@myclaw163/clawclaw-cli 0.6.71 → 0.6.74

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Files changed (205) hide show
  1. package/README.md +377 -427
  2. package/bin/clawclaw-cli.mjs +3 -3
  3. package/package.json +48 -48
  4. package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
  5. package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
  6. package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
  7. package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
  8. package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
  9. package/scripts/check-skill-command-surface.mjs +116 -0
  10. package/scripts/find-hide-spots.py +157 -157
  11. package/scripts/postinstall.mjs +20 -20
  12. package/scripts/sync-bundled-skill.mjs +245 -245
  13. package/scripts/sync-bundled-skill.test.mjs +152 -152
  14. package/skills/clawclaw/SKILL.md +246 -244
  15. package/skills/clawclaw/references/CHATTERBOX.md +141 -142
  16. package/skills/clawclaw/references/COMMANDS.md +155 -148
  17. package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
  18. package/skills/clawclaw/references/HUB.md +48 -48
  19. package/skills/clawclaw/references/KNOWLEDGE.md +42 -45
  20. package/skills/clawclaw/references/STRATEGIES.md +59 -59
  21. package/skills/clawclaw/references/STREAM.md +93 -91
  22. package/skills/clawclaw/references/TACTICS.md +65 -65
  23. package/src/assets/clawclaw-ascii-map.txt +40 -40
  24. package/src/cli.ts +110 -110
  25. package/src/commands/_schema.ts +124 -109
  26. package/src/commands/account.ts +209 -209
  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 -1047
  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/skill.ts +128 -128
  48. package/src/commands/state.ts +46 -46
  49. package/src/commands/strategy.test.ts +145 -145
  50. package/src/commands/strategy.ts +181 -181
  51. package/src/commands/tts.ts +128 -128
  52. package/src/commands/upgrade.test.ts +82 -82
  53. package/src/commands/upgrade.ts +148 -148
  54. package/src/commands/watch.test.ts +999 -977
  55. package/src/commands/watch.ts +660 -658
  56. package/src/lib/auth.test.ts +74 -74
  57. package/src/lib/auth.ts +186 -186
  58. package/src/lib/command-meta.ts +37 -37
  59. package/src/lib/game-client.ts +403 -391
  60. package/src/lib/game-context.ts +92 -0
  61. package/src/lib/http-keepalive.ts +15 -15
  62. package/src/lib/http-transport.test.ts +42 -42
  63. package/src/lib/http-transport.ts +113 -113
  64. package/src/lib/hub-client.test.ts +56 -56
  65. package/src/lib/hub-client.ts +88 -88
  66. package/src/lib/hub-install.test.ts +98 -98
  67. package/src/lib/hub-install.ts +121 -121
  68. package/src/lib/hub-reminder.ts +75 -75
  69. package/src/lib/hub-unzip.test.ts +69 -69
  70. package/src/lib/hub-unzip.ts +62 -62
  71. package/src/lib/init-command.test.ts +75 -75
  72. package/src/lib/init-command.ts +120 -120
  73. package/src/lib/knowledge-store.test.ts +170 -170
  74. package/src/lib/knowledge-store.ts +369 -369
  75. package/src/lib/load-context.test.ts +52 -52
  76. package/src/lib/load-context.ts +52 -52
  77. package/src/lib/match-state.test.ts +134 -134
  78. package/src/lib/match-state.ts +94 -94
  79. package/src/lib/netease-tts.ts +83 -83
  80. package/src/lib/normalize.ts +42 -42
  81. package/src/lib/persona.test.ts +41 -41
  82. package/src/lib/persona.ts +72 -72
  83. package/src/lib/server-registry.ts +152 -152
  84. package/src/lib/skill-version.test.ts +48 -48
  85. package/src/lib/skill-version.ts +19 -19
  86. package/src/lib/strategy-export.test.ts +232 -232
  87. package/src/lib/strategy-export.ts +242 -242
  88. package/src/lib/tts-keys.ts +7 -7
  89. package/src/lib/tts-speech.test.ts +63 -63
  90. package/src/lib/tts-speech.ts +76 -76
  91. package/src/lib/workspace-argv.test.ts +49 -49
  92. package/src/lib/workspace-argv.ts +44 -44
  93. package/src/perception/player-history-store.test.ts +87 -87
  94. package/src/perception/player-history-store.ts +194 -194
  95. package/src/pipeline/event-format.test.ts +243 -215
  96. package/src/pipeline/event-format.ts +501 -485
  97. package/src/pipeline/event-hints.ts +195 -190
  98. package/src/pipeline/event-store.test.ts +28 -28
  99. package/src/pipeline/event-store.ts +193 -193
  100. package/src/pipeline/pipeline.ts +35 -35
  101. package/src/pipeline/player-projection.test.ts +119 -0
  102. package/src/pipeline/player-projection.ts +380 -0
  103. package/src/runtime/auto-upgrade.test.ts +66 -66
  104. package/src/runtime/auto-upgrade.ts +31 -31
  105. package/src/runtime/event-daemon.test.ts +209 -141
  106. package/src/runtime/event-daemon.ts +519 -457
  107. package/src/runtime/owner-control.ts +150 -150
  108. package/src/runtime/raw-ws-log.test.ts +33 -33
  109. package/src/runtime/raw-ws-log.ts +32 -32
  110. package/src/runtime/runtime-logger.ts +107 -107
  111. package/src/runtime/ws-client.test.ts +125 -104
  112. package/src/runtime/ws-client.ts +287 -272
  113. package/src/sdk/action.ts +166 -166
  114. package/src/sdk/index.ts +110 -110
  115. package/src/sdk/types.ts +161 -161
  116. package/src/strategies/avoid-lone.ts +12 -12
  117. package/src/strategies/avoid-players.knowledge.md +19 -19
  118. package/src/strategies/avoid-players.ts +16 -16
  119. package/src/strategies/corpse-patrol.ts +23 -23
  120. package/src/strategies/crab-sabotage.ts +22 -22
  121. package/src/strategies/custom-module.test.ts +270 -270
  122. package/src/strategies/find-player.ts +17 -17
  123. package/src/strategies/game-utils.test.ts +242 -242
  124. package/src/strategies/game-utils.ts +846 -846
  125. package/src/strategies/goals/anchor-linger.ts +77 -77
  126. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  127. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  128. package/src/strategies/goals/avoid-players-top.ts +121 -121
  129. package/src/strategies/goals/conversation-goal.ts +51 -51
  130. package/src/strategies/goals/corpse-patrol-top.ts +113 -113
  131. package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
  132. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  133. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  134. package/src/strategies/goals/find-player-top.ts +93 -93
  135. package/src/strategies/goals/flee-players-goal.ts +53 -53
  136. package/src/strategies/goals/follow-companion-goal.ts +106 -106
  137. package/src/strategies/goals/goal-manager.ts +41 -41
  138. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  139. package/src/strategies/goals/goal.ts +28 -28
  140. package/src/strategies/goals/hide-top.ts +197 -197
  141. package/src/strategies/goals/keep-away-goal.ts +221 -221
  142. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  143. package/src/strategies/goals/kill-lone-top.ts +160 -160
  144. package/src/strategies/goals/kill-target-goal.ts +59 -59
  145. package/src/strategies/goals/kill-target-top.ts +109 -109
  146. package/src/strategies/goals/leaf-goal.ts +27 -27
  147. package/src/strategies/goals/linger-corpse-goal.ts +35 -35
  148. package/src/strategies/goals/lone-kill-core.ts +82 -82
  149. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  150. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  151. package/src/strategies/goals/lone-kill-task-top.ts +133 -133
  152. package/src/strategies/goals/move-room-goal.ts +60 -60
  153. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  154. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  155. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  156. package/src/strategies/goals/paradise-fish-top.ts +224 -224
  157. package/src/strategies/goals/patrol-top.ts +57 -57
  158. package/src/strategies/goals/report-patrol-top.ts +80 -80
  159. package/src/strategies/goals/safe-task-goal.ts +102 -102
  160. package/src/strategies/goals/social-task-top.ts +161 -161
  161. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  162. package/src/strategies/goals/task-only-top.ts +57 -57
  163. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  164. package/src/strategies/goals/task-report-top.ts +57 -57
  165. package/src/strategies/goals/wander-task-goal.ts +33 -33
  166. package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
  167. package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
  168. package/src/strategies/greeting.ts +53 -53
  169. package/src/strategies/hide-spots.ts +59 -59
  170. package/src/strategies/hide.ts +24 -24
  171. package/src/strategies/kill-frenzy.ts +13 -13
  172. package/src/strategies/kill-lone.knowledge.md +17 -17
  173. package/src/strategies/kill-lone.ts +14 -14
  174. package/src/strategies/kill-target.ts +19 -19
  175. package/src/strategies/loader.test.ts +678 -678
  176. package/src/strategies/loader.ts +179 -179
  177. package/src/strategies/lone-kill-task.ts +22 -22
  178. package/src/strategies/meeting-gate.test.ts +59 -59
  179. package/src/strategies/meeting-gate.ts +23 -23
  180. package/src/strategies/move-room.ts +16 -16
  181. package/src/strategies/new-events-backfill.ts +98 -98
  182. package/src/strategies/off-route-points.ts +105 -105
  183. package/src/strategies/paradise-fish.knowledge.md +19 -19
  184. package/src/strategies/paradise-fish.ts +26 -26
  185. package/src/strategies/pathfind/distance-field.ts +150 -150
  186. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  187. package/src/strategies/pathfind/escape-planner.ts +355 -355
  188. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  189. package/src/strategies/patrol.ts +12 -12
  190. package/src/strategies/player-targets.ts +13 -13
  191. package/src/strategies/report-patrol.ts +12 -12
  192. package/src/strategies/shrimp-memory.knowledge.md +19 -19
  193. package/src/strategies/shrimp-memory.ts +26 -26
  194. package/src/strategies/social-task.test.ts +28 -28
  195. package/src/strategies/social-task.ts +50 -50
  196. package/src/strategies/spawn.ts +82 -82
  197. package/src/strategies/speech-module.ts +123 -123
  198. package/src/strategies/strategy-loop.test.ts +15 -0
  199. package/src/strategies/strategy-loop.ts +776 -771
  200. package/src/strategies/task-kill-report.ts +18 -18
  201. package/src/strategies/task-only.ts +12 -12
  202. package/src/strategies/task-report.ts +23 -23
  203. package/src/strategies/types.ts +109 -109
  204. package/src/strategies/warrior-memory.knowledge.md +21 -21
  205. package/src/strategies/warrior-memory.ts +17 -17
@@ -1,221 +1,221 @@
1
- import { Action } from '../../sdk/action.js';
2
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
3
- import { dist, SHRIMP_KILL_RANGE } from '../game-utils.js';
4
- import { assessEscapeTarget, planEscape, type EscapeOptions } from '../pathfind/escape-planner.js';
5
- import { loadWalkableGrid } from '../pathfind/walkable-grid.js';
6
- import type { BehaviorDecision, StrategyContext } from '../types.js';
7
- import { Goal } from './goal.js';
8
-
9
- const PANIC_RADIUS = 190;
10
- const CRITICAL_RADIUS = 100;
11
- const REACHED_DISTANCE = 28;
12
- const MIN_USEFUL_TARGET_DISTANCE = 120;
13
- const MAX_THREATS = 4;
14
- const CRITICAL_REPLAN_INTERVAL_MS = 1600;
15
- const PANIC_REPLAN_INTERVAL_MS = 2500;
16
- const PANIC_REPLAN_TARGET_SHIFT = 220;
17
- /**
18
- * keep-away 逃跑推演基线参数。各档(FLEE 不覆盖;陌生人覆盖 steps:4)在此基础上合并 options.planOpts。
19
- * killRange 取 SHRIMP_KILL_RANGE(160) 而非 planner 默认 80:本层威胁只有坐标、没有角色(resolver
20
- * 返回可见非队友的裸位置,本游戏看不到他人身份),无法逐威胁取 killRangeFor,故统一用带刀虾兜底,
21
- * 宁可对蟹/章鱼多拉开也不对带刀好人少逃;带刀好人遇到未确认对象也只复用这一层做回避,不再自卫出刀。
22
- */
23
- export const KEEP_AWAY_BASE_PLAN_OPTS: EscapeOptions = {
24
- killRange: SHRIMP_KILL_RANGE,
25
- steps: 7,
26
- beamWidth: 8,
27
- directions: 16,
28
- fieldRadius: 900,
29
- };
30
- const FALLBACK_DISTANCES = [330, 260, 200, 140];
31
- const FALLBACK_ANGLE_OFFSETS = [0, Math.PI / 6, -Math.PI / 6, Math.PI / 3, -Math.PI / 3, Math.PI / 2, -Math.PI / 2, Math.PI];
32
-
33
- export type ThreatResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
34
-
35
- export interface KeepAwayGoalOptions {
36
- /** 交战兼结束半径(px);Infinity = resolver 返回的全算威胁。所有调用点必须显式传,无默认值。 */
37
- threatRadius: number;
38
- /** 半径内无威胁时 isFinish=true,供父节点自然回收;独立 keep-away 策略作为顶层须传 false,否则每个安静 tick 被 GoalManager 清掉再重建、idle 通知刷屏。 */
39
- finishWhenClear?: boolean;
40
- /** 无威胁时的 idle/coast 通知;作为子目标默认关闭(父节点自有进度播报)。 */
41
- idleNotices?: boolean;
42
- /** 通知措辞里威胁的称呼:发现{noun}{names},{verb}到 (x, y)。传字符串则所有威胁共用一个称呼;传函数则
43
- * 逐个威胁按其真实身份标注(如坏人/被怀疑者分别措辞),避免把混在一起躲的被怀疑者也一律叫成坏人。 */
44
- noun?: string | ((p: PlayerInfo, ctx: StrategyContext) => string);
45
- /** 覆盖 planEscape 参数(与 PLAN_OPTS 合并)。 */
46
- planOpts?: EscapeOptions;
47
- }
48
-
49
- function targetKey(target: Position): string {
50
- return `${Math.round(target.x)},${Math.round(target.y)}`;
51
- }
52
-
53
- function fallbackEscapeTarget(you: Position, threats: PlayerInfo[]): Position | null {
54
- if (threats.length === 0) return null;
55
- let vx = 0;
56
- let vy = 0;
57
- for (const t of threats) {
58
- const dx = you.x - t.x;
59
- const dy = you.y - t.y;
60
- const d = Math.max(1, Math.hypot(dx, dy));
61
- const weight = 1 / Math.max(80, d);
62
- vx += (dx / d) * weight;
63
- vy += (dy / d) * weight;
64
- }
65
- if (Math.hypot(vx, vy) < 0.001) {
66
- vx = you.x - threats[0].x;
67
- vy = you.y - threats[0].y;
68
- }
69
- if (Math.hypot(vx, vy) < 0.001) vx = 1;
70
-
71
- const grid = loadWalkableGrid();
72
- const baseAngle = Math.atan2(vy, vx);
73
- const nearestBefore = Math.min(...threats.map(t => dist(you.x, you.y, t.x, t.y)));
74
- let best: { target: Position; score: number } | null = null;
75
-
76
- for (const distancePx of FALLBACK_DISTANCES) {
77
- for (const offset of FALLBACK_ANGLE_OFFSETS) {
78
- const angle = baseAngle + offset;
79
- const raw = {
80
- x: you.x + Math.cos(angle) * distancePx,
81
- y: you.y + Math.sin(angle) * distancePx,
82
- };
83
- const cell = grid.snapToWalkable(grid.worldToCell(raw.x, raw.y), 10);
84
- if (cell < 0) continue;
85
- const target = grid.cellToWorld(cell);
86
- const moveDistance = dist(you.x, you.y, target.x, target.y);
87
- if (moveDistance < MIN_USEFUL_TARGET_DISTANCE) continue;
88
- const nearestAfter = Math.min(...threats.map(t => dist(target.x, target.y, t.x, t.y)));
89
- const score = (nearestAfter - nearestBefore) * 4 + moveDistance - Math.abs(offset) * 80;
90
- if (!best || score > best.score) best = { target, score };
91
- }
92
- }
93
-
94
- return best?.target ?? null;
95
- }
96
-
97
- /**
98
- * 寻路躲避 Goal:用路径推演(planEscape)给出较远可走点并承诺该目标,移动中滑行,
99
- * 只有路径变危险、被贴近或卡路才重规划。威胁来源、交战半径、结束条件均由构造参数定制,
100
- * 供独立 keep-away 测试策略与 NormalShrimpTop 的 A/B 档共用。
101
- */
102
- export class KeepAwayGoal extends Goal {
103
- private committed: Position | null = null;
104
- private lastNoticeKey = '';
105
- private lastCommitAt = 0;
106
- private lastCommitWasPanic = false;
107
- private readonly threatRadius: number;
108
- private readonly planOpts: EscapeOptions;
109
-
110
- constructor(
111
- public readonly key: string,
112
- private readonly resolveThreats: ThreatResolver,
113
- private readonly options: KeepAwayGoalOptions,
114
- ) {
115
- super();
116
- this.threatRadius = options.threatRadius;
117
- this.planOpts = { ...KEEP_AWAY_BASE_PLAN_OPTS, ...options.planOpts };
118
- }
119
-
120
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
121
- const you = state.you;
122
- const threats = this.threatsOf(state, ctx);
123
-
124
- if (threats.length === 0) return this.handleNoThreat(you, ctx);
125
-
126
- const threatPoints = threats.map(p => ({ x: p.x, y: p.y }));
127
- const nearestThreat = dist(threats[0].x, threats[0].y, you.x, you.y);
128
- const shouldPanic = nearestThreat <= PANIC_RADIUS;
129
-
130
- if (this.committed && (
131
- dist(you.x, you.y, this.committed.x, this.committed.y) <= REACHED_DISTANCE
132
- || (ctx.blockedMoveTarget && dist(this.committed.x, this.committed.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 24)
133
- )) {
134
- this.committed = null;
135
- }
136
-
137
- const committedAssessment = this.committed
138
- ? assessEscapeTarget(you, threatPoints, this.committed, this.planOpts)
139
- : null;
140
- const committedBad = committedAssessment
141
- ? committedAssessment.caught || committedAssessment.distanceToTarget === Infinity
142
- : false;
143
-
144
- if (this.committed && !shouldPanic && !committedBad) return [];
145
- if (this.committed && shouldPanic) {
146
- const elapsed = Date.now() - this.lastCommitAt;
147
- const isCritical = nearestThreat <= CRITICAL_RADIUS;
148
- if (!committedBad && isCritical && this.lastCommitWasPanic && elapsed < CRITICAL_REPLAN_INTERVAL_MS) return [];
149
- if (!committedBad && !isCritical && elapsed < PANIC_REPLAN_INTERVAL_MS) return [];
150
- }
151
-
152
- if (!this.committed || shouldPanic || committedBad) {
153
- const plan = planEscape(you, threatPoints, this.planOpts);
154
- const target = plan.target;
155
- const targetDistance = dist(you.x, you.y, target.x, target.y);
156
- const caughtDetail = plan.caught
157
- ? `规划已被追上,逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`
158
- : '';
159
- if (targetDistance < MIN_USEFUL_TARGET_DISTANCE) {
160
- const fallback = fallbackEscapeTarget(you, threats);
161
- const detail = `规划${plan.caught ? '已被追上' : '逃点太近'},逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`;
162
- if (!fallback) {
163
- this.notice(ctx, `planner-stuck:${Math.round(nearestThreat)}:${Math.round(targetDistance)}`, `躲避规划没有可用逃点:${detail}`);
164
- return [];
165
- }
166
- this.commit(ctx, fallback, threats, '兜底远离', true, detail);
167
- } else if (!this.committed) {
168
- this.commit(ctx, target, threats, plan.caught ? '挣脱' : shouldPanic ? '急避' : '远离', shouldPanic, caughtDetail);
169
- } else if (dist(target.x, target.y, this.committed.x, this.committed.y) > PANIC_REPLAN_TARGET_SHIFT) {
170
- this.commit(ctx, target, threats, plan.caught ? '改挣脱' : '改避', true, caughtDetail);
171
- } else {
172
- return [];
173
- }
174
- }
175
-
176
- const target = this.committed!;
177
- return [{ action: Action.move(target).withThinking(`躲避${threats.map(p => p.name).join('、')},拉开距离`) }];
178
- }
179
-
180
- isFinish(state: GameState, ctx: StrategyContext): boolean {
181
- return (this.options.finishWhenClear ?? true) && this.threatsOf(state, ctx).length === 0;
182
- }
183
-
184
- private threatsOf(state: GameState, ctx: StrategyContext): PlayerInfo[] {
185
- const you = state.you;
186
- return this.resolveThreats(state, ctx)
187
- .filter(p => this.threatRadius === Infinity || dist(p.x, p.y, you.x, you.y) < this.threatRadius)
188
- .sort((a, b) => dist(a.x, a.y, you.x, you.y) - dist(b.x, b.y, you.x, you.y))
189
- .slice(0, MAX_THREATS);
190
- }
191
-
192
- private handleNoThreat(you: Position & { currently_moving?: boolean }, ctx: StrategyContext): BehaviorDecision[] {
193
- this.committed = null;
194
- if (this.options.idleNotices) {
195
- if (!you.currently_moving) this.notice(ctx, 'idle', `附近 ${this.threatRadius}px 内无人,原地待命。`);
196
- else this.notice(ctx, 'coast', '威胁解除,继续完成当前移动,不再补发停步指令。');
197
- }
198
- return [];
199
- }
200
-
201
- private commit(ctx: StrategyContext, target: Position, threats: PlayerInfo[], verb: string, panic = false, detail = ''): void {
202
- this.committed = target;
203
- this.lastCommitAt = Date.now();
204
- this.lastCommitWasPanic = panic;
205
- const noun = this.options.noun;
206
- const body = typeof noun === 'function'
207
- ? threats.map(p => `${noun(p, ctx)}${p.name}`).join('、')
208
- : `${noun ?? ''}${threats.map(p => p.name).join('、')}`;
209
- this.notice(
210
- ctx,
211
- `${verb}:${targetKey(target)}`,
212
- `发现${body},${verb}到 (${Math.round(target.x)}, ${Math.round(target.y)})。${detail}`,
213
- );
214
- }
215
-
216
- private notice(ctx: StrategyContext, key: string, msg: string): void {
217
- if (key === this.lastNoticeKey) return;
218
- this.lastNoticeKey = key;
219
- ctx.notifications.push(msg);
220
- }
221
- }
1
+ import { Action } from '../../sdk/action.js';
2
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
3
+ import { dist, SHRIMP_KILL_RANGE } from '../game-utils.js';
4
+ import { assessEscapeTarget, planEscape, type EscapeOptions } from '../pathfind/escape-planner.js';
5
+ import { loadWalkableGrid } from '../pathfind/walkable-grid.js';
6
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
7
+ import { Goal } from './goal.js';
8
+
9
+ const PANIC_RADIUS = 190;
10
+ const CRITICAL_RADIUS = 100;
11
+ const REACHED_DISTANCE = 28;
12
+ const MIN_USEFUL_TARGET_DISTANCE = 120;
13
+ const MAX_THREATS = 4;
14
+ const CRITICAL_REPLAN_INTERVAL_MS = 1600;
15
+ const PANIC_REPLAN_INTERVAL_MS = 2500;
16
+ const PANIC_REPLAN_TARGET_SHIFT = 220;
17
+ /**
18
+ * keep-away 逃跑推演基线参数。各档(FLEE 不覆盖;陌生人覆盖 steps:4)在此基础上合并 options.planOpts。
19
+ * killRange 取 SHRIMP_KILL_RANGE(160) 而非 planner 默认 80:本层威胁只有坐标、没有角色(resolver
20
+ * 返回可见非队友的裸位置,本游戏看不到他人身份),无法逐威胁取 killRangeFor,故统一用带刀虾兜底,
21
+ * 宁可对蟹/章鱼多拉开也不对带刀好人少逃;带刀好人遇到未确认对象也只复用这一层做回避,不再自卫出刀。
22
+ */
23
+ export const KEEP_AWAY_BASE_PLAN_OPTS: EscapeOptions = {
24
+ killRange: SHRIMP_KILL_RANGE,
25
+ steps: 7,
26
+ beamWidth: 8,
27
+ directions: 16,
28
+ fieldRadius: 900,
29
+ };
30
+ const FALLBACK_DISTANCES = [330, 260, 200, 140];
31
+ const FALLBACK_ANGLE_OFFSETS = [0, Math.PI / 6, -Math.PI / 6, Math.PI / 3, -Math.PI / 3, Math.PI / 2, -Math.PI / 2, Math.PI];
32
+
33
+ export type ThreatResolver = (state: GameState, ctx: StrategyContext) => PlayerInfo[];
34
+
35
+ export interface KeepAwayGoalOptions {
36
+ /** 交战兼结束半径(px);Infinity = resolver 返回的全算威胁。所有调用点必须显式传,无默认值。 */
37
+ threatRadius: number;
38
+ /** 半径内无威胁时 isFinish=true,供父节点自然回收;独立 keep-away 策略作为顶层须传 false,否则每个安静 tick 被 GoalManager 清掉再重建、idle 通知刷屏。 */
39
+ finishWhenClear?: boolean;
40
+ /** 无威胁时的 idle/coast 通知;作为子目标默认关闭(父节点自有进度播报)。 */
41
+ idleNotices?: boolean;
42
+ /** 通知措辞里威胁的称呼:发现{noun}{names},{verb}到 (x, y)。传字符串则所有威胁共用一个称呼;传函数则
43
+ * 逐个威胁按其真实身份标注(如坏人/被怀疑者分别措辞),避免把混在一起躲的被怀疑者也一律叫成坏人。 */
44
+ noun?: string | ((p: PlayerInfo, ctx: StrategyContext) => string);
45
+ /** 覆盖 planEscape 参数(与 PLAN_OPTS 合并)。 */
46
+ planOpts?: EscapeOptions;
47
+ }
48
+
49
+ function targetKey(target: Position): string {
50
+ return `${Math.round(target.x)},${Math.round(target.y)}`;
51
+ }
52
+
53
+ function fallbackEscapeTarget(you: Position, threats: PlayerInfo[]): Position | null {
54
+ if (threats.length === 0) return null;
55
+ let vx = 0;
56
+ let vy = 0;
57
+ for (const t of threats) {
58
+ const dx = you.x - t.x;
59
+ const dy = you.y - t.y;
60
+ const d = Math.max(1, Math.hypot(dx, dy));
61
+ const weight = 1 / Math.max(80, d);
62
+ vx += (dx / d) * weight;
63
+ vy += (dy / d) * weight;
64
+ }
65
+ if (Math.hypot(vx, vy) < 0.001) {
66
+ vx = you.x - threats[0].x;
67
+ vy = you.y - threats[0].y;
68
+ }
69
+ if (Math.hypot(vx, vy) < 0.001) vx = 1;
70
+
71
+ const grid = loadWalkableGrid();
72
+ const baseAngle = Math.atan2(vy, vx);
73
+ const nearestBefore = Math.min(...threats.map(t => dist(you.x, you.y, t.x, t.y)));
74
+ let best: { target: Position; score: number } | null = null;
75
+
76
+ for (const distancePx of FALLBACK_DISTANCES) {
77
+ for (const offset of FALLBACK_ANGLE_OFFSETS) {
78
+ const angle = baseAngle + offset;
79
+ const raw = {
80
+ x: you.x + Math.cos(angle) * distancePx,
81
+ y: you.y + Math.sin(angle) * distancePx,
82
+ };
83
+ const cell = grid.snapToWalkable(grid.worldToCell(raw.x, raw.y), 10);
84
+ if (cell < 0) continue;
85
+ const target = grid.cellToWorld(cell);
86
+ const moveDistance = dist(you.x, you.y, target.x, target.y);
87
+ if (moveDistance < MIN_USEFUL_TARGET_DISTANCE) continue;
88
+ const nearestAfter = Math.min(...threats.map(t => dist(target.x, target.y, t.x, t.y)));
89
+ const score = (nearestAfter - nearestBefore) * 4 + moveDistance - Math.abs(offset) * 80;
90
+ if (!best || score > best.score) best = { target, score };
91
+ }
92
+ }
93
+
94
+ return best?.target ?? null;
95
+ }
96
+
97
+ /**
98
+ * 寻路躲避 Goal:用路径推演(planEscape)给出较远可走点并承诺该目标,移动中滑行,
99
+ * 只有路径变危险、被贴近或卡路才重规划。威胁来源、交战半径、结束条件均由构造参数定制,
100
+ * 供独立 keep-away 测试策略与 NormalShrimpTop 的 A/B 档共用。
101
+ */
102
+ export class KeepAwayGoal extends Goal {
103
+ private committed: Position | null = null;
104
+ private lastNoticeKey = '';
105
+ private lastCommitAt = 0;
106
+ private lastCommitWasPanic = false;
107
+ private readonly threatRadius: number;
108
+ private readonly planOpts: EscapeOptions;
109
+
110
+ constructor(
111
+ public readonly key: string,
112
+ private readonly resolveThreats: ThreatResolver,
113
+ private readonly options: KeepAwayGoalOptions,
114
+ ) {
115
+ super();
116
+ this.threatRadius = options.threatRadius;
117
+ this.planOpts = { ...KEEP_AWAY_BASE_PLAN_OPTS, ...options.planOpts };
118
+ }
119
+
120
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
121
+ const you = state.you;
122
+ const threats = this.threatsOf(state, ctx);
123
+
124
+ if (threats.length === 0) return this.handleNoThreat(you, ctx);
125
+
126
+ const threatPoints = threats.map(p => ({ x: p.x, y: p.y }));
127
+ const nearestThreat = dist(threats[0].x, threats[0].y, you.x, you.y);
128
+ const shouldPanic = nearestThreat <= PANIC_RADIUS;
129
+
130
+ if (this.committed && (
131
+ dist(you.x, you.y, this.committed.x, this.committed.y) <= REACHED_DISTANCE
132
+ || (ctx.blockedMoveTarget && dist(this.committed.x, this.committed.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) <= 24)
133
+ )) {
134
+ this.committed = null;
135
+ }
136
+
137
+ const committedAssessment = this.committed
138
+ ? assessEscapeTarget(you, threatPoints, this.committed, this.planOpts)
139
+ : null;
140
+ const committedBad = committedAssessment
141
+ ? committedAssessment.caught || committedAssessment.distanceToTarget === Infinity
142
+ : false;
143
+
144
+ if (this.committed && !shouldPanic && !committedBad) return [];
145
+ if (this.committed && shouldPanic) {
146
+ const elapsed = Date.now() - this.lastCommitAt;
147
+ const isCritical = nearestThreat <= CRITICAL_RADIUS;
148
+ if (!committedBad && isCritical && this.lastCommitWasPanic && elapsed < CRITICAL_REPLAN_INTERVAL_MS) return [];
149
+ if (!committedBad && !isCritical && elapsed < PANIC_REPLAN_INTERVAL_MS) return [];
150
+ }
151
+
152
+ if (!this.committed || shouldPanic || committedBad) {
153
+ const plan = planEscape(you, threatPoints, this.planOpts);
154
+ const target = plan.target;
155
+ const targetDistance = dist(you.x, you.y, target.x, target.y);
156
+ const caughtDetail = plan.caught
157
+ ? `规划已被追上,逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`
158
+ : '';
159
+ if (targetDistance < MIN_USEFUL_TARGET_DISTANCE) {
160
+ const fallback = fallbackEscapeTarget(you, threats);
161
+ const detail = `规划${plan.caught ? '已被追上' : '逃点太近'},逃点${Math.round(targetDistance)}px,最近威胁${Math.round(nearestThreat)}px,最小安全距${Math.round(plan.minCrabDistance)}px。`;
162
+ if (!fallback) {
163
+ this.notice(ctx, `planner-stuck:${Math.round(nearestThreat)}:${Math.round(targetDistance)}`, `躲避规划没有可用逃点:${detail}`);
164
+ return [];
165
+ }
166
+ this.commit(ctx, fallback, threats, '兜底远离', true, detail);
167
+ } else if (!this.committed) {
168
+ this.commit(ctx, target, threats, plan.caught ? '挣脱' : shouldPanic ? '急避' : '远离', shouldPanic, caughtDetail);
169
+ } else if (dist(target.x, target.y, this.committed.x, this.committed.y) > PANIC_REPLAN_TARGET_SHIFT) {
170
+ this.commit(ctx, target, threats, plan.caught ? '改挣脱' : '改避', true, caughtDetail);
171
+ } else {
172
+ return [];
173
+ }
174
+ }
175
+
176
+ const target = this.committed!;
177
+ return [{ action: Action.move(target).withThinking(`躲避${threats.map(p => p.name).join('、')},拉开距离`) }];
178
+ }
179
+
180
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
181
+ return (this.options.finishWhenClear ?? true) && this.threatsOf(state, ctx).length === 0;
182
+ }
183
+
184
+ private threatsOf(state: GameState, ctx: StrategyContext): PlayerInfo[] {
185
+ const you = state.you;
186
+ return this.resolveThreats(state, ctx)
187
+ .filter(p => this.threatRadius === Infinity || dist(p.x, p.y, you.x, you.y) < this.threatRadius)
188
+ .sort((a, b) => dist(a.x, a.y, you.x, you.y) - dist(b.x, b.y, you.x, you.y))
189
+ .slice(0, MAX_THREATS);
190
+ }
191
+
192
+ private handleNoThreat(you: Position & { currently_moving?: boolean }, ctx: StrategyContext): BehaviorDecision[] {
193
+ this.committed = null;
194
+ if (this.options.idleNotices) {
195
+ if (!you.currently_moving) this.notice(ctx, 'idle', `附近 ${this.threatRadius}px 内无人,原地待命。`);
196
+ else this.notice(ctx, 'coast', '威胁解除,继续完成当前移动,不再补发停步指令。');
197
+ }
198
+ return [];
199
+ }
200
+
201
+ private commit(ctx: StrategyContext, target: Position, threats: PlayerInfo[], verb: string, panic = false, detail = ''): void {
202
+ this.committed = target;
203
+ this.lastCommitAt = Date.now();
204
+ this.lastCommitWasPanic = panic;
205
+ const noun = this.options.noun;
206
+ const body = typeof noun === 'function'
207
+ ? threats.map(p => `${noun(p, ctx)}${p.name}`).join('、')
208
+ : `${noun ?? ''}${threats.map(p => p.name).join('、')}`;
209
+ this.notice(
210
+ ctx,
211
+ `${verb}:${targetKey(target)}`,
212
+ `发现${body},${verb}到 (${Math.round(target.x)}, ${Math.round(target.y)})。${detail}`,
213
+ );
214
+ }
215
+
216
+ private notice(ctx: StrategyContext, key: string, msg: string): void {
217
+ if (key === this.lastNoticeKey) return;
218
+ this.lastNoticeKey = key;
219
+ ctx.notifications.push(msg);
220
+ }
221
+ }
@@ -1,80 +1,80 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import {
3
- dist,
4
- killCooldownSecs,
5
- killCommitRange,
6
- LONE_FOLLOW_DISTANCE,
7
- nearestPlayerByDistance,
8
- nonTeammatesVisible,
9
- patrolStep,
10
- PatrolState,
11
- PROGRESS_INTERVAL_MS,
12
- pursueVisibleTarget,
13
- } from '../game-utils.js';
14
- import type { BehaviorDecision, StrategyContext } from '../types.js';
15
- import { Goal } from './goal.js';
16
-
17
- /**
18
- * 疯狂砍人:见谁杀谁(除队友外的所有可见玩家),不挑落单、不看人数、不看知识库。
19
- * 与 kill-lone 不同——周围人多也照杀,绝不因人多而暂停。
20
- *
21
- * 逐 tick:
22
- * - 视野内有非队友 → 锁定最近那个,贴上去:出刀范围内且冷却好就出刀,
23
- * 冷却中保持 LONE_FOLLOW_DISTANCE 贴身跟随等待。
24
- * - 否则 → 按房间顺序巡逻找猎物。永不停手。
25
- *
26
- * 与 kill-target 复用同一套「锁定后追/砍/等冷却」体验(pursueVisibleTarget,
27
- * kill=true、followDistance=LONE_FOLLOW_DISTANCE),仅目标选取规则不同:
28
- * kill-target 追指定名单,kill-frenzy 追最近的任意非队友。
29
- */
30
- export class KillFrenzyTop extends Goal {
31
- private readonly patrol = new PatrolState();
32
-
33
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
- const target = this.nearestVictim(state, ctx);
35
- if (target) {
36
- const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
37
- if (decision?.action.type === 'kill') {
38
- ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
39
- } else {
40
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
41
- if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
42
- }
43
- this.emitProgress(state, ctx);
44
- return decision ? [decision] : [];
45
- }
46
-
47
- this.emitProgress(state, ctx);
48
- return patrolStep(state, ctx, this.patrol, false);
49
- }
50
-
51
- private nearestVictim(state: GameState, ctx: StrategyContext): PlayerInfo | null {
52
- return nearestPlayerByDistance(state, nonTeammatesVisible(state, ctx));
53
- }
54
-
55
- private emitProgress(state: GameState, ctx: StrategyContext): void {
56
- const now = Date.now();
57
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
58
- ctx.lastProgressNotifyAt = now;
59
-
60
- const room = state.you.room ?? '未知';
61
- const cd = killCooldownSecs(state);
62
- const killsRemaining = state.you.kills_remaining;
63
- const victims = nonTeammatesVisible(state, ctx);
64
-
65
- let msg = `[进度] 当前在${room}`;
66
- if (victims.length === 0) {
67
- msg += ',视野内没有目标,继续巡逻寻找猎物。';
68
- } else {
69
- const nearest = victims.reduce((best, p) => {
70
- const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
71
- const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
72
- return d < bestD ? p : best;
73
- });
74
- msg += `,视野内发现${victims.length}个目标,最近是${nearest.name}。`;
75
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
76
- if (killsRemaining === 0) msg += '出刀次数已用完。';
77
- }
78
- ctx.notifications.push(msg);
79
- }
80
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import {
3
+ dist,
4
+ killCooldownSecs,
5
+ killCommitRange,
6
+ LONE_FOLLOW_DISTANCE,
7
+ nearestPlayerByDistance,
8
+ nonTeammatesVisible,
9
+ patrolStep,
10
+ PatrolState,
11
+ PROGRESS_INTERVAL_MS,
12
+ pursueVisibleTarget,
13
+ } from '../game-utils.js';
14
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
15
+ import { Goal } from './goal.js';
16
+
17
+ /**
18
+ * 疯狂砍人:见谁杀谁(除队友外的所有可见玩家),不挑落单、不看人数、不看知识库。
19
+ * 与 kill-lone 不同——周围人多也照杀,绝不因人多而暂停。
20
+ *
21
+ * 逐 tick:
22
+ * - 视野内有非队友 → 锁定最近那个,贴上去:出刀范围内且冷却好就出刀,
23
+ * 冷却中保持 LONE_FOLLOW_DISTANCE 贴身跟随等待。
24
+ * - 否则 → 按房间顺序巡逻找猎物。永不停手。
25
+ *
26
+ * 与 kill-target 复用同一套「锁定后追/砍/等冷却」体验(pursueVisibleTarget,
27
+ * kill=true、followDistance=LONE_FOLLOW_DISTANCE),仅目标选取规则不同:
28
+ * kill-target 追指定名单,kill-frenzy 追最近的任意非队友。
29
+ */
30
+ export class KillFrenzyTop extends Goal {
31
+ private readonly patrol = new PatrolState();
32
+
33
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
+ const target = this.nearestVictim(state, ctx);
35
+ if (target) {
36
+ const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
37
+ if (decision?.action.type === 'kill') {
38
+ ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
39
+ } else {
40
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
41
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
42
+ }
43
+ this.emitProgress(state, ctx);
44
+ return decision ? [decision] : [];
45
+ }
46
+
47
+ this.emitProgress(state, ctx);
48
+ return patrolStep(state, ctx, this.patrol, false);
49
+ }
50
+
51
+ private nearestVictim(state: GameState, ctx: StrategyContext): PlayerInfo | null {
52
+ return nearestPlayerByDistance(state, nonTeammatesVisible(state, ctx));
53
+ }
54
+
55
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
56
+ const now = Date.now();
57
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
58
+ ctx.lastProgressNotifyAt = now;
59
+
60
+ const room = state.you.room ?? '未知';
61
+ const cd = killCooldownSecs(state);
62
+ const killsRemaining = state.you.kills_remaining;
63
+ const victims = nonTeammatesVisible(state, ctx);
64
+
65
+ let msg = `[进度] 当前在${room}`;
66
+ if (victims.length === 0) {
67
+ msg += ',视野内没有目标,继续巡逻寻找猎物。';
68
+ } else {
69
+ const nearest = victims.reduce((best, p) => {
70
+ const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
71
+ const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
72
+ return d < bestD ? p : best;
73
+ });
74
+ msg += `,视野内发现${victims.length}个目标,最近是${nearest.name}。`;
75
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
76
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
77
+ }
78
+ ctx.notifications.push(msg);
79
+ }
80
+ }