@myclaw163/clawclaw-cli 0.6.71 → 0.6.74
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +377 -427
- package/bin/clawclaw-cli.mjs +3 -3
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/check-skill-command-surface.mjs +116 -0
- package/scripts/find-hide-spots.py +157 -157
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +245 -245
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +246 -244
- package/skills/clawclaw/references/CHATTERBOX.md +141 -142
- package/skills/clawclaw/references/COMMANDS.md +155 -148
- package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +42 -45
- package/skills/clawclaw/references/STRATEGIES.md +59 -59
- package/skills/clawclaw/references/STREAM.md +93 -91
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +110 -110
- package/src/commands/_schema.ts +124 -109
- package/src/commands/account.ts +209 -209
- package/src/commands/do.test.ts +84 -73
- package/src/commands/do.ts +130 -126
- package/src/commands/events.test.ts +71 -71
- package/src/commands/events.ts +221 -155
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -84
- package/src/commands/game.ts +1113 -1047
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +13 -13
- package/src/commands/knowledge.ts +139 -139
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -45
- package/src/commands/persona.ts +57 -57
- package/src/commands/setup/codex.ts +266 -266
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +145 -145
- package/src/commands/strategy.ts +181 -181
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +999 -977
- package/src/commands/watch.ts +660 -658
- package/src/lib/auth.test.ts +74 -74
- package/src/lib/auth.ts +186 -186
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +403 -391
- package/src/lib/game-context.ts +92 -0
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +121 -121
- package/src/lib/hub-reminder.ts +75 -75
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +120 -120
- package/src/lib/knowledge-store.test.ts +170 -170
- package/src/lib/knowledge-store.ts +369 -369
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +232 -232
- package/src/lib/strategy-export.ts +242 -242
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-format.test.ts +243 -215
- package/src/pipeline/event-format.ts +501 -485
- package/src/pipeline/event-hints.ts +195 -190
- package/src/pipeline/event-store.test.ts +28 -28
- package/src/pipeline/event-store.ts +193 -193
- package/src/pipeline/pipeline.ts +35 -35
- package/src/pipeline/player-projection.test.ts +119 -0
- package/src/pipeline/player-projection.ts +380 -0
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +209 -141
- package/src/runtime/event-daemon.ts +519 -457
- package/src/runtime/owner-control.ts +150 -150
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -107
- package/src/runtime/ws-client.test.ts +125 -104
- package/src/runtime/ws-client.ts +287 -272
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +110 -110
- package/src/sdk/types.ts +161 -161
- package/src/strategies/avoid-lone.ts +12 -12
- package/src/strategies/avoid-players.knowledge.md +19 -19
- package/src/strategies/avoid-players.ts +16 -16
- package/src/strategies/corpse-patrol.ts +23 -23
- package/src/strategies/crab-sabotage.ts +22 -22
- package/src/strategies/custom-module.test.ts +270 -270
- package/src/strategies/find-player.ts +17 -17
- package/src/strategies/game-utils.test.ts +242 -242
- package/src/strategies/game-utils.ts +846 -846
- package/src/strategies/goals/anchor-linger.ts +77 -77
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +113 -113
- package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/follow-companion-goal.ts +106 -106
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/hide-top.ts +197 -197
- package/src/strategies/goals/keep-away-goal.ts +221 -221
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +27 -27
- package/src/strategies/goals/linger-corpse-goal.ts +35 -35
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +133 -133
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +224 -224
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
- package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/hide-spots.ts +59 -59
- package/src/strategies/hide.ts +24 -24
- package/src/strategies/kill-frenzy.ts +13 -13
- package/src/strategies/kill-lone.knowledge.md +17 -17
- package/src/strategies/kill-lone.ts +14 -14
- package/src/strategies/kill-target.ts +19 -19
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +179 -179
- package/src/strategies/lone-kill-task.ts +22 -22
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +16 -16
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/off-route-points.ts +105 -105
- package/src/strategies/paradise-fish.knowledge.md +19 -19
- package/src/strategies/paradise-fish.ts +26 -26
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +355 -355
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +12 -12
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +12 -12
- package/src/strategies/shrimp-memory.knowledge.md +19 -19
- package/src/strategies/shrimp-memory.ts +26 -26
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +50 -50
- package/src/strategies/spawn.ts +82 -82
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.test.ts +15 -0
- package/src/strategies/strategy-loop.ts +776 -771
- package/src/strategies/task-kill-report.ts +18 -18
- package/src/strategies/task-only.ts +12 -12
- package/src/strategies/task-report.ts +23 -23
- package/src/strategies/types.ts +109 -109
- package/src/strategies/warrior-memory.knowledge.md +21 -21
- package/src/strategies/warrior-memory.ts +17 -17
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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import { hasReachedRoomTarget, isKnowledgeHostile, isTargetAlive, matchesAnyTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
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import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
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import { MoveRoomGoal } from './move-room-goal.js';
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const PATROL_PRIORITY = 0.2;
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const FLEE_PRIORITY = 0.5;
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export class AvoidPlayersTop extends Goal {
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private readonly patrol = new PatrolState();
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private moveMode: 'patrol' | 'flee' | null = null;
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private lastAvoidNoticeKey = '';
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constructor(private readonly targets: string[]) {
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super();
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}
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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const threats = this.threats(state, ctx);
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if (threats.length > 0) {
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this.setKeepAway();
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if (!this.emitAvoidNotice(ctx, threats)) this.emitAvoidProgress(state, ctx, threats);
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return [];
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}
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this.lastAvoidNoticeKey = '';
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let room = this.patrol.nextRoom(ctx);
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this.emitPatrolProgress(state, ctx, null);
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return [];
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}
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if (hasReachedRoomTarget(state, room)) {
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this.patrol.advance(ctx);
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room = this.patrol.nextRoom(ctx);
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this.emitPatrolProgress(state, ctx, null);
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return [];
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}
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}
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this.setMoveGoal(room, PATROL_PRIORITY, 'patrol', false);
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this.emitPatrolProgress(state, ctx, room);
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return [];
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}
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/** 寻路躲避:用 KeepAwayGoal 推演逃点远离回避目标(不限距离,名单上的人始终要躲)。 */
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private setKeepAway(): void {
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const key = this.targets.length > 0 ? this.targets.join('|') : 'avoid-knowledge';
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const resolve: ThreatResolver = (state, ctx) => this.threats(state, ctx);
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const options: KeepAwayGoalOptions = { threatRadius: Infinity, noun: '回避目标' };
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const worker = this.subGoal;
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if (worker instanceof KeepAwayGoal && worker.key === key) {
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this.moveMode = 'flee';
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return;
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}
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if (this.subGoal) this.removeSubGoal();
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this.setSubGoal(new KeepAwayGoal(key, resolve, options), FLEE_PRIORITY);
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this.moveMode = 'flee';
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}
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/** args 回避名单(活着的)∪ 知识库标记 hostile(坏人)的玩家。被怀疑者(未标记)不自动回避——照常按房间巡逻。 */
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private threats(state: GameState, ctx: StrategyContext): PlayerInfo[] {
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const validTargets = this.targets.filter(target => isTargetAlive(state, target, ctx));
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return state.players.filter(p => matchesAnyTarget(p, validTargets, ctx) || isKnowledgeHostile(p, ctx));
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}
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private setMoveGoal(room: RoomTarget, priority: number, mode: 'patrol' | 'flee', stopOnPlayer: boolean): void {
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const worker = this.subGoal;
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if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
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if (this.subGoal) this.removeSubGoal();
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this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
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}), priority);
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this.moveMode = mode;
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}
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private emitAvoidNotice(ctx: StrategyContext, threats: PlayerInfo[]): boolean {
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const names = threats.map(p => p.name).join('、');
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const key = threats.map(p => p.name).sort().join('|');
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const room = state.you.room ?? '未知';
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const targetNames = this.targets.length > 0 ? this.targets.join(', ') : '(依据知识库)';
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let msg = `[进度] 当前在${room},巡逻中,回避名单: ${targetNames}`;
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private emitAvoidProgress(
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threats: PlayerInfo[],
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): void {
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if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
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ctx.lastProgressNotifyAt = now;
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const here = state.you.room ?? '未知';
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const names = threats.map(p => p.name).join('、');
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ctx.notifications.push(`[进度] 当前在${here},发现${names},正在寻路躲避。`);
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}
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}
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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import { hasReachedRoomTarget, isKnowledgeHostile, isTargetAlive, matchesAnyTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
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import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
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import { MoveRoomGoal } from './move-room-goal.js';
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const PATROL_PRIORITY = 0.2;
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const FLEE_PRIORITY = 0.5;
|
|
10
|
+
|
|
11
|
+
export class AvoidPlayersTop extends Goal {
|
|
12
|
+
private readonly patrol = new PatrolState();
|
|
13
|
+
private moveMode: 'patrol' | 'flee' | null = null;
|
|
14
|
+
private lastAvoidNoticeKey = '';
|
|
15
|
+
|
|
16
|
+
constructor(private readonly targets: string[]) {
|
|
17
|
+
super();
|
|
18
|
+
}
|
|
19
|
+
|
|
20
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
21
|
+
const threats = this.threats(state, ctx);
|
|
22
|
+
|
|
23
|
+
if (threats.length > 0) {
|
|
24
|
+
this.setKeepAway();
|
|
25
|
+
if (!this.emitAvoidNotice(ctx, threats)) this.emitAvoidProgress(state, ctx, threats);
|
|
26
|
+
return [];
|
|
27
|
+
}
|
|
28
|
+
|
|
29
|
+
this.lastAvoidNoticeKey = '';
|
|
30
|
+
let room = this.patrol.nextRoom(ctx);
|
|
31
|
+
if (!room) {
|
|
32
|
+
this.emitPatrolProgress(state, ctx, null);
|
|
33
|
+
return [];
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
if (hasReachedRoomTarget(state, room)) {
|
|
37
|
+
this.patrol.advance(ctx);
|
|
38
|
+
room = this.patrol.nextRoom(ctx);
|
|
39
|
+
if (!room) {
|
|
40
|
+
this.emitPatrolProgress(state, ctx, null);
|
|
41
|
+
return [];
|
|
42
|
+
}
|
|
43
|
+
}
|
|
44
|
+
|
|
45
|
+
this.setMoveGoal(room, PATROL_PRIORITY, 'patrol', false);
|
|
46
|
+
this.emitPatrolProgress(state, ctx, room);
|
|
47
|
+
return [];
|
|
48
|
+
}
|
|
49
|
+
|
|
50
|
+
/** 寻路躲避:用 KeepAwayGoal 推演逃点远离回避目标(不限距离,名单上的人始终要躲)。 */
|
|
51
|
+
private setKeepAway(): void {
|
|
52
|
+
const key = this.targets.length > 0 ? this.targets.join('|') : 'avoid-knowledge';
|
|
53
|
+
const resolve: ThreatResolver = (state, ctx) => this.threats(state, ctx);
|
|
54
|
+
const options: KeepAwayGoalOptions = { threatRadius: Infinity, noun: '回避目标' };
|
|
55
|
+
const worker = this.subGoal;
|
|
56
|
+
if (worker instanceof KeepAwayGoal && worker.key === key) {
|
|
57
|
+
this.moveMode = 'flee';
|
|
58
|
+
return;
|
|
59
|
+
}
|
|
60
|
+
if (this.subGoal) this.removeSubGoal();
|
|
61
|
+
this.setSubGoal(new KeepAwayGoal(key, resolve, options), FLEE_PRIORITY);
|
|
62
|
+
this.moveMode = 'flee';
|
|
63
|
+
}
|
|
64
|
+
|
|
65
|
+
/** args 回避名单(活着的)∪ 知识库标记 hostile(坏人)的玩家。被怀疑者(未标记)不自动回避——照常按房间巡逻。 */
|
|
66
|
+
private threats(state: GameState, ctx: StrategyContext): PlayerInfo[] {
|
|
67
|
+
const validTargets = this.targets.filter(target => isTargetAlive(state, target, ctx));
|
|
68
|
+
return state.players.filter(p => matchesAnyTarget(p, validTargets, ctx) || isKnowledgeHostile(p, ctx));
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
private setMoveGoal(room: RoomTarget, priority: number, mode: 'patrol' | 'flee', stopOnPlayer: boolean): void {
|
|
72
|
+
const worker = this.subGoal;
|
|
73
|
+
if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
|
|
74
|
+
if (this.subGoal) this.removeSubGoal();
|
|
75
|
+
this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
|
|
76
|
+
emitProgress: false,
|
|
77
|
+
stopOnPlayer,
|
|
78
|
+
}), priority);
|
|
79
|
+
this.moveMode = mode;
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
private emitAvoidNotice(ctx: StrategyContext, threats: PlayerInfo[]): boolean {
|
|
83
|
+
const names = threats.map(p => p.name).join('、');
|
|
84
|
+
const key = threats.map(p => p.name).sort().join('|');
|
|
85
|
+
if (key === this.lastAvoidNoticeKey) return false;
|
|
86
|
+
this.lastAvoidNoticeKey = key;
|
|
87
|
+
|
|
88
|
+
ctx.notifications.push(`发现回避目标${names},正在寻路躲避。`);
|
|
89
|
+
return true;
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
private emitPatrolProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
|
|
93
|
+
const now = Date.now();
|
|
94
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
95
|
+
ctx.lastProgressNotifyAt = now;
|
|
96
|
+
|
|
97
|
+
const room = state.you.room ?? '未知';
|
|
98
|
+
const targetNames = this.targets.length > 0 ? this.targets.join(', ') : '(依据知识库)';
|
|
99
|
+
|
|
100
|
+
let msg = `[进度] 当前在${room},巡逻中,回避名单: ${targetNames}`;
|
|
101
|
+
if (target) {
|
|
102
|
+
msg += `,正在前往${target.name}`;
|
|
103
|
+
}
|
|
104
|
+
msg += '。';
|
|
105
|
+
ctx.notifications.push(msg);
|
|
106
|
+
}
|
|
107
|
+
|
|
108
|
+
private emitAvoidProgress(
|
|
109
|
+
state: GameState,
|
|
110
|
+
ctx: StrategyContext,
|
|
111
|
+
threats: PlayerInfo[],
|
|
112
|
+
): void {
|
|
113
|
+
const now = Date.now();
|
|
114
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
115
|
+
ctx.lastProgressNotifyAt = now;
|
|
116
|
+
|
|
117
|
+
const here = state.you.room ?? '未知';
|
|
118
|
+
const names = threats.map(p => p.name).join('、');
|
|
119
|
+
ctx.notifications.push(`[进度] 当前在${here},发现${names},正在寻路躲避。`);
|
|
120
|
+
}
|
|
121
|
+
}
|
|
@@ -1,51 +1,51 @@
|
|
|
1
|
-
import type { GameState } from '../../sdk/types.js';
|
|
2
|
-
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
3
|
-
import { Goal } from './goal.js';
|
|
4
|
-
import { GoalManager } from './goal-manager.js';
|
|
5
|
-
import { URGENT_GOAL_PRIORITY } from './leaf-goal.js';
|
|
6
|
-
import type { SpeechModule } from '../speech-module.js';
|
|
7
|
-
|
|
8
|
-
export class ConversationGoal extends Goal {
|
|
9
|
-
private readonly innerMgr = new GoalManager();
|
|
10
|
-
|
|
11
|
-
constructor(
|
|
12
|
-
private readonly makeInner: () => Goal,
|
|
13
|
-
private readonly speech: SpeechModule,
|
|
14
|
-
) {
|
|
15
|
-
super();
|
|
16
|
-
this.innerMgr.setTop(makeInner());
|
|
17
|
-
}
|
|
18
|
-
|
|
19
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
20
|
-
if (this.innerMgr.getTop() === null) this.innerMgr.setTop(this.makeInner());
|
|
21
|
-
const innerDecisions = this.innerMgr.tick(state, ctx);
|
|
22
|
-
|
|
23
|
-
const interruptible = this.innerLeafPriority() < URGENT_GOAL_PRIORITY;
|
|
24
|
-
const primaryIsMove = innerDecisions[0]?.action.type === 'move';
|
|
25
|
-
const result = this.speech.evaluate(state, ctx, {
|
|
26
|
-
allowAutoGreet: interruptible && primaryIsMove,
|
|
27
|
-
});
|
|
28
|
-
for (const msg of result.notifications) ctx.speechNotifications.push(msg);
|
|
29
|
-
|
|
30
|
-
return innerDecisions;
|
|
31
|
-
}
|
|
32
|
-
|
|
33
|
-
onMeetingResume(): void {
|
|
34
|
-
this.speech.resetMeetingState();
|
|
35
|
-
this.innerMgr.getTop()?.onMeetingResume();
|
|
36
|
-
}
|
|
37
|
-
|
|
38
|
-
updateConfig(role: string): void {
|
|
39
|
-
this.speech.updateConfig(role);
|
|
40
|
-
}
|
|
41
|
-
|
|
42
|
-
private innerLeafPriority(): number {
|
|
43
|
-
let node: Goal | null = this.innerMgr.getTop();
|
|
44
|
-
let priority = 0;
|
|
45
|
-
while (node) {
|
|
46
|
-
priority = node.priority;
|
|
47
|
-
node = node.subGoal;
|
|
48
|
-
}
|
|
49
|
-
return priority;
|
|
50
|
-
}
|
|
51
|
-
}
|
|
1
|
+
import type { GameState } from '../../sdk/types.js';
|
|
2
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
3
|
+
import { Goal } from './goal.js';
|
|
4
|
+
import { GoalManager } from './goal-manager.js';
|
|
5
|
+
import { URGENT_GOAL_PRIORITY } from './leaf-goal.js';
|
|
6
|
+
import type { SpeechModule } from '../speech-module.js';
|
|
7
|
+
|
|
8
|
+
export class ConversationGoal extends Goal {
|
|
9
|
+
private readonly innerMgr = new GoalManager();
|
|
10
|
+
|
|
11
|
+
constructor(
|
|
12
|
+
private readonly makeInner: () => Goal,
|
|
13
|
+
private readonly speech: SpeechModule,
|
|
14
|
+
) {
|
|
15
|
+
super();
|
|
16
|
+
this.innerMgr.setTop(makeInner());
|
|
17
|
+
}
|
|
18
|
+
|
|
19
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
20
|
+
if (this.innerMgr.getTop() === null) this.innerMgr.setTop(this.makeInner());
|
|
21
|
+
const innerDecisions = this.innerMgr.tick(state, ctx);
|
|
22
|
+
|
|
23
|
+
const interruptible = this.innerLeafPriority() < URGENT_GOAL_PRIORITY;
|
|
24
|
+
const primaryIsMove = innerDecisions[0]?.action.type === 'move';
|
|
25
|
+
const result = this.speech.evaluate(state, ctx, {
|
|
26
|
+
allowAutoGreet: interruptible && primaryIsMove,
|
|
27
|
+
});
|
|
28
|
+
for (const msg of result.notifications) ctx.speechNotifications.push(msg);
|
|
29
|
+
|
|
30
|
+
return innerDecisions;
|
|
31
|
+
}
|
|
32
|
+
|
|
33
|
+
onMeetingResume(): void {
|
|
34
|
+
this.speech.resetMeetingState();
|
|
35
|
+
this.innerMgr.getTop()?.onMeetingResume();
|
|
36
|
+
}
|
|
37
|
+
|
|
38
|
+
updateConfig(role: string): void {
|
|
39
|
+
this.speech.updateConfig(role);
|
|
40
|
+
}
|
|
41
|
+
|
|
42
|
+
private innerLeafPriority(): number {
|
|
43
|
+
let node: Goal | null = this.innerMgr.getTop();
|
|
44
|
+
let priority = 0;
|
|
45
|
+
while (node) {
|
|
46
|
+
priority = node.priority;
|
|
47
|
+
node = node.subGoal;
|
|
48
|
+
}
|
|
49
|
+
return priority;
|
|
50
|
+
}
|
|
51
|
+
}
|
|
@@ -1,113 +1,113 @@
|
|
|
1
|
-
import type { GameState } from '../../sdk/types.js';
|
|
2
|
-
import { Action } from '../../sdk/action.js';
|
|
3
|
-
import {
|
|
4
|
-
corpseAtScene,
|
|
5
|
-
emergencyRushDecision,
|
|
6
|
-
nearestKnownCorpseNav,
|
|
7
|
-
patrolStep,
|
|
8
|
-
PatrolState,
|
|
9
|
-
PROGRESS_INTERVAL_MS,
|
|
10
|
-
} from '../game-utils.js';
|
|
11
|
-
import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
|
|
12
|
-
import { Goal } from './goal.js';
|
|
13
|
-
import { LingerCorpseGoal } from './linger-corpse-goal.js';
|
|
14
|
-
|
|
15
|
-
const GREETING_COOLDOWN_MS = 120_000;
|
|
16
|
-
|
|
17
|
-
export class CorpsePatrolTop extends Goal {
|
|
18
|
-
private readonly patrol = new PatrolState();
|
|
19
|
-
private readonly linger = new LingerCorpseGoal();
|
|
20
|
-
private lastCorpseNotified = false;
|
|
21
|
-
private lastGreetingAt: number | null = null;
|
|
22
|
-
|
|
23
|
-
constructor(private readonly greetingPhrases: string[]) {
|
|
24
|
-
super();
|
|
25
|
-
}
|
|
26
|
-
|
|
27
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
28
|
-
// 残局抢修紧急任务(已知存活≤6):天堂鱼最高优先级,先于贴尸/巡逻/打招呼——
|
|
29
|
-
// 紧急任务超时则蟹直接获胜,天堂鱼靠活到最后取胜,故残局抢着把维修做掉、掐断蟹的破坏取胜线。
|
|
30
|
-
const emergency = emergencyRushDecision(state, ctx);
|
|
31
|
-
if (emergency) {
|
|
32
|
-
this.emitProgress(state, ctx, null, true);
|
|
33
|
-
return [emergency];
|
|
34
|
-
}
|
|
35
|
-
|
|
36
|
-
const decisions: BehaviorDecision[] = [];
|
|
37
|
-
|
|
38
|
-
const greetingDecision = this.tryGreeting(state);
|
|
39
|
-
if (greetingDecision) decisions.push(greetingDecision);
|
|
40
|
-
|
|
41
|
-
const corpse = nearestKnownCorpseNav(state, ctx);
|
|
42
|
-
const canMove = !state.you.doing_task;
|
|
43
|
-
|
|
44
|
-
if (corpse) {
|
|
45
|
-
if (!this.lastCorpseNotified) {
|
|
46
|
-
this.lastCorpseNotified = true;
|
|
47
|
-
const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
|
|
48
|
-
// corpseAtScene=已站在尸体旁(≤150px);仅凭记忆/房间锚点导航过去时人还没到,别谎报「在附近徘徊」。
|
|
49
|
-
ctx.notifications.push(
|
|
50
|
-
corpseAtScene(state) ? `发现${label}!在附近徘徊观察。` : `发现${label}!正前往查看。`,
|
|
51
|
-
);
|
|
52
|
-
}
|
|
53
|
-
if (canMove) decisions.push(...this.linger.tick(state, ctx));
|
|
54
|
-
} else {
|
|
55
|
-
this.lastCorpseNotified = false;
|
|
56
|
-
if (canMove) decisions.push(...patrolStep(state, ctx, this.patrol, false));
|
|
57
|
-
}
|
|
58
|
-
|
|
59
|
-
this.emitProgress(state, ctx, corpse);
|
|
60
|
-
return decisions;
|
|
61
|
-
}
|
|
62
|
-
|
|
63
|
-
private tryGreeting(state: GameState): BehaviorDecision | null {
|
|
64
|
-
if (this.greetingPhrases.length === 0) return null;
|
|
65
|
-
if (state.players.length === 0) return null;
|
|
66
|
-
|
|
67
|
-
const now = Date.now();
|
|
68
|
-
if (this.lastGreetingAt !== null && now - this.lastGreetingAt < GREETING_COOLDOWN_MS) return null;
|
|
69
|
-
|
|
70
|
-
const text = this.greetingPhrases[Math.floor(Math.random() * this.greetingPhrases.length)];
|
|
71
|
-
this.lastGreetingAt = now;
|
|
72
|
-
return { action: Action.speech(text) };
|
|
73
|
-
}
|
|
74
|
-
|
|
75
|
-
private emitProgress(
|
|
76
|
-
state: GameState,
|
|
77
|
-
ctx: StrategyContext,
|
|
78
|
-
corpse: CorpseTarget | null,
|
|
79
|
-
emergencyRush = false,
|
|
80
|
-
): void {
|
|
81
|
-
const now = Date.now();
|
|
82
|
-
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
83
|
-
ctx.lastProgressNotifyAt = now;
|
|
84
|
-
|
|
85
|
-
const room = state.you.room ?? '未知';
|
|
86
|
-
|
|
87
|
-
if (emergencyRush) {
|
|
88
|
-
const name = ctx.emergency?.task_name ?? '紧急维修';
|
|
89
|
-
ctx.notifications.push(
|
|
90
|
-
`[进度] 当前在${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。`,
|
|
91
|
-
);
|
|
92
|
-
return;
|
|
93
|
-
}
|
|
94
|
-
|
|
95
|
-
let msg = `[进度] 当前在${room}`;
|
|
96
|
-
if (corpse) {
|
|
97
|
-
const label = corpse.name ?? '未知';
|
|
98
|
-
msg += corpseAtScene(state)
|
|
99
|
-
? `,在${label}的尸体附近徘徊。`
|
|
100
|
-
: `,正前往${label}的尸体所在位置。`;
|
|
101
|
-
} else {
|
|
102
|
-
const target = this.patrol.nextRoom(ctx);
|
|
103
|
-
if (target) {
|
|
104
|
-
msg += `,巡逻中,正在前往${target.name}。`;
|
|
105
|
-
} else {
|
|
106
|
-
msg += `,巡逻中。`;
|
|
107
|
-
}
|
|
108
|
-
}
|
|
109
|
-
msg += ` 共${ctx.rooms.length}个房间。`;
|
|
110
|
-
|
|
111
|
-
ctx.notifications.push(msg);
|
|
112
|
-
}
|
|
113
|
-
}
|
|
1
|
+
import type { GameState } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import {
|
|
4
|
+
corpseAtScene,
|
|
5
|
+
emergencyRushDecision,
|
|
6
|
+
nearestKnownCorpseNav,
|
|
7
|
+
patrolStep,
|
|
8
|
+
PatrolState,
|
|
9
|
+
PROGRESS_INTERVAL_MS,
|
|
10
|
+
} from '../game-utils.js';
|
|
11
|
+
import type { BehaviorDecision, CorpseTarget, StrategyContext } from '../types.js';
|
|
12
|
+
import { Goal } from './goal.js';
|
|
13
|
+
import { LingerCorpseGoal } from './linger-corpse-goal.js';
|
|
14
|
+
|
|
15
|
+
const GREETING_COOLDOWN_MS = 120_000;
|
|
16
|
+
|
|
17
|
+
export class CorpsePatrolTop extends Goal {
|
|
18
|
+
private readonly patrol = new PatrolState();
|
|
19
|
+
private readonly linger = new LingerCorpseGoal();
|
|
20
|
+
private lastCorpseNotified = false;
|
|
21
|
+
private lastGreetingAt: number | null = null;
|
|
22
|
+
|
|
23
|
+
constructor(private readonly greetingPhrases: string[]) {
|
|
24
|
+
super();
|
|
25
|
+
}
|
|
26
|
+
|
|
27
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
28
|
+
// 残局抢修紧急任务(已知存活≤6):天堂鱼最高优先级,先于贴尸/巡逻/打招呼——
|
|
29
|
+
// 紧急任务超时则蟹直接获胜,天堂鱼靠活到最后取胜,故残局抢着把维修做掉、掐断蟹的破坏取胜线。
|
|
30
|
+
const emergency = emergencyRushDecision(state, ctx);
|
|
31
|
+
if (emergency) {
|
|
32
|
+
this.emitProgress(state, ctx, null, true);
|
|
33
|
+
return [emergency];
|
|
34
|
+
}
|
|
35
|
+
|
|
36
|
+
const decisions: BehaviorDecision[] = [];
|
|
37
|
+
|
|
38
|
+
const greetingDecision = this.tryGreeting(state);
|
|
39
|
+
if (greetingDecision) decisions.push(greetingDecision);
|
|
40
|
+
|
|
41
|
+
const corpse = nearestKnownCorpseNav(state, ctx);
|
|
42
|
+
const canMove = !state.you.doing_task;
|
|
43
|
+
|
|
44
|
+
if (corpse) {
|
|
45
|
+
if (!this.lastCorpseNotified) {
|
|
46
|
+
this.lastCorpseNotified = true;
|
|
47
|
+
const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
|
|
48
|
+
// corpseAtScene=已站在尸体旁(≤150px);仅凭记忆/房间锚点导航过去时人还没到,别谎报「在附近徘徊」。
|
|
49
|
+
ctx.notifications.push(
|
|
50
|
+
corpseAtScene(state) ? `发现${label}!在附近徘徊观察。` : `发现${label}!正前往查看。`,
|
|
51
|
+
);
|
|
52
|
+
}
|
|
53
|
+
if (canMove) decisions.push(...this.linger.tick(state, ctx));
|
|
54
|
+
} else {
|
|
55
|
+
this.lastCorpseNotified = false;
|
|
56
|
+
if (canMove) decisions.push(...patrolStep(state, ctx, this.patrol, false));
|
|
57
|
+
}
|
|
58
|
+
|
|
59
|
+
this.emitProgress(state, ctx, corpse);
|
|
60
|
+
return decisions;
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
private tryGreeting(state: GameState): BehaviorDecision | null {
|
|
64
|
+
if (this.greetingPhrases.length === 0) return null;
|
|
65
|
+
if (state.players.length === 0) return null;
|
|
66
|
+
|
|
67
|
+
const now = Date.now();
|
|
68
|
+
if (this.lastGreetingAt !== null && now - this.lastGreetingAt < GREETING_COOLDOWN_MS) return null;
|
|
69
|
+
|
|
70
|
+
const text = this.greetingPhrases[Math.floor(Math.random() * this.greetingPhrases.length)];
|
|
71
|
+
this.lastGreetingAt = now;
|
|
72
|
+
return { action: Action.speech(text) };
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
private emitProgress(
|
|
76
|
+
state: GameState,
|
|
77
|
+
ctx: StrategyContext,
|
|
78
|
+
corpse: CorpseTarget | null,
|
|
79
|
+
emergencyRush = false,
|
|
80
|
+
): void {
|
|
81
|
+
const now = Date.now();
|
|
82
|
+
if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
|
|
83
|
+
ctx.lastProgressNotifyAt = now;
|
|
84
|
+
|
|
85
|
+
const room = state.you.room ?? '未知';
|
|
86
|
+
|
|
87
|
+
if (emergencyRush) {
|
|
88
|
+
const name = ctx.emergency?.task_name ?? '紧急维修';
|
|
89
|
+
ctx.notifications.push(
|
|
90
|
+
`[进度] 当前在${room},残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`,
|
|
91
|
+
);
|
|
92
|
+
return;
|
|
93
|
+
}
|
|
94
|
+
|
|
95
|
+
let msg = `[进度] 当前在${room}`;
|
|
96
|
+
if (corpse) {
|
|
97
|
+
const label = corpse.name ?? '未知';
|
|
98
|
+
msg += corpseAtScene(state)
|
|
99
|
+
? `,在${label}的尸体附近徘徊。`
|
|
100
|
+
: `,正前往${label}的尸体所在位置。`;
|
|
101
|
+
} else {
|
|
102
|
+
const target = this.patrol.nextRoom(ctx);
|
|
103
|
+
if (target) {
|
|
104
|
+
msg += `,巡逻中,正在前往${target.name}。`;
|
|
105
|
+
} else {
|
|
106
|
+
msg += `,巡逻中。`;
|
|
107
|
+
}
|
|
108
|
+
}
|
|
109
|
+
msg += ` 共${ctx.rooms.length}个房间。`;
|
|
110
|
+
|
|
111
|
+
ctx.notifications.push(msg);
|
|
112
|
+
}
|
|
113
|
+
}
|