@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.
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
@@ -1,160 +1,160 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import {
3
- hasKillUseRemaining,
4
- hasReachedRoomTarget,
5
- isKnowledgeHostile,
6
- isKnowledgeTrusted,
7
- killCooldownSecs,
8
- LONE_IGNORE_MS,
9
- matchesAnyTarget,
10
- nearestPlayerByDistance,
11
- nonTeammatesVisible,
12
- PatrolState,
13
- PROGRESS_INTERVAL_MS,
14
- } from '../game-utils.js';
15
- import type { BehaviorDecision, StrategyContext } from '../types.js';
16
- import { Goal } from './goal.js';
17
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
- import { MoveRoomGoal } from './move-room-goal.js';
19
-
20
- const PATROL_PRIORITY = 0.2;
21
- const HUNT_PRIORITY = 0.5;
22
-
23
- export class KillLoneTop extends Goal {
24
- private readonly patrol = new PatrolState();
25
- private loneIgnoreUntil = 0;
26
- private patrolStopOnPlayer: boolean | null = null;
27
- private lastFlaggedTarget = '';
28
-
29
- constructor(private readonly protectedTargets: string[] = []) {
30
- super();
31
- }
32
-
33
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
- const now = Date.now();
35
- const nonTeammates = nonTeammatesVisible(state, ctx);
36
-
37
- if (!hasKillUseRemaining(state)) {
38
- this.setPatrolGoal(state, ctx, false);
39
- this.emitProgress(state, ctx);
40
- return [];
41
- }
42
-
43
- const flagged = nearestPlayerByDistance(
44
- state,
45
- nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
- );
47
- if (flagged) {
48
- if (flagged.name !== this.lastFlaggedTarget) {
49
- ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
- this.lastFlaggedTarget = flagged.name;
51
- }
52
- this.setHuntGoal(flagged.name, true);
53
- return [];
54
- } else {
55
- this.lastFlaggedTarget = '';
56
- }
57
-
58
- if (nonTeammates.length === 0 && state.players.length > 0) {
59
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
- }
61
-
62
- if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
- this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
- this.emitProgress(state, ctx);
65
- return [];
66
- }
67
-
68
- if (nonTeammates.length > 1) {
69
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
- this.setPatrolGoal(state, ctx, false);
71
- this.emitProgress(state, ctx);
72
- return [];
73
- }
74
-
75
- const target = nonTeammates[0];
76
- if (this.isProtected(target, ctx)) {
77
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
- this.setPatrolGoal(state, ctx, false);
79
- this.emitProgress(state, ctx);
80
- return [];
81
- }
82
-
83
- this.setHuntGoal(target.name);
84
- this.emitProgress(state, ctx);
85
- return [];
86
- }
87
-
88
- /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
- private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
- return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
- }
92
-
93
- private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
- const worker = this.subGoal;
95
- if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
- if (this.subGoal) this.removeSubGoal();
97
- this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
- this.patrolStopOnPlayer = null;
99
- }
100
-
101
- private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
- let room = this.patrol.nextRoom(ctx);
103
- if (!room) {
104
- this.clearGoal();
105
- return;
106
- }
107
-
108
- if (hasReachedRoomTarget(state, room)) {
109
- this.patrol.advance(ctx);
110
- room = this.patrol.nextRoom(ctx);
111
- if (!room) {
112
- this.clearGoal();
113
- return;
114
- }
115
- }
116
-
117
- const worker = this.subGoal;
118
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
- if (this.subGoal) this.removeSubGoal();
120
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
- emitProgress: false,
122
- stopOnPlayer,
123
- }), PATROL_PRIORITY);
124
- this.patrolStopOnPlayer = stopOnPlayer;
125
- }
126
-
127
- private clearGoal(): void {
128
- if (this.subGoal) this.removeSubGoal();
129
- this.patrolStopOnPlayer = null;
130
- }
131
-
132
- private emitProgress(state: GameState, ctx: StrategyContext): void {
133
- const now = Date.now();
134
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
- ctx.lastProgressNotifyAt = now;
136
-
137
- const room = state.you.room ?? '未知';
138
- const cd = killCooldownSecs(state);
139
- const killsRemaining = state.you.kills_remaining;
140
- const nonTeammates = nonTeammatesVisible(state, ctx);
141
-
142
- let msg = `[进度] 当前在${room}`;
143
- if (nonTeammates.length === 0) {
144
- msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
- } else if (nonTeammates.length === 1) {
146
- const target = nonTeammates[0];
147
- if (this.isProtected(target, ctx)) {
148
- msg += `,视野内发现保护目标${target.name},不动手。`;
149
- } else {
150
- msg += `,视野内发现落单目标${target.name}。`;
151
- }
152
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
- if (killsRemaining === 0) msg += '出刀次数已用完。';
154
- } else {
155
- msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
- }
157
-
158
- ctx.notifications.push(msg);
159
- }
160
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import {
3
+ hasKillUseRemaining,
4
+ hasReachedRoomTarget,
5
+ isKnowledgeHostile,
6
+ isKnowledgeTrusted,
7
+ killCooldownSecs,
8
+ LONE_IGNORE_MS,
9
+ matchesAnyTarget,
10
+ nearestPlayerByDistance,
11
+ nonTeammatesVisible,
12
+ PatrolState,
13
+ PROGRESS_INTERVAL_MS,
14
+ } from '../game-utils.js';
15
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
16
+ import { Goal } from './goal.js';
17
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
+ import { MoveRoomGoal } from './move-room-goal.js';
19
+
20
+ const PATROL_PRIORITY = 0.2;
21
+ const HUNT_PRIORITY = 0.5;
22
+
23
+ export class KillLoneTop extends Goal {
24
+ private readonly patrol = new PatrolState();
25
+ private loneIgnoreUntil = 0;
26
+ private patrolStopOnPlayer: boolean | null = null;
27
+ private lastFlaggedTarget = '';
28
+
29
+ constructor(private readonly protectedTargets: string[] = []) {
30
+ super();
31
+ }
32
+
33
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
+ const now = Date.now();
35
+ const nonTeammates = nonTeammatesVisible(state, ctx);
36
+
37
+ if (!hasKillUseRemaining(state)) {
38
+ this.setPatrolGoal(state, ctx, false);
39
+ this.emitProgress(state, ctx);
40
+ return [];
41
+ }
42
+
43
+ const flagged = nearestPlayerByDistance(
44
+ state,
45
+ nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
+ );
47
+ if (flagged) {
48
+ if (flagged.name !== this.lastFlaggedTarget) {
49
+ ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
+ this.lastFlaggedTarget = flagged.name;
51
+ }
52
+ this.setHuntGoal(flagged.name, true);
53
+ return [];
54
+ } else {
55
+ this.lastFlaggedTarget = '';
56
+ }
57
+
58
+ if (nonTeammates.length === 0 && state.players.length > 0) {
59
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
+ }
61
+
62
+ if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
+ this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
+ this.emitProgress(state, ctx);
65
+ return [];
66
+ }
67
+
68
+ if (nonTeammates.length > 1) {
69
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
+ this.setPatrolGoal(state, ctx, false);
71
+ this.emitProgress(state, ctx);
72
+ return [];
73
+ }
74
+
75
+ const target = nonTeammates[0];
76
+ if (this.isProtected(target, ctx)) {
77
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
+ this.setPatrolGoal(state, ctx, false);
79
+ this.emitProgress(state, ctx);
80
+ return [];
81
+ }
82
+
83
+ this.setHuntGoal(target.name);
84
+ this.emitProgress(state, ctx);
85
+ return [];
86
+ }
87
+
88
+ /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
+ private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
+ return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
+ }
92
+
93
+ private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
+ const worker = this.subGoal;
95
+ if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
+ if (this.subGoal) this.removeSubGoal();
97
+ this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
+ this.patrolStopOnPlayer = null;
99
+ }
100
+
101
+ private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
+ let room = this.patrol.nextRoom(ctx);
103
+ if (!room) {
104
+ this.clearGoal();
105
+ return;
106
+ }
107
+
108
+ if (hasReachedRoomTarget(state, room)) {
109
+ this.patrol.advance(ctx);
110
+ room = this.patrol.nextRoom(ctx);
111
+ if (!room) {
112
+ this.clearGoal();
113
+ return;
114
+ }
115
+ }
116
+
117
+ const worker = this.subGoal;
118
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
+ if (this.subGoal) this.removeSubGoal();
120
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
+ emitProgress: false,
122
+ stopOnPlayer,
123
+ }), PATROL_PRIORITY);
124
+ this.patrolStopOnPlayer = stopOnPlayer;
125
+ }
126
+
127
+ private clearGoal(): void {
128
+ if (this.subGoal) this.removeSubGoal();
129
+ this.patrolStopOnPlayer = null;
130
+ }
131
+
132
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
133
+ const now = Date.now();
134
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
+ ctx.lastProgressNotifyAt = now;
136
+
137
+ const room = state.you.room ?? '未知';
138
+ const cd = killCooldownSecs(state);
139
+ const killsRemaining = state.you.kills_remaining;
140
+ const nonTeammates = nonTeammatesVisible(state, ctx);
141
+
142
+ let msg = `[进度] 当前在${room}`;
143
+ if (nonTeammates.length === 0) {
144
+ msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
+ } else if (nonTeammates.length === 1) {
146
+ const target = nonTeammates[0];
147
+ if (this.isProtected(target, ctx)) {
148
+ msg += `,视野内发现保护目标${target.name},不动手。`;
149
+ } else {
150
+ msg += `,视野内发现落单目标${target.name}。`;
151
+ }
152
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
154
+ } else {
155
+ msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
+ }
157
+
158
+ ctx.notifications.push(msg);
159
+ }
160
+ }
@@ -1,59 +1,59 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- hasKillUseRemaining,
7
- isKnowledgeTrusted,
8
- killCommitRange,
9
- LONE_FOLLOW_DISTANCE,
10
- matchesAnyTarget,
11
- nonTeammatesVisible,
12
- } from '../game-utils.js';
13
- import type { BehaviorDecision, StrategyContext } from '../types.js';
14
- import { Goal } from './goal.js';
15
-
16
- export class KillVisibleTargetGoal extends Goal {
17
- constructor(
18
- public readonly targetName: string,
19
- private readonly protectedTargets: string[],
20
- public readonly ignoreCrowd = false,
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = this.target(state, ctx);
27
- if (!target) return [];
28
- if (!hasKillUseRemaining(state)) return [];
29
-
30
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
-
32
- if (d <= killCommitRange(state.you.role)) {
33
- if (canUseKill(state)) {
34
- ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
- return [{ action: Action.kill(target.name) }];
36
- }
37
- return d > LONE_FOLLOW_DISTANCE
38
- ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
- : [];
40
- }
41
-
42
- ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
- return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
- }
45
-
46
- isFinish(state: GameState, ctx: StrategyContext): boolean {
47
- return this.target(state, ctx) == null;
48
- }
49
-
50
- private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
- const visible = nonTeammatesVisible(state, ctx);
52
- if (!this.ignoreCrowd && visible.length !== 1) return null;
53
- const target = visible.find(p => p.name === this.targetName) ?? null;
54
- if (!target) return null;
55
- if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
- if (isKnowledgeTrusted(target, ctx)) return null;
57
- return target;
58
- }
59
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ hasKillUseRemaining,
7
+ isKnowledgeTrusted,
8
+ killCommitRange,
9
+ LONE_FOLLOW_DISTANCE,
10
+ matchesAnyTarget,
11
+ nonTeammatesVisible,
12
+ } from '../game-utils.js';
13
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
14
+ import { Goal } from './goal.js';
15
+
16
+ export class KillVisibleTargetGoal extends Goal {
17
+ constructor(
18
+ public readonly targetName: string,
19
+ private readonly protectedTargets: string[],
20
+ public readonly ignoreCrowd = false,
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = this.target(state, ctx);
27
+ if (!target) return [];
28
+ if (!hasKillUseRemaining(state)) return [];
29
+
30
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
+
32
+ if (d <= killCommitRange(state.you.role)) {
33
+ if (canUseKill(state)) {
34
+ ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
+ return [{ action: Action.kill(target.name) }];
36
+ }
37
+ return d > LONE_FOLLOW_DISTANCE
38
+ ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
+ : [];
40
+ }
41
+
42
+ ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
+ return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
+ }
45
+
46
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
47
+ return this.target(state, ctx) == null;
48
+ }
49
+
50
+ private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
+ const visible = nonTeammatesVisible(state, ctx);
52
+ if (!this.ignoreCrowd && visible.length !== 1) return null;
53
+ const target = visible.find(p => p.name === this.targetName) ?? null;
54
+ if (!target) return null;
55
+ if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
+ if (isKnowledgeTrusted(target, ctx)) return null;
57
+ return target;
58
+ }
59
+ }
@@ -1,109 +1,109 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- dist,
4
- killCooldownSecs,
5
- isTargetAlive,
6
- isRecentlyKilledTarget,
7
- killCommitRange,
8
- LONE_FOLLOW_DISTANCE,
9
- LONE_IGNORE_MS,
10
- matchesTarget,
11
- nearestVisibleTarget,
12
- patrolStep,
13
- PatrolState,
14
- PROGRESS_INTERVAL_MS,
15
- pursueVisibleTarget,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
-
20
- export class KillTargetTop extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private skipStopUntil = 0;
23
- private completedAfterKill = false;
24
- private completedNotified = false;
25
-
26
- constructor(private readonly targets: string[]) {
27
- super();
28
- }
29
-
30
- onMeetingResume(): void {
31
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
- }
33
-
34
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
- if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
-
37
- const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
- const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
- const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
- if (validTargets.length === 0) {
41
- if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
- this.completedAfterKill = true;
43
- return this.completedPatrol(state, ctx);
44
- }
45
- ctx.notifications.push('所有目标都已死亡或为队友');
46
- this.emitProgress(state, ctx);
47
- return [];
48
- }
49
-
50
- const target = nearestVisibleTarget(state, ctx, validTargets);
51
- if (target) {
52
- const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
- if (decision?.action.type === 'kill') {
54
- ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
- } else {
56
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
- if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
- }
59
- this.emitProgress(state, ctx);
60
- return decision ? [decision] : [];
61
- }
62
-
63
- if (state.players.length > 0 || ctx.emergency) {
64
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
- }
66
- this.emitProgress(state, ctx);
67
- return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
- }
69
-
70
- private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
- if (!this.completedNotified) {
72
- ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
- ctx.forcePatrolAdvance = true;
74
- this.completedNotified = true;
75
- }
76
- return patrolStep(state, ctx, this.patrol, false);
77
- }
78
-
79
- private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
- if (!isTargetAlive(state, t, ctx)) return false;
81
- const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
- const resolvedName = nameFromSeat ?? t.trim();
83
- return !ctx.teammates.has(resolvedName);
84
- }
85
-
86
- private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
- return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
- }
89
-
90
- private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
- const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
- if (player) return player.is_alive === false;
93
- return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
- }
95
-
96
- private emitProgress(state: GameState, ctx: StrategyContext): void {
97
- const now = Date.now();
98
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
- ctx.lastProgressNotifyAt = now;
100
-
101
- const room = state.you.room ?? '未知';
102
- const cd = killCooldownSecs(state);
103
- const killsRemaining = state.you.kills_remaining;
104
- let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
- if (killsRemaining === 0) msg += '出刀次数已用完。';
107
- ctx.notifications.push(msg);
108
- }
109
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ dist,
4
+ killCooldownSecs,
5
+ isTargetAlive,
6
+ isRecentlyKilledTarget,
7
+ killCommitRange,
8
+ LONE_FOLLOW_DISTANCE,
9
+ LONE_IGNORE_MS,
10
+ matchesTarget,
11
+ nearestVisibleTarget,
12
+ patrolStep,
13
+ PatrolState,
14
+ PROGRESS_INTERVAL_MS,
15
+ pursueVisibleTarget,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+
20
+ export class KillTargetTop extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private skipStopUntil = 0;
23
+ private completedAfterKill = false;
24
+ private completedNotified = false;
25
+
26
+ constructor(private readonly targets: string[]) {
27
+ super();
28
+ }
29
+
30
+ onMeetingResume(): void {
31
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
+ }
33
+
34
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
+ if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
+
37
+ const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
+ const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
+ const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
+ if (validTargets.length === 0) {
41
+ if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
+ this.completedAfterKill = true;
43
+ return this.completedPatrol(state, ctx);
44
+ }
45
+ ctx.notifications.push('所有目标都已死亡或为队友');
46
+ this.emitProgress(state, ctx);
47
+ return [];
48
+ }
49
+
50
+ const target = nearestVisibleTarget(state, ctx, validTargets);
51
+ if (target) {
52
+ const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
+ if (decision?.action.type === 'kill') {
54
+ ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
+ } else {
56
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
+ }
59
+ this.emitProgress(state, ctx);
60
+ return decision ? [decision] : [];
61
+ }
62
+
63
+ if (state.players.length > 0 || ctx.emergency) {
64
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
+ }
66
+ this.emitProgress(state, ctx);
67
+ return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
+ }
69
+
70
+ private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
+ if (!this.completedNotified) {
72
+ ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
+ ctx.forcePatrolAdvance = true;
74
+ this.completedNotified = true;
75
+ }
76
+ return patrolStep(state, ctx, this.patrol, false);
77
+ }
78
+
79
+ private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
+ if (!isTargetAlive(state, t, ctx)) return false;
81
+ const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
+ const resolvedName = nameFromSeat ?? t.trim();
83
+ return !ctx.teammates.has(resolvedName);
84
+ }
85
+
86
+ private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
+ return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
+ }
89
+
90
+ private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
+ const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
+ if (player) return player.is_alive === false;
93
+ return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
+ }
95
+
96
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
97
+ const now = Date.now();
98
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
+ ctx.lastProgressNotifyAt = now;
100
+
101
+ const room = state.you.room ?? '未知';
102
+ const cd = killCooldownSecs(state);
103
+ const killsRemaining = state.you.kills_remaining;
104
+ let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
107
+ ctx.notifications.push(msg);
108
+ }
109
+ }