@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
@@ -1,117 +1,117 @@
1
- import { readFileSync } from 'fs';
2
- import type { Position } from '../../sdk/types.js';
3
-
4
- // Walkability bitmap baked from the server's inflated_weights (walls already
5
- // inflated by the agent collision radius, so a walkable tile means the agent
6
- // center may stand there). Regenerate with scripts/export-walkable-grid.py.
7
-
8
- const HEADER_SIZE = 20;
9
-
10
- export interface WalkableGrid {
11
- readonly width: number;
12
- readonly height: number;
13
- readonly tileSize: number;
14
- isWalkable(tx: number, ty: number): boolean;
15
- isWalkableCell(cell: number): boolean;
16
- /** cell = ty * width + tx; world coords are clamped into the map. */
17
- worldToCell(wx: number, wy: number): number;
18
- /** Tile center in world coords. */
19
- cellToWorld(cell: number): Position;
20
- /** Nearest walkable cell within maxRadius tiles (Chebyshev rings); -1 if none. */
21
- snapToWalkable(cell: number, maxRadius?: number): number;
22
- }
23
-
24
- class Grid implements WalkableGrid {
25
- readonly width: number;
26
- readonly height: number;
27
- readonly tileSize: number;
28
- private readonly bits: Buffer;
29
- private readonly rowBytes: number;
30
-
31
- constructor(buf: Buffer) {
32
- if (buf.toString('ascii', 0, 4) !== 'CCWG') throw new Error('walkable grid: bad magic');
33
- const version = buf.readUInt32LE(4);
34
- if (version !== 1) throw new Error(`walkable grid: unsupported version ${version}`);
35
- this.width = buf.readUInt32LE(8);
36
- this.height = buf.readUInt32LE(12);
37
- this.tileSize = buf.readUInt32LE(16);
38
- this.rowBytes = Math.ceil(this.width / 8);
39
- if (buf.length !== HEADER_SIZE + this.rowBytes * this.height) {
40
- throw new Error('walkable grid: size mismatch');
41
- }
42
- this.bits = buf;
43
- }
44
-
45
- isWalkable(tx: number, ty: number): boolean {
46
- if (tx < 0 || ty < 0 || tx >= this.width || ty >= this.height) return false;
47
- const byte = this.bits[HEADER_SIZE + ty * this.rowBytes + (tx >> 3)];
48
- return ((byte >> (tx & 7)) & 1) === 1;
49
- }
50
-
51
- isWalkableCell(cell: number): boolean {
52
- return this.isWalkable(cell % this.width, Math.floor(cell / this.width));
53
- }
54
-
55
- worldToCell(wx: number, wy: number): number {
56
- const tx = Math.min(this.width - 1, Math.max(0, Math.floor(wx / this.tileSize)));
57
- const ty = Math.min(this.height - 1, Math.max(0, Math.floor(wy / this.tileSize)));
58
- return ty * this.width + tx;
59
- }
60
-
61
- cellToWorld(cell: number): Position {
62
- const tx = cell % this.width;
63
- const ty = Math.floor(cell / this.width);
64
- return { x: tx * this.tileSize + this.tileSize / 2, y: ty * this.tileSize + this.tileSize / 2 };
65
- }
66
-
67
- snapToWalkable(cell: number, maxRadius = 8): number {
68
- const cx = cell % this.width;
69
- const cy = Math.floor(cell / this.width);
70
- for (let r = 0; r <= maxRadius; r++) {
71
- let best = -1;
72
- let bestSq = Infinity;
73
- for (let dy = -r; dy <= r; dy++) {
74
- for (let dx = -r; dx <= r; dx++) {
75
- if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
76
- if (!this.isWalkable(cx + dx, cy + dy)) continue;
77
- const sq = dx * dx + dy * dy;
78
- if (sq < bestSq) {
79
- bestSq = sq;
80
- best = (cy + dy) * this.width + (cx + dx);
81
- }
82
- }
83
- }
84
- if (best >= 0) return best;
85
- }
86
- return -1;
87
- }
88
- }
89
-
90
- let cached: WalkableGrid | null = null;
91
-
92
- export function loadWalkableGrid(): WalkableGrid {
93
- if (!cached) {
94
- cached = new Grid(readFileSync(new URL('./clawclaw-walkable.bin', import.meta.url)));
95
- }
96
- return cached;
97
- }
98
-
99
- const STOP_NEIGHBORS = [[1, 0], [-1, 0], [0, 1], [0, -1], [1, 1], [1, -1], [-1, 1], [-1, -1]];
100
-
101
- /**
102
- * A walkable tile center >= 2px away from pos, used to stop in place: the
103
- * server ignores moves shorter than 1px without interrupting the current
104
- * movement, so stopping means moving somewhere nearby.
105
- */
106
- export function nearbyStopPoint(pos: Position): Position {
107
- const grid = loadWalkableGrid();
108
- const cell = grid.worldToCell(pos.x, pos.y);
109
- const tx = cell % grid.width;
110
- const ty = Math.floor(cell / grid.width);
111
- for (const [dx, dy] of STOP_NEIGHBORS) {
112
- if (grid.isWalkable(tx + dx, ty + dy)) return grid.cellToWorld(cell + dy * grid.width + dx);
113
- }
114
- const center = grid.cellToWorld(cell);
115
- if (Math.hypot(center.x - pos.x, center.y - pos.y) >= 1.5) return center;
116
- return { x: pos.x + 2, y: pos.y };
117
- }
1
+ import { readFileSync } from 'fs';
2
+ import type { Position } from '../../sdk/types.js';
3
+
4
+ // Walkability bitmap baked from the server's inflated_weights (walls already
5
+ // inflated by the agent collision radius, so a walkable tile means the agent
6
+ // center may stand there). Regenerate with scripts/export-walkable-grid.py.
7
+
8
+ const HEADER_SIZE = 20;
9
+
10
+ export interface WalkableGrid {
11
+ readonly width: number;
12
+ readonly height: number;
13
+ readonly tileSize: number;
14
+ isWalkable(tx: number, ty: number): boolean;
15
+ isWalkableCell(cell: number): boolean;
16
+ /** cell = ty * width + tx; world coords are clamped into the map. */
17
+ worldToCell(wx: number, wy: number): number;
18
+ /** Tile center in world coords. */
19
+ cellToWorld(cell: number): Position;
20
+ /** Nearest walkable cell within maxRadius tiles (Chebyshev rings); -1 if none. */
21
+ snapToWalkable(cell: number, maxRadius?: number): number;
22
+ }
23
+
24
+ class Grid implements WalkableGrid {
25
+ readonly width: number;
26
+ readonly height: number;
27
+ readonly tileSize: number;
28
+ private readonly bits: Buffer;
29
+ private readonly rowBytes: number;
30
+
31
+ constructor(buf: Buffer) {
32
+ if (buf.toString('ascii', 0, 4) !== 'CCWG') throw new Error('walkable grid: bad magic');
33
+ const version = buf.readUInt32LE(4);
34
+ if (version !== 1) throw new Error(`walkable grid: unsupported version ${version}`);
35
+ this.width = buf.readUInt32LE(8);
36
+ this.height = buf.readUInt32LE(12);
37
+ this.tileSize = buf.readUInt32LE(16);
38
+ this.rowBytes = Math.ceil(this.width / 8);
39
+ if (buf.length !== HEADER_SIZE + this.rowBytes * this.height) {
40
+ throw new Error('walkable grid: size mismatch');
41
+ }
42
+ this.bits = buf;
43
+ }
44
+
45
+ isWalkable(tx: number, ty: number): boolean {
46
+ if (tx < 0 || ty < 0 || tx >= this.width || ty >= this.height) return false;
47
+ const byte = this.bits[HEADER_SIZE + ty * this.rowBytes + (tx >> 3)];
48
+ return ((byte >> (tx & 7)) & 1) === 1;
49
+ }
50
+
51
+ isWalkableCell(cell: number): boolean {
52
+ return this.isWalkable(cell % this.width, Math.floor(cell / this.width));
53
+ }
54
+
55
+ worldToCell(wx: number, wy: number): number {
56
+ const tx = Math.min(this.width - 1, Math.max(0, Math.floor(wx / this.tileSize)));
57
+ const ty = Math.min(this.height - 1, Math.max(0, Math.floor(wy / this.tileSize)));
58
+ return ty * this.width + tx;
59
+ }
60
+
61
+ cellToWorld(cell: number): Position {
62
+ const tx = cell % this.width;
63
+ const ty = Math.floor(cell / this.width);
64
+ return { x: tx * this.tileSize + this.tileSize / 2, y: ty * this.tileSize + this.tileSize / 2 };
65
+ }
66
+
67
+ snapToWalkable(cell: number, maxRadius = 8): number {
68
+ const cx = cell % this.width;
69
+ const cy = Math.floor(cell / this.width);
70
+ for (let r = 0; r <= maxRadius; r++) {
71
+ let best = -1;
72
+ let bestSq = Infinity;
73
+ for (let dy = -r; dy <= r; dy++) {
74
+ for (let dx = -r; dx <= r; dx++) {
75
+ if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
76
+ if (!this.isWalkable(cx + dx, cy + dy)) continue;
77
+ const sq = dx * dx + dy * dy;
78
+ if (sq < bestSq) {
79
+ bestSq = sq;
80
+ best = (cy + dy) * this.width + (cx + dx);
81
+ }
82
+ }
83
+ }
84
+ if (best >= 0) return best;
85
+ }
86
+ return -1;
87
+ }
88
+ }
89
+
90
+ let cached: WalkableGrid | null = null;
91
+
92
+ export function loadWalkableGrid(): WalkableGrid {
93
+ if (!cached) {
94
+ cached = new Grid(readFileSync(new URL('./clawclaw-walkable.bin', import.meta.url)));
95
+ }
96
+ return cached;
97
+ }
98
+
99
+ const STOP_NEIGHBORS = [[1, 0], [-1, 0], [0, 1], [0, -1], [1, 1], [1, -1], [-1, 1], [-1, -1]];
100
+
101
+ /**
102
+ * A walkable tile center >= 2px away from pos, used to stop in place: the
103
+ * server ignores moves shorter than 1px without interrupting the current
104
+ * movement, so stopping means moving somewhere nearby.
105
+ */
106
+ export function nearbyStopPoint(pos: Position): Position {
107
+ const grid = loadWalkableGrid();
108
+ const cell = grid.worldToCell(pos.x, pos.y);
109
+ const tx = cell % grid.width;
110
+ const ty = Math.floor(cell / grid.width);
111
+ for (const [dx, dy] of STOP_NEIGHBORS) {
112
+ if (grid.isWalkable(tx + dx, ty + dy)) return grid.cellToWorld(cell + dy * grid.width + dx);
113
+ }
114
+ const center = grid.cellToWorld(cell);
115
+ if (Math.hypot(center.x - pos.x, center.y - pos.y) >= 1.5) return center;
116
+ return { x: pos.x + 2, y: pos.y };
117
+ }
@@ -1,12 +1,12 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { PatrolTop } from './goals/patrol-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'patrol',
7
- name: '巡逻',
8
- description: '按地图房间顺序依次游走,到达一个房间后自动前往下一个,循环往复。卡路时会跳过当前目标换下一个房间。纯游走,不做任务、不打人、不报告尸体。',
9
- create() {
10
- return new GoalRootStrategy('patrol', () => new PatrolTop(), { resetOnMeetingResume: false });
11
- },
12
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { PatrolTop } from './goals/patrol-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'patrol',
7
+ name: '巡逻',
8
+ description: '按地图房间顺序依次游走,到达一个房间后自动前往下一个,循环往复。卡路时会跳过当前目标换下一个房间。纯游走,不做任务、不打人、不报告尸体。',
9
+ create() {
10
+ return new GoalRootStrategy('patrol', () => new PatrolTop(), { resetOnMeetingResume: false });
11
+ },
12
+ };
@@ -1,13 +1,13 @@
1
- /** Split CLI args on commas and/or whitespace (Windows may pass `3,5` as one token). */
2
- export function parseTargetArgs(args: string[]): string[] {
3
- return args
4
- .flatMap((a) => a.split(/[,\s]+/))
5
- .map((t) => t.trim())
6
- .filter((t) => t.length > 0);
7
- }
8
-
9
- export const ROLE_ID_RE = /\b(?:shrimp_generic|shrimp_warrior|shrimp_pistol|crab_generic|neutral_paradise_fish|neutral_octopus)\b/g;
10
-
11
- export function stripRoleIds(text: string): string {
12
- return text.replace(ROLE_ID_RE, '').replace(/\s+/g, ' ').trim();
13
- }
1
+ /** Split CLI args on commas and/or whitespace (Windows may pass `3,5` as one token). */
2
+ export function parseTargetArgs(args: string[]): string[] {
3
+ return args
4
+ .flatMap((a) => a.split(/[,\s]+/))
5
+ .map((t) => t.trim())
6
+ .filter((t) => t.length > 0);
7
+ }
8
+
9
+ export const ROLE_ID_RE = /\b(?:shrimp_generic|shrimp_warrior|shrimp_pistol|crab_generic|neutral_paradise_fish|neutral_octopus)\b/g;
10
+
11
+ export function stripRoleIds(text: string): string {
12
+ return text.replace(ROLE_ID_RE, '').replace(/\s+/g, ' ').trim();
13
+ }
@@ -1,12 +1,12 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { ReportPatrolTop } from './goals/report-patrol-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'report-patrol',
7
- name: '报警',
8
- description: '专门找尸体:达到报告距离立刻报告,看到尸体就靠近;没有尸体就巡逻各房间。不做任何任务,不打人,目标是让会议尽快开起来。',
9
- create() {
10
- return new GoalRootStrategy('report-patrol', () => new ReportPatrolTop(), { resetOnMeetingResume: false });
11
- },
12
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { ReportPatrolTop } from './goals/report-patrol-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'report-patrol',
7
+ name: '报警',
8
+ description: '专门找尸体:达到报告距离立刻报告,看到尸体就靠近;没有尸体就巡逻各房间。不做任何任务,不打人,目标是让会议尽快开起来。',
9
+ create() {
10
+ return new GoalRootStrategy('report-patrol', () => new ReportPatrolTop(), { resetOnMeetingResume: false });
11
+ },
12
+ };
@@ -1,19 +1,19 @@
1
- # shrimp-memory 知识契约
2
-
3
- `shrimp-memory` 只读取两档玩家标记,**未标记的一律默认「被怀疑」**:
4
-
5
- | 标记 | 行为 |
6
- |------|------|
7
- | `hostile`(坏人) | 敌对:进入视野后硬寻路远离 |
8
- | `trusted`(好人) | 可信:可以结伴做任务,其在场时不对被怀疑者触发后撤 |
9
- | 未标记(被怀疑) | 无 trusted 同伴且单人贴近 270px 内时拉开距离,多人互为目击者时照常做任务 |
10
-
11
- 普通虾永不出刀,因此坏人硬躲、被怀疑者按目击者规则保持距离。`hostile` 一档与武士虾等带刀策略共享同一份知识(带刀策略刀好时会主动追杀坏人)。
12
-
13
- ```bash
14
- ccl knowledge mark 5 hostile --note "确认敌对"
15
- ccl knowledge mark 3 trusted --note "已澄清"
16
- ccl knowledge del player 5 # 取消标记 → 回到默认「被怀疑」
17
- ```
18
-
19
- `role` 是纯身份事实,不直接控制策略。
1
+ # shrimp-memory 知识契约
2
+
3
+ `shrimp-memory` 只读取两档玩家标记,**未标记的一律默认「被怀疑」**:
4
+
5
+ | 标记 | 行为 |
6
+ |------|------|
7
+ | `hostile`(坏人) | 敌对:进入视野后硬寻路远离 |
8
+ | `trusted`(好人) | 可信:可以结伴做任务,其在场时不对被怀疑者触发后撤 |
9
+ | 未标记(被怀疑) | 无 trusted 同伴且单人贴近 270px 内时拉开距离,多人互为目击者时照常做任务 |
10
+
11
+ 普通虾永不出刀,因此坏人硬躲、被怀疑者按目击者规则保持距离。`hostile` 一档与武士虾等带刀策略共享同一份知识(带刀策略刀好时会主动追杀坏人)。
12
+
13
+ ```bash
14
+ ccl knowledge mark 5 hostile --note "确认敌对"
15
+ ccl knowledge mark 3 trusted --note "已澄清"
16
+ ccl knowledge del player 5 # 取消标记 → 回到默认「被怀疑」
17
+ ```
18
+
19
+ `role` 是纯身份事实,不直接控制策略。
@@ -1,26 +1,26 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { NormalShrimpTop } from './goals/normal-shrimp-top.js';
4
- import { parseGreetingArgs } from './greeting.js';
5
-
6
- class ShrimpMemoryStrategy extends GoalRootStrategy {
7
- constructor(private readonly greetingPhrases: string[]) {
8
- super('shrimp-memory', () => new NormalShrimpTop(greetingPhrases), {
9
- resetOnMeetingResume: false,
10
- });
11
- }
12
-
13
- speechWarmupTexts(): string[] {
14
- return this.greetingPhrases;
15
- }
16
- }
17
-
18
- export const strategy: StrategyEntry = {
19
- id: 'shrimp-memory',
20
- name: '精英虾',
21
- description:
22
- '普通虾·记忆进阶版(好人、不带刀;task-report 的带记忆升级)。读取 ccl knowledge 两档标记(hostile=坏人 / trusted=好人),未标记的一律默认被怀疑:hostile 硬寻路远离,trusted 视为可信同伴,被怀疑者按目击者规则保持距离。发现尸体最优先报警,并提示复核尸体旁身份不明者;无可信同伴且单个被怀疑者贴近270内时先拉开距离到300再做任务;再处理紧急任务,最后做任务/巡逻(选测地最近、跳过威胁旁或必经威胁的任务)。永不出刀。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。',
23
- create(args?: string[]) {
24
- return new ShrimpMemoryStrategy(parseGreetingArgs(args, 'shrimp-memory'));
25
- },
26
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { NormalShrimpTop } from './goals/normal-shrimp-top.js';
4
+ import { parseGreetingArgs } from './greeting.js';
5
+
6
+ class ShrimpMemoryStrategy extends GoalRootStrategy {
7
+ constructor(private readonly greetingPhrases: string[]) {
8
+ super('shrimp-memory', () => new NormalShrimpTop(greetingPhrases), {
9
+ resetOnMeetingResume: false,
10
+ });
11
+ }
12
+
13
+ speechWarmupTexts(): string[] {
14
+ return this.greetingPhrases;
15
+ }
16
+ }
17
+
18
+ export const strategy: StrategyEntry = {
19
+ id: 'shrimp-memory',
20
+ name: '精英虾',
21
+ description:
22
+ '普通虾·记忆进阶版(好人、不带刀;task-report 的带记忆升级)。读取 ccl knowledge 两档标记(hostile=坏人 / trusted=好人),未标记的一律默认被怀疑:hostile 硬寻路远离,trusted 视为可信同伴,被怀疑者按目击者规则保持距离。发现尸体最优先报警,并提示复核尸体旁身份不明者;无可信同伴且单个被怀疑者贴近270内时先拉开距离到300再做任务;再处理紧急任务,最后做任务/巡逻(选测地最近、跳过威胁旁或必经威胁的任务)。永不出刀。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。',
23
+ create(args?: string[]) {
24
+ return new ShrimpMemoryStrategy(parseGreetingArgs(args, 'shrimp-memory'));
25
+ },
26
+ };
@@ -1,28 +1,28 @@
1
- import { describe, expect, it } from 'vitest';
2
- import { parseSocialArgs } from './social-task.js';
3
-
4
- describe('parseSocialArgs', () => {
5
- it('parses space-separated tokens', () => {
6
- expect(parseSocialArgs(['3=你好', '5', '8=嗨'])).toEqual([
7
- { target: '3', greeting: '你好' },
8
- { target: '5', greeting: null },
9
- { target: '8', greeting: '嗨' },
10
- ]);
11
- });
12
-
13
- it('parses one CLI token with glued seat=greeting segments', () => {
14
- const one =
15
- '1=嗨 2=你好 3=嘿4=哈喽5=你也在啊6=嗨嗨 7=你好呀 8=嘿嘿 9=哈喽呀';
16
- expect(parseSocialArgs([one])).toEqual([
17
- { target: '1', greeting: '嗨' },
18
- { target: '2', greeting: '你好' },
19
- { target: '3', greeting: '嘿' },
20
- { target: '4', greeting: '哈喽' },
21
- { target: '5', greeting: '你也在啊' },
22
- { target: '6', greeting: '嗨嗨' },
23
- { target: '7', greeting: '你好呀' },
24
- { target: '8', greeting: '嘿嘿' },
25
- { target: '9', greeting: '哈喽呀' },
26
- ]);
27
- });
28
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import { parseSocialArgs } from './social-task.js';
3
+
4
+ describe('parseSocialArgs', () => {
5
+ it('parses space-separated tokens', () => {
6
+ expect(parseSocialArgs(['3=你好', '5', '8=嗨'])).toEqual([
7
+ { target: '3', greeting: '你好' },
8
+ { target: '5', greeting: null },
9
+ { target: '8', greeting: '嗨' },
10
+ ]);
11
+ });
12
+
13
+ it('parses one CLI token with glued seat=greeting segments', () => {
14
+ const one =
15
+ '1=嗨 2=你好 3=嘿4=哈喽5=你也在啊6=嗨嗨 7=你好呀 8=嘿嘿 9=哈喽呀';
16
+ expect(parseSocialArgs([one])).toEqual([
17
+ { target: '1', greeting: '嗨' },
18
+ { target: '2', greeting: '你好' },
19
+ { target: '3', greeting: '嘿' },
20
+ { target: '4', greeting: '哈喽' },
21
+ { target: '5', greeting: '你也在啊' },
22
+ { target: '6', greeting: '嗨嗨' },
23
+ { target: '7', greeting: '你好呀' },
24
+ { target: '8', greeting: '嘿嘿' },
25
+ { target: '9', greeting: '哈喽呀' },
26
+ ]);
27
+ });
28
+ });
@@ -1,50 +1,50 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { SocialTaskTop, type SocialTarget } from './goals/social-task-top.js';
4
-
5
- /**
6
- * Parse args in format: `seat=greeting` or just `seat`.
7
- * E.g. `3=你好 5 8=嗨` → [{target:'3', greeting:'你好'}, {target:'5', greeting:null}, {target:'8', greeting:'嗨'}]
8
- *
9
- * CLI may pass one token (`"1=嗨 2=你好 3=嘿4=哈喽5=..."`) — normalize glued `4=`, `5=` before splitting.
10
- */
11
- export function parseSocialArgs(args: string[]): SocialTarget[] {
12
- let raw = args.join(' ').trim();
13
- if (!raw) return [];
14
-
15
- // `3=嘿4=哈喽5=你也在啊` → `3=嘿 4=哈喽 5=你也在啊`
16
- raw = raw.replace(/(?<!\s)(\d+=)/g, ' $1').trim();
17
-
18
- const targets: SocialTarget[] = [];
19
- for (const token of raw.split(/\s+/)) {
20
- const eqIdx = token.indexOf('=');
21
- if (eqIdx >= 0) {
22
- const target = token.slice(0, eqIdx).trim();
23
- const greeting = token.slice(eqIdx + 1).trim();
24
- if (target) {
25
- targets.push({ target, greeting: greeting || null });
26
- }
27
- } else if (/^\d+$/.test(token)) {
28
- targets.push({ target: token, greeting: null });
29
- }
30
- }
31
- return targets;
32
- }
33
-
34
- export const strategy: StrategyEntry = {
35
- id: 'social-task',
36
- name: '社交',
37
- description: '针对指定玩家社交(参数格式 座位=话术 或纯座位,可多人)。视野内出现目标就靠近,没打过招呼先发一次招呼;对方说话就停下等你回复,10秒没回应就转去做任务。全程见到可报告的尸体就报、见到尸体就靠近。不打人。参数:座位=话术 / 座位(可多人)。',
38
- create(args?: string[]) {
39
- if (!args || args.length === 0) {
40
- throw new Error("social-task strategy requires social targets as arguments. Format: seat=greeting or seat. E.g. '3=你好 5 8=嗨'");
41
- }
42
- const socialTargets = parseSocialArgs(args);
43
- if (socialTargets.length === 0) {
44
- throw new Error("social-task strategy: no valid social targets parsed from arguments.");
45
- }
46
- return new GoalRootStrategy('social-task', () => new SocialTaskTop(socialTargets), {
47
- resetOnMeetingResume: false,
48
- });
49
- },
50
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { SocialTaskTop, type SocialTarget } from './goals/social-task-top.js';
4
+
5
+ /**
6
+ * Parse args in format: `seat=greeting` or just `seat`.
7
+ * E.g. `3=你好 5 8=嗨` → [{target:'3', greeting:'你好'}, {target:'5', greeting:null}, {target:'8', greeting:'嗨'}]
8
+ *
9
+ * CLI may pass one token (`"1=嗨 2=你好 3=嘿4=哈喽5=..."`) — normalize glued `4=`, `5=` before splitting.
10
+ */
11
+ export function parseSocialArgs(args: string[]): SocialTarget[] {
12
+ let raw = args.join(' ').trim();
13
+ if (!raw) return [];
14
+
15
+ // `3=嘿4=哈喽5=你也在啊` → `3=嘿 4=哈喽 5=你也在啊`
16
+ raw = raw.replace(/(?<!\s)(\d+=)/g, ' $1').trim();
17
+
18
+ const targets: SocialTarget[] = [];
19
+ for (const token of raw.split(/\s+/)) {
20
+ const eqIdx = token.indexOf('=');
21
+ if (eqIdx >= 0) {
22
+ const target = token.slice(0, eqIdx).trim();
23
+ const greeting = token.slice(eqIdx + 1).trim();
24
+ if (target) {
25
+ targets.push({ target, greeting: greeting || null });
26
+ }
27
+ } else if (/^\d+$/.test(token)) {
28
+ targets.push({ target: token, greeting: null });
29
+ }
30
+ }
31
+ return targets;
32
+ }
33
+
34
+ export const strategy: StrategyEntry = {
35
+ id: 'social-task',
36
+ name: '社交',
37
+ description: '针对指定玩家社交(参数格式 座位=话术 或纯座位,可多人)。视野内出现目标就靠近,没打过招呼先发一次招呼;对方说话就停下等你回复,10秒没回应就转去做任务。全程见到可报告的尸体就报、见到尸体就靠近。不打人。参数:座位=话术 / 座位(可多人)。',
38
+ create(args?: string[]) {
39
+ if (!args || args.length === 0) {
40
+ throw new Error("social-task strategy requires social targets as arguments. Format: seat=greeting or seat. E.g. '3=你好 5 8=嗨'");
41
+ }
42
+ const socialTargets = parseSocialArgs(args);
43
+ if (socialTargets.length === 0) {
44
+ throw new Error("social-task strategy: no valid social targets parsed from arguments.");
45
+ }
46
+ return new GoalRootStrategy('social-task', () => new SocialTaskTop(socialTargets), {
47
+ resetOnMeetingResume: false,
48
+ });
49
+ },
50
+ };