@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
@@ -1,161 +1,161 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- firstAvailableTask,
6
- isTargetAlive,
7
- matchesTarget,
8
- PROGRESS_INTERVAL_MS,
9
- reportCorpseDecision,
10
- TASK_SUBMIT_RADIUS,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- export interface SocialTarget {
16
- target: string;
17
- greeting: string | null;
18
- }
19
-
20
- interface SocialTargetState {
21
- greetingSent: boolean;
22
- lastSpeechTime: number;
23
- silenceNotified: boolean;
24
- }
25
-
26
- const GREETING_DISTANCE = 200;
27
- const SILENCE_TIMEOUT_MS = 10_000;
28
-
29
- export class SocialTaskTop extends Goal {
30
- private readonly socialTargets: SocialTarget[];
31
- private readonly targetStates = new Map<string, SocialTargetState>();
32
-
33
- constructor(socialTargets: SocialTarget[]) {
34
- super();
35
- this.socialTargets = socialTargets;
36
- for (const st of socialTargets) {
37
- this.targetStates.set(st.target, {
38
- greetingSent: false,
39
- lastSpeechTime: 0,
40
- silenceNotified: false,
41
- });
42
- }
43
- }
44
-
45
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
- const decisions: BehaviorDecision[] = [];
47
- const now = Date.now();
48
-
49
- const corpseDecision = reportCorpseDecision(state, ctx);
50
- if (corpseDecision) {
51
- this.emitProgress(state, ctx);
52
- return [corpseDecision];
53
- }
54
-
55
- for (const st of this.socialTargets) {
56
- if (!isTargetAlive(state, st.target, ctx)) continue;
57
-
58
- const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
- if (!visiblePlayer) continue;
60
-
61
- const targetState = this.targetStates.get(st.target)!;
62
- const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
-
64
- const targetSpeechEvent = (state.new_events ?? []).find(
65
- evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
- );
67
-
68
- if (targetSpeechEvent) {
69
- targetState.lastSpeechTime = now;
70
- targetState.silenceNotified = false;
71
-
72
- const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
- const seatNum = visiblePlayer.seat ?? st.target;
74
- ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
- this.emitProgress(state, ctx);
76
- return decisions;
77
- }
78
-
79
- if (st.greeting != null && !targetState.greetingSent) {
80
- if (d > GREETING_DISTANCE) {
81
- if (state.you.doing_task) {
82
- this.emitProgress(state, ctx);
83
- return decisions;
84
- }
85
- decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
- this.emitProgress(state, ctx);
87
- return decisions;
88
- }
89
- decisions.push({ action: Action.speech(st.greeting) });
90
- targetState.greetingSent = true;
91
- targetState.lastSpeechTime = now;
92
- targetState.silenceNotified = false;
93
- const seatNum = visiblePlayer.seat ?? st.target;
94
- ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
- this.emitProgress(state, ctx);
96
- return decisions;
97
- }
98
-
99
- if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
- if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
- if (!targetState.silenceNotified) {
102
- targetState.silenceNotified = true;
103
- const seatNum = visiblePlayer.seat ?? st.target;
104
- ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
- }
106
- continue;
107
- }
108
- }
109
-
110
- if (targetState.greetingSent) {
111
- this.emitProgress(state, ctx);
112
- return decisions;
113
- }
114
-
115
- }
116
-
117
- const taskDecision = this.tryTask(state, ctx);
118
- if (taskDecision) decisions.push(taskDecision);
119
-
120
- this.emitProgress(state, ctx);
121
- return decisions;
122
- }
123
-
124
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
- if (!task) return null;
127
-
128
- const isEmergencyTask = task === ctx.emergency;
129
- if (state.you.doing_task && !isEmergencyTask) return null;
130
-
131
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
- return { action: Action.doTask(task.task_name) };
134
- }
135
- return { action: Action.move({ x: task.x!, y: task.y! }) };
136
- }
137
-
138
- private emitProgress(state: GameState, ctx: StrategyContext): void {
139
- const now = Date.now();
140
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
- ctx.lastProgressNotifyAt = now;
142
-
143
- const room = state.you.room ?? '未知';
144
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
-
147
- const visibleTargetNames = this.socialTargets
148
- .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
- .map(st => st.target);
150
-
151
- let msg = `[进度] 当前在${room}。`;
152
- if (visibleTargetNames.length > 0) {
153
- msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
- } else {
155
- msg += `社交目标不在视野内,正在做任务。`;
156
- }
157
- msg += ` 任务进度 ${completed}/${total}。`;
158
-
159
- ctx.notifications.push(msg);
160
- }
161
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ firstAvailableTask,
6
+ isTargetAlive,
7
+ matchesTarget,
8
+ PROGRESS_INTERVAL_MS,
9
+ reportCorpseDecision,
10
+ TASK_SUBMIT_RADIUS,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ export interface SocialTarget {
16
+ target: string;
17
+ greeting: string | null;
18
+ }
19
+
20
+ interface SocialTargetState {
21
+ greetingSent: boolean;
22
+ lastSpeechTime: number;
23
+ silenceNotified: boolean;
24
+ }
25
+
26
+ const GREETING_DISTANCE = 200;
27
+ const SILENCE_TIMEOUT_MS = 10_000;
28
+
29
+ export class SocialTaskTop extends Goal {
30
+ private readonly socialTargets: SocialTarget[];
31
+ private readonly targetStates = new Map<string, SocialTargetState>();
32
+
33
+ constructor(socialTargets: SocialTarget[]) {
34
+ super();
35
+ this.socialTargets = socialTargets;
36
+ for (const st of socialTargets) {
37
+ this.targetStates.set(st.target, {
38
+ greetingSent: false,
39
+ lastSpeechTime: 0,
40
+ silenceNotified: false,
41
+ });
42
+ }
43
+ }
44
+
45
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
+ const decisions: BehaviorDecision[] = [];
47
+ const now = Date.now();
48
+
49
+ const corpseDecision = reportCorpseDecision(state, ctx);
50
+ if (corpseDecision) {
51
+ this.emitProgress(state, ctx);
52
+ return [corpseDecision];
53
+ }
54
+
55
+ for (const st of this.socialTargets) {
56
+ if (!isTargetAlive(state, st.target, ctx)) continue;
57
+
58
+ const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
+ if (!visiblePlayer) continue;
60
+
61
+ const targetState = this.targetStates.get(st.target)!;
62
+ const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
+
64
+ const targetSpeechEvent = (state.new_events ?? []).find(
65
+ evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
+ );
67
+
68
+ if (targetSpeechEvent) {
69
+ targetState.lastSpeechTime = now;
70
+ targetState.silenceNotified = false;
71
+
72
+ const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
+ const seatNum = visiblePlayer.seat ?? st.target;
74
+ ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
+ this.emitProgress(state, ctx);
76
+ return decisions;
77
+ }
78
+
79
+ if (st.greeting != null && !targetState.greetingSent) {
80
+ if (d > GREETING_DISTANCE) {
81
+ if (state.you.doing_task) {
82
+ this.emitProgress(state, ctx);
83
+ return decisions;
84
+ }
85
+ decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
+ this.emitProgress(state, ctx);
87
+ return decisions;
88
+ }
89
+ decisions.push({ action: Action.speech(st.greeting) });
90
+ targetState.greetingSent = true;
91
+ targetState.lastSpeechTime = now;
92
+ targetState.silenceNotified = false;
93
+ const seatNum = visiblePlayer.seat ?? st.target;
94
+ ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
+ this.emitProgress(state, ctx);
96
+ return decisions;
97
+ }
98
+
99
+ if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
+ if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
+ if (!targetState.silenceNotified) {
102
+ targetState.silenceNotified = true;
103
+ const seatNum = visiblePlayer.seat ?? st.target;
104
+ ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
+ }
106
+ continue;
107
+ }
108
+ }
109
+
110
+ if (targetState.greetingSent) {
111
+ this.emitProgress(state, ctx);
112
+ return decisions;
113
+ }
114
+
115
+ }
116
+
117
+ const taskDecision = this.tryTask(state, ctx);
118
+ if (taskDecision) decisions.push(taskDecision);
119
+
120
+ this.emitProgress(state, ctx);
121
+ return decisions;
122
+ }
123
+
124
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
+ if (!task) return null;
127
+
128
+ const isEmergencyTask = task === ctx.emergency;
129
+ if (state.you.doing_task && !isEmergencyTask) return null;
130
+
131
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
+ return { action: Action.doTask(task.task_name) };
134
+ }
135
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
136
+ }
137
+
138
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
139
+ const now = Date.now();
140
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
+ ctx.lastProgressNotifyAt = now;
142
+
143
+ const room = state.you.room ?? '未知';
144
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
+
147
+ const visibleTargetNames = this.socialTargets
148
+ .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
+ .map(st => st.target);
150
+
151
+ let msg = `[进度] 当前在${room}。`;
152
+ if (visibleTargetNames.length > 0) {
153
+ msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
+ } else {
155
+ msg += `社交目标不在视野内,正在做任务。`;
156
+ }
157
+ msg += ` 任务进度 ${completed}/${total}。`;
158
+
159
+ ctx.notifications.push(msg);
160
+ }
161
+ }
@@ -1,163 +1,163 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- firstAvailableTask,
7
- hasKillUseRemaining,
8
- isTargetAlive,
9
- killCooldownSecs,
10
- killCommitRange,
11
- LONE_FOLLOW_DISTANCE,
12
- matchesTarget,
13
- PROGRESS_INTERVAL_MS,
14
- reportCorpseDecision,
15
- TASK_SUBMIT_RADIUS,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
- import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
-
21
- type VisibleTargetMatch = {
22
- player: GameState['players'][number];
23
- dist: number;
24
- };
25
-
26
- export class TaskKillReportTop extends Goal {
27
- private readonly targets: string[];
28
- private readonly targetSpottedNotified = new Set<string>();
29
-
30
- constructor(targets: string[]) {
31
- super();
32
- this.targets = [...targets];
33
- }
34
-
35
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
- const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
- if (allDead) {
38
- ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
- this.emitProgress(state, ctx);
40
- this.clearSub();
41
- return [];
42
- }
43
-
44
- const visibleMatches = this.visibleTargets(state, ctx);
45
- const cd = killCooldownSecs(state);
46
- const hasKill = hasKillUseRemaining(state);
47
- const killReady = canUseKill(state);
48
-
49
- if (visibleMatches.length > 0 && hasKill) {
50
- const nearest = visibleMatches[0];
51
-
52
- if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
- this.targetSpottedNotified.add(nearest.player.name);
54
- ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
- }
56
-
57
- if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
- ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
- return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
- }
61
-
62
- if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
- return this.emitDecisions(
64
- state,
65
- ctx,
66
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
- URGENT_GOAL_PRIORITY,
68
- );
69
- }
70
-
71
- if (!killReady) {
72
- if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
- return this.emitDecisions(
74
- state,
75
- ctx,
76
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
- URGENT_GOAL_PRIORITY,
78
- );
79
- }
80
- this.emitProgress(state, ctx);
81
- this.clearSub();
82
- return [];
83
- }
84
- } else {
85
- this.targetSpottedNotified.clear();
86
- }
87
-
88
- const reportDecision = reportCorpseDecision(state, ctx);
89
- if (reportDecision) {
90
- return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
- }
92
-
93
- const taskDecision = this.tryTask(state, ctx);
94
- if (taskDecision) {
95
- return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
- }
97
-
98
- this.emitProgress(state, ctx);
99
- this.clearSub();
100
- return [];
101
- }
102
-
103
- private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
- const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
- return state.players
106
- .map(player => {
107
- if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
- const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
- return { player, dist: d };
110
- })
111
- .filter((match): match is VisibleTargetMatch => match !== null)
112
- .sort((a, b) => a.dist - b.dist);
113
- }
114
-
115
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
- if (state.you.doing_task) return null;
117
-
118
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
- if (!task) return null;
120
-
121
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
- return { action: Action.doTask(task.task_name) };
124
- }
125
- return { action: Action.move({ x: task.x!, y: task.y! }) };
126
- }
127
-
128
- private emitDecisions(
129
- state: GameState,
130
- ctx: StrategyContext,
131
- decisions: BehaviorDecision[],
132
- priority: number,
133
- ): BehaviorDecision[] {
134
- this.emitProgress(state, ctx);
135
- return emitLeaf(this, decisions, priority);
136
- }
137
-
138
- private clearSub(): void {
139
- if (this.subGoal) this.removeSubGoal();
140
- }
141
-
142
- private emitProgress(state: GameState, ctx: StrategyContext): void {
143
- const now = Date.now();
144
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
- ctx.lastProgressNotifyAt = now;
146
-
147
- const room = state.you.room ?? '未知';
148
- const cd = killCooldownSecs(state);
149
- const killsRemaining = state.you.kills_remaining;
150
- const targetNames = this.targets.join(', ');
151
- const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
-
153
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
-
156
- let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
- if (killsRemaining === 0) msg += '出刀次数已用完。';
159
- msg += ` 任务进度 ${completed}/${total}。`;
160
-
161
- ctx.notifications.push(msg);
162
- }
163
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ firstAvailableTask,
7
+ hasKillUseRemaining,
8
+ isTargetAlive,
9
+ killCooldownSecs,
10
+ killCommitRange,
11
+ LONE_FOLLOW_DISTANCE,
12
+ matchesTarget,
13
+ PROGRESS_INTERVAL_MS,
14
+ reportCorpseDecision,
15
+ TASK_SUBMIT_RADIUS,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+ import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
+
21
+ type VisibleTargetMatch = {
22
+ player: GameState['players'][number];
23
+ dist: number;
24
+ };
25
+
26
+ export class TaskKillReportTop extends Goal {
27
+ private readonly targets: string[];
28
+ private readonly targetSpottedNotified = new Set<string>();
29
+
30
+ constructor(targets: string[]) {
31
+ super();
32
+ this.targets = [...targets];
33
+ }
34
+
35
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
+ const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
+ if (allDead) {
38
+ ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
+ this.emitProgress(state, ctx);
40
+ this.clearSub();
41
+ return [];
42
+ }
43
+
44
+ const visibleMatches = this.visibleTargets(state, ctx);
45
+ const cd = killCooldownSecs(state);
46
+ const hasKill = hasKillUseRemaining(state);
47
+ const killReady = canUseKill(state);
48
+
49
+ if (visibleMatches.length > 0 && hasKill) {
50
+ const nearest = visibleMatches[0];
51
+
52
+ if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
+ this.targetSpottedNotified.add(nearest.player.name);
54
+ ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
+ }
56
+
57
+ if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
+ ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
+ return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
+ }
61
+
62
+ if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
+ return this.emitDecisions(
64
+ state,
65
+ ctx,
66
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
+ URGENT_GOAL_PRIORITY,
68
+ );
69
+ }
70
+
71
+ if (!killReady) {
72
+ if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
+ return this.emitDecisions(
74
+ state,
75
+ ctx,
76
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
+ URGENT_GOAL_PRIORITY,
78
+ );
79
+ }
80
+ this.emitProgress(state, ctx);
81
+ this.clearSub();
82
+ return [];
83
+ }
84
+ } else {
85
+ this.targetSpottedNotified.clear();
86
+ }
87
+
88
+ const reportDecision = reportCorpseDecision(state, ctx);
89
+ if (reportDecision) {
90
+ return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
+ }
92
+
93
+ const taskDecision = this.tryTask(state, ctx);
94
+ if (taskDecision) {
95
+ return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
+ }
97
+
98
+ this.emitProgress(state, ctx);
99
+ this.clearSub();
100
+ return [];
101
+ }
102
+
103
+ private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
+ const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
+ return state.players
106
+ .map(player => {
107
+ if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
+ const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
+ return { player, dist: d };
110
+ })
111
+ .filter((match): match is VisibleTargetMatch => match !== null)
112
+ .sort((a, b) => a.dist - b.dist);
113
+ }
114
+
115
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
+ if (state.you.doing_task) return null;
117
+
118
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
+ if (!task) return null;
120
+
121
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
+ return { action: Action.doTask(task.task_name) };
124
+ }
125
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
126
+ }
127
+
128
+ private emitDecisions(
129
+ state: GameState,
130
+ ctx: StrategyContext,
131
+ decisions: BehaviorDecision[],
132
+ priority: number,
133
+ ): BehaviorDecision[] {
134
+ this.emitProgress(state, ctx);
135
+ return emitLeaf(this, decisions, priority);
136
+ }
137
+
138
+ private clearSub(): void {
139
+ if (this.subGoal) this.removeSubGoal();
140
+ }
141
+
142
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
143
+ const now = Date.now();
144
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
+ ctx.lastProgressNotifyAt = now;
146
+
147
+ const room = state.you.room ?? '未知';
148
+ const cd = killCooldownSecs(state);
149
+ const killsRemaining = state.you.kills_remaining;
150
+ const targetNames = this.targets.join(', ');
151
+ const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
+
153
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
+
156
+ let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
159
+ msg += ` 任务进度 ${completed}/${total}。`;
160
+
161
+ ctx.notifications.push(msg);
162
+ }
163
+ }