadius: Infinity,
54
- noun: '认定带刀坏人',
55
- });
56
- this.emitProgress(state, ctx, visible, 'flee-bad');
57
- return decisions;
58
- }
59
-
60
- // 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
61
- const emergency = emergencyRushDecision(state, ctx);
62
- if (emergency) {
63
- this.clearSub();
64
- this.emitProgress(state, ctx, visible, 'emergency');
65
- return [emergency];
66
- }
67
-
68
- const decisions: BehaviorDecision[] = [];
69
- const greeting = this.greeting.tryGreeting(state);
70
- if (greeting) decisions.push(greeting);
71
-
72
- if (strangerAvoidTargets.length > 0) {
73
- this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
74
- threatRadius: Infinity,
75
- noun: '陌生人',
76
- planOpts: { steps: 4 },
77
- });
78
- this.emitProgress(state, ctx, visible, 'keep-distance');
79
- return decisions;
80
- }
81
-
82
- // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
83
- // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
84
- // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
85
- // 人进视野后坐标自然补全,再切到贴尸游走)。
86
- if (hasKnownCorpse(ctx)) {
87
- this.clearSub();
88
- const linger = this.linger.tick(state, ctx);
89
- if (linger.length > 0) {
90
- this.emitProgress(state, ctx, visible, 'corpse');
91
- return [...linger, ...decisions];
92
- }
93
- }
94
-
95
- if (trustedTargets.length > 0) {
96
- this.clearSub();
97
- const follow = this.follow.tick(state, ctx);
98
- this.emitProgress(state, ctx, visible, 'huddle');
99
- return [...follow, ...decisions];
100
- }
101
-
102
- this.clearSub();
103
- this.emitProgress(state, ctx, visible, 'wander');
104
- return [...this.wander(state, ctx), ...decisions];
105
- }
106
-
107
- /** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
108
- private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
109
- return isKnowledgeHostile(p, ctx);
110
- }
111
-
112
- private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
113
- return isKnowledgeTrusted(p, ctx);
114
- }
115
-
116
- private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
117
- if (visible.some(p => this.isTrusted(p, ctx))) return [];
118
- const nonBad = visible.filter(p => !this.isHostile(p, ctx));
119
- if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
120
- return visible.filter(p => !this.isTrusted(p, ctx) && !this.isHostile(p, ctx));
121
- }
122
-
123
- private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
124
- const visible = nonTeammatesVisible(state, ctx);
125
- const threats = visible.filter(p => this.isHostile(p, ctx));
126
- return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
127
- }
128
-
129
- private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
130
- return safePatrolStep(state, ctx, this.patrol, false, {
131
- threatPoints: this.activeAvoidPoints(),
132
- });
133
- }
134
-
135
- private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
136
- const now = Date.now();
137
- if (visible.length > 0 && !avoidNonThreat) {
138
- for (const [key, item] of this.recentAvoidPoints) {
139
- if (!item.threat) this.recentAvoidPoints.delete(key);
140
- }
141
- }
142
- for (const p of visible) {
143
- const key = this.playerKey(p);
144
- if (!key) continue;
145
- if (this.isTrusted(p, ctx)) {
146
- this.recentAvoidPoints.delete(key);
147
- continue;
148
- }
149
- const threat = this.isHostile(p, ctx);
150
- if (!threat && !avoidNonThreat) {
151
- this.recentAvoidPoints.delete(key);
152
- continue;
153
- }
154
- this.recentAvoidPoints.set(key, {
155
- point: { x: p.x, y: p.y },
156
- until: now + AVOID_ROUTE_MEMORY_MS,
157
- threat,
158
- });
159
- }
160
- for (const [key, item] of this.recentAvoidPoints) {
161
- if (item.until <= now) this.recentAvoidPoints.delete(key);
162
- }
163
- }
164
-
165
- private activeAvoidPoints(): Position[] {
166
- const now = Date.now();
167
- const points: Position[] = [];
168
- for (const [key, item] of this.recentAvoidPoints) {
169
- if (item.until <= now) {
170
- this.recentAvoidPoints.delete(key);
171
- } else {
172
- points.push(item.point);
173
- }
174
- }
175
- return points;
176
- }
177
-
178
- private playerKey(p: PlayerInfo): string {
179
- return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
180
- }
181
-
182
- private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
183
- const worker = this.subGoal;
184
- if (worker instanceof KeepAwayGoal && worker.key === key) return;
185
- if (this.subGoal) this.removeSubGoal();
186
- this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
187
- }
188
-
189
- private clearSub(): void {
190
- if (this.subGoal) this.removeSubGoal();
191
- }
192
-
193
- private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
194
- const now = Date.now();
195
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
196
- ctx.lastProgressNotifyAt = now;
197
-
198
- const room = state.you.room ?? '未知';
199
- let msg = `[进度] 当前在${room}`;
200
- if (tier === 'emergency') {
201
- const name = ctx.emergency?.task_name ?? '紧急维修';
202
- msg += `,残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
203
- } else if (tier === 'corpse') {
204
- // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
205
- if (!corpseAtScene(state)) {
206
- msg += ',记得有尸体,正前往尸体处(不报警)。';
207
- } else {
208
- msg += visible.length > 0
209
- ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
210
- : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
211
- }
212
- } else if (tier === 'flee-bad') {
213
- const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
214
- msg += `,发现认定带刀坏人${names},正在远离。`;
215
- } else if (tier === 'keep-distance') {
216
- msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
217
- } else if (tier === 'huddle') {
218
- msg += ',附近有可信同伴,抱团假装做任务。';
219
- } else {
220
- msg += ',附近无人,四处游荡。';
221
- }
222
- ctx.notifications.push(msg);
223
- }
224
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import {
3
+ corpseAtScene,
4
+ emergencyRushDecision,
5
+ hasKnownCorpse,
6
+ isKnowledgeHostile,
7
+ isKnowledgeTrusted,
8
+ nonTeammatesVisible,
9
+ PatrolState,
10
+ PROGRESS_INTERVAL_MS,
11
+ safePatrolStep,
12
+ } from '../game-utils.js';
13
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
14
+ import { GreetingTracker } from '../greeting.js';
15
+ import { FollowCompanionGoal } from './follow-companion-goal.js';
16
+ import { Goal } from './goal.js';
17
+ import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
+ import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
+
20
+ const SUB_PRIORITY = 0.5;
21
+ const AVOID_ROUTE_MEMORY_MS = 10_000;
22
+ const WITNESS_EXEMPT_COUNT = 2;
23
+
24
+ type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
25
+
26
+ export class ParadiseFishTop extends Goal {
27
+ private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
28
+ private readonly follow = new FollowCompanionGoal(
29
+ (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
30
+ (state, ctx) => this.visibleAvoidTargets(state, ctx),
31
+ );
32
+ private readonly patrol = new PatrolState();
33
+ private readonly greeting: GreetingTracker;
34
+ private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
35
+
36
+ constructor(greetingPhrases: string[] = []) {
37
+ super();
38
+ this.greeting = new GreetingTracker(greetingPhrases);
39
+ }
40
+
41
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
42
+ const visible = nonTeammatesVisible(state, ctx);
43
+ const threatTargets = visible.filter(p => this.isHostile(p, ctx));
44
+ const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
45
+ const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
46
+ this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
47
+
48
+ if (threatTargets.length > 0) {
49
+ const decisions: BehaviorDecision[] = [];
50
+ const greeting = this.greeting.tryGreeting(state);
51
+ if (greeting) decisions.push(greeting);
52
+ this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
53
+ threatRadius: Infinity,
54
+ noun: '认定带刀坏人',
55
+ });
56
+ this.emitProgress(state, ctx, visible, 'flee-bad');
57
+ return decisions;
58
+ }
59
+
60
+ // 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
61
+ const emergency = emergencyRushDecision(state, ctx);
62
+ if (emergency) {
63
+ this.clearSub();
64
+ this.emitProgress(state, ctx, visible, 'emergency');
65
+ return [emergency];
66
+ }
67
+
68
+ const decisions: BehaviorDecision[] = [];
69
+ const greeting = this.greeting.tryGreeting(state);
70
+ if (greeting) decisions.push(greeting);
71
+
72
+ if (strangerAvoidTargets.length > 0) {
73
+ this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
74
+ threatRadius: Infinity,
75
+ noun: '陌生人',
76
+ planOpts: { steps: 4 },
77
+ });
78
+ this.emitProgress(state, ctx, visible, 'keep-distance');
79
+ return decisions;
80
+ }
81
+
82
+ // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
83
+ // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
84
+ // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
85
+ // 人进视野后坐标自然补全,再切到贴尸游走)。
86
+ if (hasKnownCorpse(ctx)) {
87
+ this.clearSub();
88
+ const linger = this.linger.tick(state, ctx);
89
+ if (linger.length > 0) {
90
+ this.emitProgress(state, ctx, visible, 'corpse');
91
+ return [...linger, ...decisions];
92
+ }
93
+ }
94
+
95
+ if (trustedTargets.length > 0) {
96
+ this.clearSub();
97
+ const follow = this.follow.tick(state, ctx);
98
+ this.emitProgress(state, ctx, visible, 'huddle');
99
+ return [...follow, ...decisions];
100
+ }
101
+
102
+ this.clearSub();
103
+ this.emitProgress(state, ctx, visible, 'wander');
104
+ return [...this.wander(state, ctx), ...decisions];
105
+ }
106
+
107
+ /** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
108
+ private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
109
+ return isKnowledgeHostile(p, ctx);
110
+ }
111
+
112
+ private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
113
+ return isKnowledgeTrusted(p, ctx);
114
+ }
115
+
116
+ private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
117
+ if (visible.some(p => this.isTrusted(p, ctx))) return [];
118
+ const nonBad = visible.filter(p => !this.isHostile(p, ctx));
119
+ if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
120
+ return visible.filter(p => !this.isTrusted(p, ctx) && !this.isHostile(p, ctx));
121
+ }
122
+
123
+ private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
124
+ const visible = nonTeammatesVisible(state, ctx);
125
+ const threats = visible.filter(p => this.isHostile(p, ctx));
126
+ return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
127
+ }
128
+
129
+ private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
130
+ return safePatrolStep(state, ctx, this.patrol, false, {
131
+ threatPoints: this.activeAvoidPoints(),
132
+ });
133
+ }
134
+
135
+ private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
136
+ const now = Date.now();
137
+ if (visible.length > 0 && !avoidNonThreat) {
138
+ for (const [key, item] of this.recentAvoidPoints) {
139
+ if (!item.threat) this.recentAvoidPoints.delete(key);
140
+ }
141
+ }
142
+ for (const p of visible) {
143
+ const key = this.playerKey(p);
144
+ if (!key) continue;
145
+ if (this.isTrusted(p, ctx)) {
146
+ this.recentAvoidPoints.delete(key);
147
+ continue;
148
+ }
149
+ const threat = this.isHostile(p, ctx);
150
+ if (!threat && !avoidNonThreat) {
151
+ this.recentAvoidPoints.delete(key);
152
+ continue;
153
+ }
154
+ this.recentAvoidPoints.set(key, {
155
+ point: { x: p.x, y: p.y },
156
+ until: now + AVOID_ROUTE_MEMORY_MS,
157
+ threat,
158
+ });
159
+ }
160
+ for (const [key, item] of this.recentAvoidPoints) {
161
+ if (item.until <= now) this.recentAvoidPoints.delete(key);
162
+ }
163
+ }
164
+
165
+ private activeAvoidPoints(): Position[] {
166
+ const now = Date.now();
167
+ const points: Position[] = [];
168
+ for (const [key, item] of this.recentAvoidPoints) {
169
+ if (item.until <= now) {
170
+ this.recentAvoidPoints.delete(key);
171
+ } else {
172
+ points.push(item.point);
173
+ }
174
+ }
175
+ return points;
176
+ }
177
+
178
+ private playerKey(p: PlayerInfo): string {
179
+ return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
180
+ }
181
+
182
+ private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
183
+ const worker = this.subGoal;
184
+ if (worker instanceof KeepAwayGoal && worker.key === key) return;
185
+ if (this.subGoal) this.removeSubGoal();
186
+ this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
187
+ }
188
+
189
+ private clearSub(): void {
190
+ if (this.subGoal) this.removeSubGoal();
191
+ }
192
+
193
+ private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
194
+ const now = Date.now();
195
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
196
+ ctx.lastProgressNotifyAt = now;
197
+
198
+ const room = state.you.room ?? '未知';
199
+ let msg = `[进度] 当前在${room}`;
200
+ if (tier === 'emergency') {
201
+ const name = ctx.emergency?.task_name ?? '紧急维修';
202
+ msg += `,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。`;
203
+ } else if (tier === 'corpse') {
204
+ // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
205
+ if (!corpseAtScene(state)) {
206
+ msg += ',记得有尸体,正前往尸体处(不报警)。';
207
+ } else {
208
+ msg += visible.length > 0
209
+ ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
210
+ : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
211
+ }
212
+ } else if (tier === 'flee-bad') {
213
+ const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
214
+ msg += `,发现认定带刀坏人${names},正在远离。`;
215
+ } else if (tier === 'keep-distance') {
216
+ msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
217
+ } else if (tier === 'huddle') {
218
+ msg += ',附近有可信同伴,抱团假装做任务。';
219
+ } else {
220
+ msg += ',附近无人,四处游荡。';
221
+ }
222
+ ctx.notifications.push(msg);
223
+ }
224
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- const PATROL_PRIORITY = 0.2;
8
-
9
- export class PatrolTop extends Goal {
10
- private readonly patrol = new PatrolState();
11
-
12
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
- let room = this.patrol.nextRoom(ctx);
14
- if (!room) {
15
- this.emitProgress(state, ctx, null);
16
- return [];
17
- }
18
-
19
- if (hasReachedRoomTarget(state, room)) {
20
- this.patrol.advance(ctx);
21
- room = this.patrol.nextRoom(ctx);
22
- if (!room) {
23
- this.emitProgress(state, ctx, null);
24
- return [];
25
- }
26
- }
27
-
28
- const worker = this.subGoal;
29
- if (worker instanceof MoveRoomGoal) {
30
- if (worker.room !== room.name) {
31
- this.removeSubGoal();
32
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
- }
34
- } else {
35
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
- }
37
- this.emitProgress(state, ctx, room);
38
- return [];
39
- }
40
-
41
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
- const now = Date.now();
43
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
- ctx.lastProgressNotifyAt = now;
45
-
46
- const room = state.you.room ?? '未知';
47
- const totalRooms = ctx.rooms.length;
48
-
49
- let msg = `[进度] 当前在${room}`;
50
- if (target) {
51
- msg += `,正在巡逻前往${target.name}`;
52
- }
53
- msg += `。共${totalRooms}个房间。`;
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ const PATROL_PRIORITY = 0.2;
8
+
9
+ export class PatrolTop extends Goal {
10
+ private readonly patrol = new PatrolState();
11
+
12
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
+ let room = this.patrol.nextRoom(ctx);
14
+ if (!room) {
15
+ this.emitProgress(state, ctx, null);
16
+ return [];
17
+ }
18
+
19
+ if (hasReachedRoomTarget(state, room)) {
20
+ this.patrol.advance(ctx);
21
+ room = this.patrol.nextRoom(ctx);
22
+ if (!room) {
23
+ this.emitProgress(state, ctx, null);
24
+ return [];
25
+ }
26
+ }
27
+
28
+ const worker = this.subGoal;
29
+ if (worker instanceof MoveRoomGoal) {
30
+ if (worker.room !== room.name) {
31
+ this.removeSubGoal();
32
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
+ }
34
+ } else {
35
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
+ }
37
+ this.emitProgress(state, ctx, room);
38
+ return [];
39
+ }
40
+
41
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
+ const now = Date.now();
43
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
+ ctx.lastProgressNotifyAt = now;
45
+
46
+ const room = state.you.room ?? '未知';
47
+ const totalRooms = ctx.rooms.length;
48
+
49
+ let msg = `[进度] 当前在${room}`;
50
+ if (target) {
51
+ msg += `,正在巡逻前往${target.name}`;
52
+ }
53
+ msg += `。共${totalRooms}个房间。`;
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }