@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
@@ -1,224 +1,224 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import {
3
- corpseAtScene,
4
- emergencyRushDecision,
5
- hasKnownCorpse,
6
- isKnowledgeHostile,
7
- isKnowledgeTrusted,
8
- nonTeammatesVisible,
9
- PatrolState,
10
- PROGRESS_INTERVAL_MS,
11
- safePatrolStep,
12
- } from '../game-utils.js';
13
- import type { BehaviorDecision, StrategyContext } from '../types.js';
14
- import { GreetingTracker } from '../greeting.js';
15
- import { FollowCompanionGoal } from './follow-companion-goal.js';
16
- import { Goal } from './goal.js';
17
- import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
- import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
-
20
- const SUB_PRIORITY = 0.5;
21
- const AVOID_ROUTE_MEMORY_MS = 10_000;
22
- const WITNESS_EXEMPT_COUNT = 2;
23
-
24
- type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
25
-
26
- export class ParadiseFishTop extends Goal {
27
- private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
28
- private readonly follow = new FollowCompanionGoal(
29
- (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
30
- (state, ctx) => this.visibleAvoidTargets(state, ctx),
31
- );
32
- private readonly patrol = new PatrolState();
33
- private readonly greeting: GreetingTracker;
34
- private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
35
-
36
- constructor(greetingPhrases: string[] = []) {
37
- super();
38
- this.greeting = new GreetingTracker(greetingPhrases);
39
- }
40
-
41
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
42
- const visible = nonTeammatesVisible(state, ctx);
43
- const threatTargets = visible.filter(p => this.isHostile(p, ctx));
44
- const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
45
- const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
46
- this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
47
-
48
- if (threatTargets.length > 0) {
49
- const decisions: BehaviorDecision[] = [];
50
- const greeting = this.greeting.tryGreeting(state);
51
- if (greeting) decisions.push(greeting);
52
- this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
53
- threatRadius: Infinity,
54
- noun: '认定带刀坏人',
55
- });
56
- this.emitProgress(state, ctx, visible, 'flee-bad');
57
- return decisions;
58
- }
59
-
60
- // 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
61
- const emergency = emergencyRushDecision(state, ctx);
62
- if (emergency) {
63
- this.clearSub();
64
- this.emitProgress(state, ctx, visible, 'emergency');
65
- return [emergency];
66
- }
67
-
68
- const decisions: BehaviorDecision[] = [];
69
- const greeting = this.greeting.tryGreeting(state);
70
- if (greeting) decisions.push(greeting);
71
-
72
- if (strangerAvoidTargets.length > 0) {
73
- this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
74
- threatRadius: Infinity,
75
- noun: '陌生人',
76
- planOpts: { steps: 4 },
77
- });
78
- this.emitProgress(state, ctx, visible, 'keep-distance');
79
- return decisions;
80
- }
81
-
82
- // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
83
- // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
84
- // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
85
- // 人进视野后坐标自然补全,再切到贴尸游走)。
86
- if (hasKnownCorpse(ctx)) {
87
- this.clearSub();
88
- const linger = this.linger.tick(state, ctx);
89
- if (linger.length > 0) {
90
- this.emitProgress(state, ctx, visible, 'corpse');
91
- return [...linger, ...decisions];
92
- }
93
- }
94
-
95
- if (trustedTargets.length > 0) {
96
- this.clearSub();
97
- const follow = this.follow.tick(state, ctx);
98
- this.emitProgress(state, ctx, visible, 'huddle');
99
- return [...follow, ...decisions];
100
- }
101
-
102
- this.clearSub();
103
- this.emitProgress(state, ctx, visible, 'wander');
104
- return [...this.wander(state, ctx), ...decisions];
105
- }
106
-
107
- /** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
108
- private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
109
- return isKnowledgeHostile(p, ctx);
110
- }
111
-
112
- private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
113
- return isKnowledgeTrusted(p, ctx);
114
- }
115
-
116
- private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
117
- if (visible.some(p => this.isTrusted(p, ctx))) return [];
118
- const nonBad = visible.filter(p => !this.isHostile(p, ctx));
119
- if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
120
- return visible.filter(p => !this.isTrusted(p, ctx) && !this.isHostile(p, ctx));
121
- }
122
-
123
- private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
124
- const visible = nonTeammatesVisible(state, ctx);
125
- const threats = visible.filter(p => this.isHostile(p, ctx));
126
- return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
127
- }
128
-
129
- private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
130
- return safePatrolStep(state, ctx, this.patrol, false, {
131
- threatPoints: this.activeAvoidPoints(),
132
- });
133
- }
134
-
135
- private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
136
- const now = Date.now();
137
- if (visible.length > 0 && !avoidNonThreat) {
138
- for (const [key, item] of this.recentAvoidPoints) {
139
- if (!item.threat) this.recentAvoidPoints.delete(key);
140
- }
141
- }
142
- for (const p of visible) {
143
- const key = this.playerKey(p);
144
- if (!key) continue;
145
- if (this.isTrusted(p, ctx)) {
146
- this.recentAvoidPoints.delete(key);
147
- continue;
148
- }
149
- const threat = this.isHostile(p, ctx);
150
- if (!threat && !avoidNonThreat) {
151
- this.recentAvoidPoints.delete(key);
152
- continue;
153
- }
154
- this.recentAvoidPoints.set(key, {
155
- point: { x: p.x, y: p.y },
156
- until: now + AVOID_ROUTE_MEMORY_MS,
157
- threat,
158
- });
159
- }
160
- for (const [key, item] of this.recentAvoidPoints) {
161
- if (item.until <= now) this.recentAvoidPoints.delete(key);
162
- }
163
- }
164
-
165
- private activeAvoidPoints(): Position[] {
166
- const now = Date.now();
167
- const points: Position[] = [];
168
- for (const [key, item] of this.recentAvoidPoints) {
169
- if (item.until <= now) {
170
- this.recentAvoidPoints.delete(key);
171
- } else {
172
- points.push(item.point);
173
- }
174
- }
175
- return points;
176
- }
177
-
178
- private playerKey(p: PlayerInfo): string {
179
- return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
180
- }
181
-
182
- private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
183
- const worker = this.subGoal;
184
- if (worker instanceof KeepAwayGoal && worker.key === key) return;
185
- if (this.subGoal) this.removeSubGoal();
186
- this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
187
- }
188
-
189
- private clearSub(): void {
190
- if (this.subGoal) this.removeSubGoal();
191
- }
192
-
193
- private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
194
- const now = Date.now();
195
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
196
- ctx.lastProgressNotifyAt = now;
197
-
198
- const room = state.you.room ?? '未知';
199
- let msg = `[进度] 当前在${room}`;
200
- if (tier === 'emergency') {
201
- const name = ctx.emergency?.task_name ?? '紧急维修';
202
- msg += `,残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
203
- } else if (tier === 'corpse') {
204
- // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
205
- if (!corpseAtScene(state)) {
206
- msg += ',记得有尸体,正前往尸体处(不报警)。';
207
- } else {
208
- msg += visible.length > 0
209
- ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
210
- : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
211
- }
212
- } else if (tier === 'flee-bad') {
213
- const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
214
- msg += `,发现认定带刀坏人${names},正在远离。`;
215
- } else if (tier === 'keep-distance') {
216
- msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
217
- } else if (tier === 'huddle') {
218
- msg += ',附近有可信同伴,抱团假装做任务。';
219
- } else {
220
- msg += ',附近无人,四处游荡。';
221
- }
222
- ctx.notifications.push(msg);
223
- }
224
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import {
3
+ corpseAtScene,
4
+ emergencyRushDecision,
5
+ hasKnownCorpse,
6
+ isKnowledgeHostile,
7
+ isKnowledgeTrusted,
8
+ nonTeammatesVisible,
9
+ PatrolState,
10
+ PROGRESS_INTERVAL_MS,
11
+ safePatrolStep,
12
+ } from '../game-utils.js';
13
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
14
+ import { GreetingTracker } from '../greeting.js';
15
+ import { FollowCompanionGoal } from './follow-companion-goal.js';
16
+ import { Goal } from './goal.js';
17
+ import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
+ import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
+
20
+ const SUB_PRIORITY = 0.5;
21
+ const AVOID_ROUTE_MEMORY_MS = 10_000;
22
+ const WITNESS_EXEMPT_COUNT = 2;
23
+
24
+ type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
25
+
26
+ export class ParadiseFishTop extends Goal {
27
+ private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
28
+ private readonly follow = new FollowCompanionGoal(
29
+ (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
30
+ (state, ctx) => this.visibleAvoidTargets(state, ctx),
31
+ );
32
+ private readonly patrol = new PatrolState();
33
+ private readonly greeting: GreetingTracker;
34
+ private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
35
+
36
+ constructor(greetingPhrases: string[] = []) {
37
+ super();
38
+ this.greeting = new GreetingTracker(greetingPhrases);
39
+ }
40
+
41
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
42
+ const visible = nonTeammatesVisible(state, ctx);
43
+ const threatTargets = visible.filter(p => this.isHostile(p, ctx));
44
+ const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
45
+ const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
46
+ this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
47
+
48
+ if (threatTargets.length > 0) {
49
+ const decisions: BehaviorDecision[] = [];
50
+ const greeting = this.greeting.tryGreeting(state);
51
+ if (greeting) decisions.push(greeting);
52
+ this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
53
+ threatRadius: Infinity,
54
+ noun: '认定带刀坏人',
55
+ });
56
+ this.emitProgress(state, ctx, visible, 'flee-bad');
57
+ return decisions;
58
+ }
59
+
60
+ // 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
61
+ const emergency = emergencyRushDecision(state, ctx);
62
+ if (emergency) {
63
+ this.clearSub();
64
+ this.emitProgress(state, ctx, visible, 'emergency');
65
+ return [emergency];
66
+ }
67
+
68
+ const decisions: BehaviorDecision[] = [];
69
+ const greeting = this.greeting.tryGreeting(state);
70
+ if (greeting) decisions.push(greeting);
71
+
72
+ if (strangerAvoidTargets.length > 0) {
73
+ this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
74
+ threatRadius: Infinity,
75
+ noun: '陌生人',
76
+ planOpts: { steps: 4 },
77
+ });
78
+ this.emitProgress(state, ctx, visible, 'keep-distance');
79
+ return decisions;
80
+ }
81
+
82
+ // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
83
+ // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
84
+ // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
85
+ // 人进视野后坐标自然补全,再切到贴尸游走)。
86
+ if (hasKnownCorpse(ctx)) {
87
+ this.clearSub();
88
+ const linger = this.linger.tick(state, ctx);
89
+ if (linger.length > 0) {
90
+ this.emitProgress(state, ctx, visible, 'corpse');
91
+ return [...linger, ...decisions];
92
+ }
93
+ }
94
+
95
+ if (trustedTargets.length > 0) {
96
+ this.clearSub();
97
+ const follow = this.follow.tick(state, ctx);
98
+ this.emitProgress(state, ctx, visible, 'huddle');
99
+ return [...follow, ...decisions];
100
+ }
101
+
102
+ this.clearSub();
103
+ this.emitProgress(state, ctx, visible, 'wander');
104
+ return [...this.wander(state, ctx), ...decisions];
105
+ }
106
+
107
+ /** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
108
+ private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
109
+ return isKnowledgeHostile(p, ctx);
110
+ }
111
+
112
+ private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
113
+ return isKnowledgeTrusted(p, ctx);
114
+ }
115
+
116
+ private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
117
+ if (visible.some(p => this.isTrusted(p, ctx))) return [];
118
+ const nonBad = visible.filter(p => !this.isHostile(p, ctx));
119
+ if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
120
+ return visible.filter(p => !this.isTrusted(p, ctx) && !this.isHostile(p, ctx));
121
+ }
122
+
123
+ private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
124
+ const visible = nonTeammatesVisible(state, ctx);
125
+ const threats = visible.filter(p => this.isHostile(p, ctx));
126
+ return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
127
+ }
128
+
129
+ private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
130
+ return safePatrolStep(state, ctx, this.patrol, false, {
131
+ threatPoints: this.activeAvoidPoints(),
132
+ });
133
+ }
134
+
135
+ private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
136
+ const now = Date.now();
137
+ if (visible.length > 0 && !avoidNonThreat) {
138
+ for (const [key, item] of this.recentAvoidPoints) {
139
+ if (!item.threat) this.recentAvoidPoints.delete(key);
140
+ }
141
+ }
142
+ for (const p of visible) {
143
+ const key = this.playerKey(p);
144
+ if (!key) continue;
145
+ if (this.isTrusted(p, ctx)) {
146
+ this.recentAvoidPoints.delete(key);
147
+ continue;
148
+ }
149
+ const threat = this.isHostile(p, ctx);
150
+ if (!threat && !avoidNonThreat) {
151
+ this.recentAvoidPoints.delete(key);
152
+ continue;
153
+ }
154
+ this.recentAvoidPoints.set(key, {
155
+ point: { x: p.x, y: p.y },
156
+ until: now + AVOID_ROUTE_MEMORY_MS,
157
+ threat,
158
+ });
159
+ }
160
+ for (const [key, item] of this.recentAvoidPoints) {
161
+ if (item.until <= now) this.recentAvoidPoints.delete(key);
162
+ }
163
+ }
164
+
165
+ private activeAvoidPoints(): Position[] {
166
+ const now = Date.now();
167
+ const points: Position[] = [];
168
+ for (const [key, item] of this.recentAvoidPoints) {
169
+ if (item.until <= now) {
170
+ this.recentAvoidPoints.delete(key);
171
+ } else {
172
+ points.push(item.point);
173
+ }
174
+ }
175
+ return points;
176
+ }
177
+
178
+ private playerKey(p: PlayerInfo): string {
179
+ return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
180
+ }
181
+
182
+ private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
183
+ const worker = this.subGoal;
184
+ if (worker instanceof KeepAwayGoal && worker.key === key) return;
185
+ if (this.subGoal) this.removeSubGoal();
186
+ this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
187
+ }
188
+
189
+ private clearSub(): void {
190
+ if (this.subGoal) this.removeSubGoal();
191
+ }
192
+
193
+ private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
194
+ const now = Date.now();
195
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
196
+ ctx.lastProgressNotifyAt = now;
197
+
198
+ const room = state.you.room ?? '未知';
199
+ let msg = `[进度] 当前在${room}`;
200
+ if (tier === 'emergency') {
201
+ const name = ctx.emergency?.task_name ?? '紧急维修';
202
+ msg += `,残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
203
+ } else if (tier === 'corpse') {
204
+ // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
205
+ if (!corpseAtScene(state)) {
206
+ msg += ',记得有尸体,正前往尸体处(不报警)。';
207
+ } else {
208
+ msg += visible.length > 0
209
+ ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
210
+ : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
211
+ }
212
+ } else if (tier === 'flee-bad') {
213
+ const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
214
+ msg += `,发现认定带刀坏人${names},正在远离。`;
215
+ } else if (tier === 'keep-distance') {
216
+ msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
217
+ } else if (tier === 'huddle') {
218
+ msg += ',附近有可信同伴,抱团假装做任务。';
219
+ } else {
220
+ msg += ',附近无人,四处游荡。';
221
+ }
222
+ ctx.notifications.push(msg);
223
+ }
224
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- const PATROL_PRIORITY = 0.2;
8
-
9
- export class PatrolTop extends Goal {
10
- private readonly patrol = new PatrolState();
11
-
12
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
- let room = this.patrol.nextRoom(ctx);
14
- if (!room) {
15
- this.emitProgress(state, ctx, null);
16
- return [];
17
- }
18
-
19
- if (hasReachedRoomTarget(state, room)) {
20
- this.patrol.advance(ctx);
21
- room = this.patrol.nextRoom(ctx);
22
- if (!room) {
23
- this.emitProgress(state, ctx, null);
24
- return [];
25
- }
26
- }
27
-
28
- const worker = this.subGoal;
29
- if (worker instanceof MoveRoomGoal) {
30
- if (worker.room !== room.name) {
31
- this.removeSubGoal();
32
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
- }
34
- } else {
35
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
- }
37
- this.emitProgress(state, ctx, room);
38
- return [];
39
- }
40
-
41
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
- const now = Date.now();
43
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
- ctx.lastProgressNotifyAt = now;
45
-
46
- const room = state.you.room ?? '未知';
47
- const totalRooms = ctx.rooms.length;
48
-
49
- let msg = `[进度] 当前在${room}`;
50
- if (target) {
51
- msg += `,正在巡逻前往${target.name}`;
52
- }
53
- msg += `。共${totalRooms}个房间。`;
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ const PATROL_PRIORITY = 0.2;
8
+
9
+ export class PatrolTop extends Goal {
10
+ private readonly patrol = new PatrolState();
11
+
12
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
+ let room = this.patrol.nextRoom(ctx);
14
+ if (!room) {
15
+ this.emitProgress(state, ctx, null);
16
+ return [];
17
+ }
18
+
19
+ if (hasReachedRoomTarget(state, room)) {
20
+ this.patrol.advance(ctx);
21
+ room = this.patrol.nextRoom(ctx);
22
+ if (!room) {
23
+ this.emitProgress(state, ctx, null);
24
+ return [];
25
+ }
26
+ }
27
+
28
+ const worker = this.subGoal;
29
+ if (worker instanceof MoveRoomGoal) {
30
+ if (worker.room !== room.name) {
31
+ this.removeSubGoal();
32
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
+ }
34
+ } else {
35
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
+ }
37
+ this.emitProgress(state, ctx, room);
38
+ return [];
39
+ }
40
+
41
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
+ const now = Date.now();
43
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
+ ctx.lastProgressNotifyAt = now;
45
+
46
+ const room = state.you.room ?? '未知';
47
+ const totalRooms = ctx.rooms.length;
48
+
49
+ let msg = `[进度] 当前在${room}`;
50
+ if (target) {
51
+ msg += `,正在巡逻前往${target.name}`;
52
+ }
53
+ msg += `。共${totalRooms}个房间。`;
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }