@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
@@ -1,27 +1,27 @@
1
- import type { BehaviorDecision } from '../types.js';
2
- import { Goal } from './goal.js';
3
-
4
- export const URGENT_GOAL_PRIORITY = 1;
5
- /** 残局抢修紧急任务:高于游走任务、低于落单猎杀/反射(URGENT),故对发言仍可被打断(< URGENT)。 */
6
- export const EMERGENCY_GOAL_PRIORITY = 0.6;
7
- export const WANDER_GOAL_PRIORITY = 0.2;
8
-
9
- export class LeafGoal extends Goal {
10
- constructor(private readonly decisions: BehaviorDecision[]) {
11
- super();
12
- }
13
-
14
- tick(): BehaviorDecision[] {
15
- return this.decisions;
16
- }
17
- }
18
-
19
- export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
20
- if (parent.subGoal) parent.removeSubGoal();
21
- parent.setSubGoal(child, priority);
22
- return [];
23
- }
24
-
25
- export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
26
- return setBehavior(parent, new LeafGoal(decisions), priority);
27
- }
1
+ import type { BehaviorDecision } from '../types.js';
2
+ import { Goal } from './goal.js';
3
+
4
+ export const URGENT_GOAL_PRIORITY = 1;
5
+ /** 残局抢修紧急任务:高于游走任务、低于落单猎杀/反射(URGENT),故对发言仍可被打断(< URGENT)。 */
6
+ export const EMERGENCY_GOAL_PRIORITY = 0.6;
7
+ export const WANDER_GOAL_PRIORITY = 0.2;
8
+
9
+ export class LeafGoal extends Goal {
10
+ constructor(private readonly decisions: BehaviorDecision[]) {
11
+ super();
12
+ }
13
+
14
+ tick(): BehaviorDecision[] {
15
+ return this.decisions;
16
+ }
17
+ }
18
+
19
+ export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
20
+ if (parent.subGoal) parent.removeSubGoal();
21
+ parent.setSubGoal(child, priority);
22
+ return [];
23
+ }
24
+
25
+ export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
26
+ return setBehavior(parent, new LeafGoal(decisions), priority);
27
+ }
@@ -1,35 +1,35 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { AnchorLinger } from './anchor-linger.js';
6
- import { Goal } from './goal.js';
7
-
8
- export class LingerCorpseGoal extends Goal {
9
- private readonly wander = new AnchorLinger();
10
-
11
- constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
12
- super();
13
- }
14
-
15
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
16
- const body = nearestKnownCorpse(state, ctx);
17
- if (!body) {
18
- // 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
19
- this.wander.reset();
20
- const nav = nearestKnownCorpseNav(state, ctx);
21
- return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
22
- }
23
- // 有坐标:在尸体周围 40-100 粘性徘徊(AnchorLinger 负责粘住游走点、按 avoid 偏到对侧)。
24
- const key = body.name ?? `${Math.round(body.x)},${Math.round(body.y)}`;
25
- const avoid = this.avoidResolver?.(state, ctx) ?? [];
26
- return [{ action: Action.move(this.wander.step(state, key, body, avoid)) }];
27
- }
28
-
29
- // Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
30
- // 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
31
- // 等人进视野把坐标补全,否则尸体一离开视野就提前结束、再也走不回去。
32
- isFinish(state: GameState, ctx: StrategyContext): boolean {
33
- return nearestKnownCorpseNav(state, ctx) == null;
34
- }
35
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { nearestKnownCorpse, nearestKnownCorpseNav } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { AnchorLinger } from './anchor-linger.js';
6
+ import { Goal } from './goal.js';
7
+
8
+ export class LingerCorpseGoal extends Goal {
9
+ private readonly wander = new AnchorLinger();
10
+
11
+ constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
12
+ super();
13
+ }
14
+
15
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
16
+ const body = nearestKnownCorpse(state, ctx);
17
+ if (!body) {
18
+ // 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
19
+ this.wander.reset();
20
+ const nav = nearestKnownCorpseNav(state, ctx);
21
+ return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
22
+ }
23
+ // 有坐标:在尸体周围 40-100 粘性徘徊(AnchorLinger 负责粘住游走点、按 avoid 偏到对侧)。
24
+ const key = body.name ?? `${Math.round(body.x)},${Math.round(body.y)}`;
25
+ const avoid = this.avoidResolver?.(state, ctx) ?? [];
26
+ return [{ action: Action.move(this.wander.step(state, key, body, avoid)) }];
27
+ }
28
+
29
+ // Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
30
+ // 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
31
+ // 等人进视野把坐标补全,否则尸体一离开视野就提前结束、再也走不回去。
32
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
33
+ return nearestKnownCorpseNav(state, ctx) == null;
34
+ }
35
+ }
@@ -1,82 +1,82 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- killCommitRange,
7
- LONE_IGNORE_MS,
8
- nonTeammatesVisible,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, StrategyContext } from '../types.js';
11
-
12
- export interface LoneKillOptions {
13
- /** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
14
- bypassIgnoreWindow?: boolean;
15
- }
16
-
17
- export type LoneKillAssessment =
18
- | { kind: 'hunt'; target: PlayerInfo }
19
- | { kind: 'idle' };
20
-
21
- /**
22
- * crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
23
- * 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
24
- */
25
- export class LoneKillCore {
26
- private loneIgnoreUntil = 0;
27
- private suppressStop = false;
28
-
29
- reset(): void {
30
- this.loneIgnoreUntil = 0;
31
- this.suppressStop = false;
32
- }
33
-
34
- /** 兜底任务/巡逻移动是否应 stop_on_player。 */
35
- patrolStopOnPlayer(): boolean {
36
- return !this.suppressStop;
37
- }
38
-
39
- assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
40
- const now = Date.now();
41
- this.suppressStop = false;
42
- const nonTeammates = nonTeammatesVisible(state, ctx);
43
-
44
- if (nonTeammates.length === 0) {
45
- if (state.players.length > 0) {
46
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
47
- this.suppressStop = true;
48
- }
49
- return { kind: 'idle' };
50
- }
51
-
52
- if (nonTeammates.length > 1) {
53
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
54
- this.suppressStop = true;
55
- return { kind: 'idle' };
56
- }
57
-
58
- if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
59
- this.suppressStop = true;
60
- return { kind: 'idle' };
61
- }
62
-
63
- if (!canUseKill(state)) {
64
- // 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
65
- //(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
66
- this.suppressStop = true;
67
- return { kind: 'idle' };
68
- }
69
-
70
- return { kind: 'hunt', target: nonTeammates[0] };
71
- }
72
-
73
- pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
74
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
75
- if (d <= killCommitRange(state.you.role) && canUseKill(state)) {
76
- ctx.notifications.push(`发现落单目标${target.name},出刀!`);
77
- return { action: Action.kill(target.name) };
78
- }
79
- if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
80
- return { action: Action.move({ x: target.x, y: target.y }) };
81
- }
82
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ killCommitRange,
7
+ LONE_IGNORE_MS,
8
+ nonTeammatesVisible,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+
12
+ export interface LoneKillOptions {
13
+ /** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
14
+ bypassIgnoreWindow?: boolean;
15
+ }
16
+
17
+ export type LoneKillAssessment =
18
+ | { kind: 'hunt'; target: PlayerInfo }
19
+ | { kind: 'idle' };
20
+
21
+ /**
22
+ * crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
23
+ * 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
24
+ */
25
+ export class LoneKillCore {
26
+ private loneIgnoreUntil = 0;
27
+ private suppressStop = false;
28
+
29
+ reset(): void {
30
+ this.loneIgnoreUntil = 0;
31
+ this.suppressStop = false;
32
+ }
33
+
34
+ /** 兜底任务/巡逻移动是否应 stop_on_player。 */
35
+ patrolStopOnPlayer(): boolean {
36
+ return !this.suppressStop;
37
+ }
38
+
39
+ assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
40
+ const now = Date.now();
41
+ this.suppressStop = false;
42
+ const nonTeammates = nonTeammatesVisible(state, ctx);
43
+
44
+ if (nonTeammates.length === 0) {
45
+ if (state.players.length > 0) {
46
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
47
+ this.suppressStop = true;
48
+ }
49
+ return { kind: 'idle' };
50
+ }
51
+
52
+ if (nonTeammates.length > 1) {
53
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
54
+ this.suppressStop = true;
55
+ return { kind: 'idle' };
56
+ }
57
+
58
+ if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
59
+ this.suppressStop = true;
60
+ return { kind: 'idle' };
61
+ }
62
+
63
+ if (!canUseKill(state)) {
64
+ // 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
65
+ //(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
66
+ this.suppressStop = true;
67
+ return { kind: 'idle' };
68
+ }
69
+
70
+ return { kind: 'hunt', target: nonTeammates[0] };
71
+ }
72
+
73
+ pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
74
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
75
+ if (d <= killCommitRange(state.you.role) && canUseKill(state)) {
76
+ ctx.notifications.push(`发现落单目标${target.name},出刀!`);
77
+ return { action: Action.kill(target.name) };
78
+ }
79
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
80
+ return { action: Action.move({ x: target.x, y: target.y }) };
81
+ }
82
+ }
@@ -1,24 +1,24 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { Goal } from './goal.js';
4
- import type { LoneKillCore } from './lone-kill-core.js';
5
-
6
- /**
7
- * 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
8
- * 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
9
- */
10
- export class LoneKillGoal extends Goal {
11
- private target: PlayerInfo | null = null;
12
-
13
- constructor(private readonly core: LoneKillCore) {
14
- super();
15
- }
16
-
17
- setTarget(target: PlayerInfo): void {
18
- this.target = target;
19
- }
20
-
21
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
22
- return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
23
- }
24
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { Goal } from './goal.js';
4
+ import type { LoneKillCore } from './lone-kill-core.js';
5
+
6
+ /**
7
+ * 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
8
+ * 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
9
+ */
10
+ export class LoneKillGoal extends Goal {
11
+ private target: PlayerInfo | null = null;
12
+
13
+ constructor(private readonly core: LoneKillCore) {
14
+ super();
15
+ }
16
+
17
+ setTarget(target: PlayerInfo): void {
18
+ this.target = target;
19
+ }
20
+
21
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
22
+ return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
23
+ }
24
+ }
@@ -1,85 +1,85 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState, TaskInfo } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { LoneKillTaskTop } from './lone-kill-task-top.js';
5
-
6
- function state(overrides: Partial<GameState> = {}): GameState {
7
- return {
8
- phase: 'wandering',
9
- tick: 1,
10
- you: {
11
- name: 'octopus',
12
- x: 0,
13
- y: 0,
14
- room: 'control',
15
- role: 'neutral_octopus',
16
- faction: 'neutral',
17
- is_alive: true,
18
- kill_cooldown_secs: 10,
19
- },
20
- your_tasks: [],
21
- players: [],
22
- corpses: [],
23
- stale: false,
24
- ...overrides,
25
- };
26
- }
27
-
28
- function task(task_name: string, x: number, y: number): TaskInfo {
29
- return {
30
- task_id: task_name,
31
- task_name,
32
- room: 'control',
33
- status: 'normal',
34
- x,
35
- y,
36
- is_fake_shrimp: true,
37
- };
38
- }
39
-
40
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
41
- return {
42
- taskData: [],
43
- emergency: null,
44
- taskLocalBlockedUntil: 0,
45
- reportCorpseTarget: null,
46
- reportBlockedUntil: 0,
47
- notifications: [],
48
- lastProgressNotifyAt: Date.now(),
49
- teammates: new Set(),
50
- alarmDone: false,
51
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
52
- playerNamesBySeat: {},
53
- forcePatrolAdvance: false,
54
- blockedMoveTarget: null,
55
- mySeat: 1,
56
- speechNotifications: [],
57
- agentAlerts: [],
58
- ...overrides,
59
- };
60
- }
61
-
62
- describe('LoneKillTaskTop', () => {
63
- it('does not try to repair emergency tasks as octopus', () => {
64
- const top = new LoneKillTaskTop();
65
- const ctx = context({
66
- taskData: [task('fake-clean', 100, 0)],
67
- emergency: {
68
- task_id: 'repair',
69
- task_name: 'repair',
70
- room: 'control',
71
- status: 'emergency',
72
- x: 0,
73
- y: 0,
74
- remaining_secs: 60,
75
- },
76
- });
77
-
78
- top.tick(state(), ctx);
79
- const decisions = top.subGoal?.tick(state(), ctx) ?? [];
80
-
81
- expect(decisions).toHaveLength(1);
82
- expect(decisions[0].action.type).toBe('move');
83
- expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
84
- });
85
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { LoneKillTaskTop } from './lone-kill-task-top.js';
5
+
6
+ function state(overrides: Partial<GameState> = {}): GameState {
7
+ return {
8
+ phase: 'wandering',
9
+ tick: 1,
10
+ you: {
11
+ name: 'octopus',
12
+ x: 0,
13
+ y: 0,
14
+ room: 'control',
15
+ role: 'neutral_octopus',
16
+ faction: 'neutral',
17
+ is_alive: true,
18
+ kill_cooldown_secs: 10,
19
+ },
20
+ your_tasks: [],
21
+ players: [],
22
+ corpses: [],
23
+ stale: false,
24
+ ...overrides,
25
+ };
26
+ }
27
+
28
+ function task(task_name: string, x: number, y: number): TaskInfo {
29
+ return {
30
+ task_id: task_name,
31
+ task_name,
32
+ room: 'control',
33
+ status: 'normal',
34
+ x,
35
+ y,
36
+ is_fake_shrimp: true,
37
+ };
38
+ }
39
+
40
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
41
+ return {
42
+ taskData: [],
43
+ emergency: null,
44
+ taskLocalBlockedUntil: 0,
45
+ reportCorpseTarget: null,
46
+ reportBlockedUntil: 0,
47
+ notifications: [],
48
+ lastProgressNotifyAt: Date.now(),
49
+ teammates: new Set(),
50
+ alarmDone: false,
51
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
52
+ playerNamesBySeat: {},
53
+ forcePatrolAdvance: false,
54
+ blockedMoveTarget: null,
55
+ mySeat: 1,
56
+ speechNotifications: [],
57
+ agentAlerts: [],
58
+ ...overrides,
59
+ };
60
+ }
61
+
62
+ describe('LoneKillTaskTop', () => {
63
+ it('does not try to repair emergency tasks as octopus', () => {
64
+ const top = new LoneKillTaskTop();
65
+ const ctx = context({
66
+ taskData: [task('fake-clean', 100, 0)],
67
+ emergency: {
68
+ task_id: 'repair',
69
+ task_name: 'repair',
70
+ room: 'control',
71
+ status: 'emergency',
72
+ x: 0,
73
+ y: 0,
74
+ remaining_secs: 60,
75
+ },
76
+ });
77
+
78
+ top.tick(state(), ctx);
79
+ const decisions = top.subGoal?.tick(state(), ctx) ?? [];
80
+
81
+ expect(decisions).toHaveLength(1);
82
+ expect(decisions[0].action.type).toBe('move');
83
+ expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
84
+ });
85
+ });