@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
@@ -1,80 +1,80 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- nearestKnownCorpse,
5
- nearestReportableCorpse,
6
- patrolStep,
7
- PatrolState,
8
- PROGRESS_INTERVAL_MS,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, StrategyContext } from '../types.js';
11
- import { Goal } from './goal.js';
12
-
13
- export class ReportPatrolTop extends Goal {
14
- private readonly patrol = new PatrolState();
15
- private lastCorpseNotified = false;
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const reportDecision = this.tryReport(state, ctx);
19
- if (reportDecision) {
20
- this.emitProgress(state, ctx);
21
- return [reportDecision];
22
- }
23
-
24
- const decisions = this.patrolDecision(state, ctx);
25
- this.emitProgress(state, ctx);
26
- return decisions;
27
- }
28
-
29
- private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
- const reportable = nearestReportableCorpse(state);
31
- if (reportable) {
32
- ctx.reportCorpseTarget = null;
33
- this.lastCorpseNotified = false;
34
- ctx.notifications.push('发现尸体,正在报告!');
35
- return { action: Action.report(reportable.name, reportable.room) };
36
- }
37
-
38
- const corpse = nearestKnownCorpse(state, ctx);
39
- if (corpse) {
40
- if (!this.lastCorpseNotified) {
41
- this.lastCorpseNotified = true;
42
- const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
- ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
- }
45
- ctx.reportCorpseTarget = corpse;
46
- return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
- }
48
-
49
- this.lastCorpseNotified = false;
50
- ctx.reportCorpseTarget = null;
51
- return null;
52
- }
53
-
54
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
- if (state.you.doing_task) return [];
56
- return patrolStep(state, ctx, this.patrol, false);
57
- }
58
-
59
- private emitProgress(state: GameState, ctx: StrategyContext): void {
60
- const now = Date.now();
61
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
- ctx.lastProgressNotifyAt = now;
63
-
64
- const room = state.you.room ?? '未知';
65
- const target = this.patrol.nextRoom(ctx);
66
-
67
- let msg = `[进度] 当前在${room}`;
68
- if (ctx.reportCorpseTarget) {
69
- const label = ctx.reportCorpseTarget.name ?? '未知';
70
- msg += `,正在靠近${label}的尸体准备报告。`;
71
- } else if (target) {
72
- msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
- } else {
74
- msg += ',巡逻中。';
75
- }
76
- msg += ` 共${ctx.rooms.length}个房间。`;
77
-
78
- ctx.notifications.push(msg);
79
- }
80
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ nearestKnownCorpse,
5
+ nearestReportableCorpse,
6
+ patrolStep,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+
13
+ export class ReportPatrolTop extends Goal {
14
+ private readonly patrol = new PatrolState();
15
+ private lastCorpseNotified = false;
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const reportDecision = this.tryReport(state, ctx);
19
+ if (reportDecision) {
20
+ this.emitProgress(state, ctx);
21
+ return [reportDecision];
22
+ }
23
+
24
+ const decisions = this.patrolDecision(state, ctx);
25
+ this.emitProgress(state, ctx);
26
+ return decisions;
27
+ }
28
+
29
+ private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
+ const reportable = nearestReportableCorpse(state);
31
+ if (reportable) {
32
+ ctx.reportCorpseTarget = null;
33
+ this.lastCorpseNotified = false;
34
+ ctx.notifications.push('发现尸体,正在报告!');
35
+ return { action: Action.report(reportable.name, reportable.room) };
36
+ }
37
+
38
+ const corpse = nearestKnownCorpse(state, ctx);
39
+ if (corpse) {
40
+ if (!this.lastCorpseNotified) {
41
+ this.lastCorpseNotified = true;
42
+ const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
+ ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
+ }
45
+ ctx.reportCorpseTarget = corpse;
46
+ return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
+ }
48
+
49
+ this.lastCorpseNotified = false;
50
+ ctx.reportCorpseTarget = null;
51
+ return null;
52
+ }
53
+
54
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
+ if (state.you.doing_task) return [];
56
+ return patrolStep(state, ctx, this.patrol, false);
57
+ }
58
+
59
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
60
+ const now = Date.now();
61
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
+ ctx.lastProgressNotifyAt = now;
63
+
64
+ const room = state.you.room ?? '未知';
65
+ const target = this.patrol.nextRoom(ctx);
66
+
67
+ let msg = `[进度] 当前在${room}`;
68
+ if (ctx.reportCorpseTarget) {
69
+ const label = ctx.reportCorpseTarget.name ?? '未知';
70
+ msg += `,正在靠近${label}的尸体准备报告。`;
71
+ } else if (target) {
72
+ msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
+ } else {
74
+ msg += ',巡逻中。';
75
+ }
76
+ msg += ` 共${ctx.rooms.length}个房间。`;
77
+
78
+ ctx.notifications.push(msg);
79
+ }
80
+ }
@@ -1,102 +1,102 @@
1
- import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
- const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
-
10
- export interface SafeTaskPlanOptions {
11
- holdUnsafeCurrentForMs?: number;
12
- }
13
-
14
- /**
15
- * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
- * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
- * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
- * 全部任务被排除或做完时按房间顺序巡逻。
19
- */
20
- export class SafeTaskOrPatrolGoal extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private current: TaskInfo | null = null;
23
- private holdUnsafeCurrentUntil = 0;
24
-
25
- constructor(private readonly threatPoints: ThreatPointResolver) {
26
- super();
27
- }
28
-
29
- /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
- get currentTask(): TaskInfo | null {
31
- return this.current;
32
- }
33
-
34
- /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
- planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
- if (opts.holdUnsafeCurrentForMs != null) {
37
- this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
- }
39
- if (state.you.doing_task) return this.current;
40
-
41
- const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
- threatPoints: this.threatPoints(state, ctx),
43
- stickyTaskName: this.current?.task_name ?? null,
44
- });
45
- this.current = task;
46
- return task;
47
- }
48
-
49
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
- if (state.you.doing_task) return [];
51
-
52
- const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
- if (locked) {
54
- this.current = locked;
55
- return [taskMoveDecision(state, ctx, locked)];
56
- }
57
-
58
- if (this.current) {
59
- const remembered = this.findCurrentTask(ctx);
60
- if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
- this.current = null;
62
- const replanned = this.planTask(state, ctx);
63
- if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
- }
65
-
66
- let room = this.patrol.nextRoom(ctx);
67
- if (!room) return [];
68
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
- this.patrol.advance(ctx);
70
- const next = this.patrol.nextRoom(ctx);
71
- if (next) room = next;
72
- }
73
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
- }
75
-
76
- private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
- const current = this.findCurrentTask(ctx);
78
- if (!current) return null;
79
-
80
- const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
- threatPoints: this.threatPoints(state, ctx),
82
- stickyTaskName: current.task_name,
83
- });
84
- return safe;
85
- }
86
-
87
- private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
- if (!this.current) return null;
89
- return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
- ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
- ?? null;
92
- }
93
-
94
- private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
- return task.status !== 'completed'
96
- && task.status !== 'in_progress'
97
- && task.x != null
98
- && task.y != null
99
- && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
- && NON_CRAB(task);
101
- }
102
- }
1
+ import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
+ const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
+
10
+ export interface SafeTaskPlanOptions {
11
+ holdUnsafeCurrentForMs?: number;
12
+ }
13
+
14
+ /**
15
+ * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
+ * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
+ * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
+ * 全部任务被排除或做完时按房间顺序巡逻。
19
+ */
20
+ export class SafeTaskOrPatrolGoal extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private current: TaskInfo | null = null;
23
+ private holdUnsafeCurrentUntil = 0;
24
+
25
+ constructor(private readonly threatPoints: ThreatPointResolver) {
26
+ super();
27
+ }
28
+
29
+ /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
+ get currentTask(): TaskInfo | null {
31
+ return this.current;
32
+ }
33
+
34
+ /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
+ planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
+ if (opts.holdUnsafeCurrentForMs != null) {
37
+ this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
+ }
39
+ if (state.you.doing_task) return this.current;
40
+
41
+ const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
+ threatPoints: this.threatPoints(state, ctx),
43
+ stickyTaskName: this.current?.task_name ?? null,
44
+ });
45
+ this.current = task;
46
+ return task;
47
+ }
48
+
49
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
+ if (state.you.doing_task) return [];
51
+
52
+ const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
+ if (locked) {
54
+ this.current = locked;
55
+ return [taskMoveDecision(state, ctx, locked)];
56
+ }
57
+
58
+ if (this.current) {
59
+ const remembered = this.findCurrentTask(ctx);
60
+ if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
+ this.current = null;
62
+ const replanned = this.planTask(state, ctx);
63
+ if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
+ }
65
+
66
+ let room = this.patrol.nextRoom(ctx);
67
+ if (!room) return [];
68
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
+ this.patrol.advance(ctx);
70
+ const next = this.patrol.nextRoom(ctx);
71
+ if (next) room = next;
72
+ }
73
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
+ }
75
+
76
+ private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
+ const current = this.findCurrentTask(ctx);
78
+ if (!current) return null;
79
+
80
+ const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
+ threatPoints: this.threatPoints(state, ctx),
82
+ stickyTaskName: current.task_name,
83
+ });
84
+ return safe;
85
+ }
86
+
87
+ private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
+ if (!this.current) return null;
89
+ return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
+ ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
+ ?? null;
92
+ }
93
+
94
+ private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
+ return task.status !== 'completed'
96
+ && task.status !== 'in_progress'
97
+ && task.x != null
98
+ && task.y != null
99
+ && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
+ && NON_CRAB(task);
101
+ }
102
+ }