@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.
- package/README.md +377 -427
- package/bin/clawclaw-cli.mjs +3 -3
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/check-skill-command-surface.mjs +116 -0
- package/scripts/find-hide-spots.py +157 -157
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +245 -245
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +246 -244
- package/skills/clawclaw/references/CHATTERBOX.md +141 -142
- package/skills/clawclaw/references/COMMANDS.md +155 -148
- package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +42 -45
- package/skills/clawclaw/references/STRATEGIES.md +59 -59
- package/skills/clawclaw/references/STREAM.md +93 -91
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +110 -110
- package/src/commands/_schema.ts +124 -109
- package/src/commands/account.ts +209 -209
- package/src/commands/do.test.ts +84 -73
- package/src/commands/do.ts +130 -126
- package/src/commands/events.test.ts +71 -71
- package/src/commands/events.ts +221 -155
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -84
- package/src/commands/game.ts +1113 -1047
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +13 -13
- package/src/commands/knowledge.ts +139 -139
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -45
- package/src/commands/persona.ts +57 -57
- package/src/commands/setup/codex.ts +266 -266
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +145 -145
- package/src/commands/strategy.ts +181 -181
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +999 -977
- package/src/commands/watch.ts +660 -658
- package/src/lib/auth.test.ts +74 -74
- package/src/lib/auth.ts +186 -186
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +403 -391
- package/src/lib/game-context.ts +92 -0
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +121 -121
- package/src/lib/hub-reminder.ts +75 -75
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +120 -120
- package/src/lib/knowledge-store.test.ts +170 -170
- package/src/lib/knowledge-store.ts +369 -369
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +232 -232
- package/src/lib/strategy-export.ts +242 -242
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-format.test.ts +243 -215
- package/src/pipeline/event-format.ts +501 -485
- package/src/pipeline/event-hints.ts +195 -190
- package/src/pipeline/event-store.test.ts +28 -28
- package/src/pipeline/event-store.ts +193 -193
- package/src/pipeline/pipeline.ts +35 -35
- package/src/pipeline/player-projection.test.ts +119 -0
- package/src/pipeline/player-projection.ts +380 -0
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +209 -141
- package/src/runtime/event-daemon.ts +519 -457
- package/src/runtime/owner-control.ts +150 -150
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -107
- package/src/runtime/ws-client.test.ts +125 -104
- package/src/runtime/ws-client.ts +287 -272
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +110 -110
- package/src/sdk/types.ts +161 -161
- package/src/strategies/avoid-lone.ts +12 -12
- package/src/strategies/avoid-players.knowledge.md +19 -19
- package/src/strategies/avoid-players.ts +16 -16
- package/src/strategies/corpse-patrol.ts +23 -23
- package/src/strategies/crab-sabotage.ts +22 -22
- package/src/strategies/custom-module.test.ts +270 -270
- package/src/strategies/find-player.ts +17 -17
- package/src/strategies/game-utils.test.ts +242 -242
- package/src/strategies/game-utils.ts +846 -846
- package/src/strategies/goals/anchor-linger.ts +77 -77
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +113 -113
- package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/follow-companion-goal.ts +106 -106
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/hide-top.ts +197 -197
- package/src/strategies/goals/keep-away-goal.ts +221 -221
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +27 -27
- package/src/strategies/goals/linger-corpse-goal.ts +35 -35
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +133 -133
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +224 -224
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
- package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/hide-spots.ts +59 -59
- package/src/strategies/hide.ts +24 -24
- package/src/strategies/kill-frenzy.ts +13 -13
- package/src/strategies/kill-lone.knowledge.md +17 -17
- package/src/strategies/kill-lone.ts +14 -14
- package/src/strategies/kill-target.ts +19 -19
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +179 -179
- package/src/strategies/lone-kill-task.ts +22 -22
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +16 -16
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/off-route-points.ts +105 -105
- package/src/strategies/paradise-fish.knowledge.md +19 -19
- package/src/strategies/paradise-fish.ts +26 -26
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +355 -355
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +12 -12
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +12 -12
- package/src/strategies/shrimp-memory.knowledge.md +19 -19
- package/src/strategies/shrimp-memory.ts +26 -26
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +50 -50
- package/src/strategies/spawn.ts +82 -82
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.test.ts +15 -0
- package/src/strategies/strategy-loop.ts +776 -771
- package/src/strategies/task-kill-report.ts +18 -18
- package/src/strategies/task-only.ts +12 -12
- package/src/strategies/task-report.ts +23 -23
- package/src/strategies/types.ts +109 -109
- package/src/strategies/warrior-memory.knowledge.md +21 -21
- package/src/strategies/warrior-memory.ts +17 -17
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for (const line of readNewLines()) {
|
|
39
|
+
const events = extractNewEvents(line);
|
|
40
|
+
for (const evt of events.length > 0 ? events : [line]) add(evt, true);
|
|
41
|
+
}
|
|
42
|
+
for (const evt of httpEvents) add(evt);
|
|
43
|
+
return out.sort(compareEvents).map(item => item.event);
|
|
44
|
+
},
|
|
45
|
+
};
|
|
46
|
+
|
|
47
|
+
function readNewLines(): Record<string, any>[] {
|
|
48
|
+
if (!existsSync(eventLogPath)) { pos = 0; return []; }
|
|
49
|
+
let stat;
|
|
50
|
+
try { stat = statSync(eventLogPath); } catch { return []; }
|
|
51
|
+
if (stat.size < pos) pos = 0;
|
|
52
|
+
if (stat.size === pos) return [];
|
|
53
|
+
|
|
54
|
+
let fd: number;
|
|
55
|
+
try { fd = openSync(eventLogPath, 'r'); } catch { return []; }
|
|
56
|
+
const buf = Buffer.alloc(stat.size - pos);
|
|
57
|
+
try {
|
|
58
|
+
readSync(fd, buf, 0, buf.length, pos);
|
|
59
|
+
} finally {
|
|
60
|
+
closeSync(fd);
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
const cut = buf.lastIndexOf(0x0A);
|
|
64
|
+
if (cut < 0) return [];
|
|
65
|
+
const chunk = buf.subarray(0, cut).toString('utf8');
|
|
66
|
+
pos += cut + 1;
|
|
67
|
+
return chunk.split('\n').flatMap(parseLine);
|
|
68
|
+
}
|
|
69
|
+
}
|
|
70
|
+
|
|
71
|
+
function eventKey(evt: Record<string, any>): string {
|
|
72
|
+
return evt.tick == null ? JSON.stringify(evt) : KEY_FIELDS.map(k => evt[k] ?? '').join('|');
|
|
73
|
+
}
|
|
74
|
+
|
|
75
|
+
function compareEvents(a: { event: Record<string, any>; order: number }, b: { event: Record<string, any>; order: number }): number {
|
|
76
|
+
const at = typeof a.event.tick === 'number' && Number.isFinite(a.event.tick) ? a.event.tick : null;
|
|
77
|
+
const bt = typeof b.event.tick === 'number' && Number.isFinite(b.event.tick) ? b.event.tick : null;
|
|
78
|
+
if (at != null && bt != null && at !== bt) return at - bt;
|
|
79
|
+
return a.order - b.order;
|
|
80
|
+
}
|
|
81
|
+
|
|
82
|
+
function parseLine(line: string): Record<string, any>[] {
|
|
83
|
+
if (!line.trim()) return [];
|
|
84
|
+
try {
|
|
85
|
+
const obj = JSON.parse(line);
|
|
86
|
+
return obj && typeof obj === 'object' ? [obj] : [];
|
|
87
|
+
} catch {
|
|
88
|
+
return [];
|
|
89
|
+
}
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
function sizeOf(path: string): number {
|
|
93
|
+
try {
|
|
94
|
+
return existsSync(path) ? statSync(path).size : 0;
|
|
95
|
+
} catch {
|
|
96
|
+
return 0;
|
|
97
|
+
}
|
|
98
|
+
}
|
|
@@ -1,105 +1,105 @@
|
|
|
1
|
-
import type { Position } from '../sdk/types.js';
|
|
2
|
-
import { dist } from './game-utils.js';
|
|
3
|
-
import { assessRoutes } from './pathfind/escape-planner.js';
|
|
4
|
-
|
|
5
|
-
/**
|
|
6
|
-
* 离线从烘焙地图算出的「离路点」:远离任务点/出生点、避开走廊与枢纽的低人流坐标
|
|
7
|
-
* (世界像素,与 GameState / 可行走网格同坐标系)。HIDE_SPOTS(藏身角落)是它的具体集合,
|
|
8
|
-
* 共用下面的选点器。
|
|
9
|
-
*/
|
|
10
|
-
export interface OffRoutePoint extends Position {
|
|
11
|
-
/** 所在房间,仅供日志/调试。 */
|
|
12
|
-
room: string;
|
|
13
|
-
}
|
|
14
|
-
|
|
15
|
-
export interface NearestSafePointOptions<T extends Position = Position> {
|
|
16
|
-
/** 点离任一威胁多近就硬排除。 */
|
|
17
|
-
threatExcludeRadius: number;
|
|
18
|
-
/** 去该点的测地路径经过威胁这个距离内也排除(避免走向把守者)。 */
|
|
19
|
-
pathThreatRadius: number;
|
|
20
|
-
/** 当前已选点:仍是合法候选就保持不变,杜绝等距摇摆。 */
|
|
21
|
-
stickyTo?: T | null;
|
|
22
|
-
/** 被标记为不可达的移动目标:在其附近的点跳过。 */
|
|
23
|
-
blockedTarget?: Position | null;
|
|
24
|
-
}
|
|
25
|
-
|
|
26
|
-
const BLOCKED_RADIUS = 12;
|
|
27
|
-
|
|
28
|
-
function samePoint(a: Position, b: Position): boolean {
|
|
29
|
-
return a.x === b.x && a.y === b.y;
|
|
30
|
-
}
|
|
31
|
-
|
|
32
|
-
/** 所有点都被威胁封死时的兜底:离威胁最远的点(仍好过原地等死)。 */
|
|
33
|
-
function farthestFromThreats<T extends Position>(
|
|
34
|
-
points: readonly T[],
|
|
35
|
-
threatPoints: Position[],
|
|
36
|
-
blocked?: Position | null,
|
|
37
|
-
): T | null {
|
|
38
|
-
let best: T | null = null;
|
|
39
|
-
let bestMin = -Infinity;
|
|
40
|
-
for (const s of points) {
|
|
41
|
-
if (blocked && dist(s.x, s.y, blocked.x, blocked.y) <= BLOCKED_RADIUS) continue;
|
|
42
|
-
const minD = threatPoints.length === 0 ? 0 : Math.min(...threatPoints.map(p => dist(s.x, s.y, p.x, p.y)));
|
|
43
|
-
if (minD > bestMin) {
|
|
44
|
-
bestMin = minD;
|
|
45
|
-
best = s;
|
|
46
|
-
}
|
|
47
|
-
}
|
|
48
|
-
return best;
|
|
49
|
-
}
|
|
50
|
-
|
|
51
|
-
/**
|
|
52
|
-
* 从离线点集里选「测地最近的安全点」:威胁旁的点硬排除、去路经过威胁附近的点排除,余者取测地最近
|
|
53
|
-
* (distance-field 一次扫描;测地不可达按欧氏垫底),带粘性(当前点仍合法就不换)。全部被威胁封死
|
|
54
|
-
* 时退回「离威胁最远」的点。nearestSafeHideSpot 复用此选点器。
|
|
55
|
-
*/
|
|
56
|
-
export function nearestSafePoint<T extends Position>(
|
|
57
|
-
points: readonly T[],
|
|
58
|
-
from: Position,
|
|
59
|
-
threatPoints: Position[],
|
|
60
|
-
opts: NearestSafePointOptions<T>,
|
|
61
|
-
): T | null {
|
|
62
|
-
const excludeR = opts.threatExcludeRadius;
|
|
63
|
-
const blocked = opts.blockedTarget ?? null;
|
|
64
|
-
|
|
65
|
-
const candidates = points.filter(s =>
|
|
66
|
-
(!blocked || dist(s.x, s.y, blocked.x, blocked.y) > BLOCKED_RADIUS)
|
|
67
|
-
&& !threatPoints.some(p => dist(s.x, s.y, p.x, p.y) <= excludeR));
|
|
68
|
-
|
|
69
|
-
if (candidates.length === 0) return farthestFromThreats(points, threatPoints, blocked);
|
|
70
|
-
|
|
71
|
-
// 无威胁时粘性可零成本短路(不必为路径检查扫距离场)。
|
|
72
|
-
if (opts.stickyTo && threatPoints.length === 0) {
|
|
73
|
-
const sticky = candidates.find(c => samePoint(c, opts.stickyTo!));
|
|
74
|
-
if (sticky) return sticky;
|
|
75
|
-
}
|
|
76
|
-
|
|
77
|
-
const routes = assessRoutes(
|
|
78
|
-
from,
|
|
79
|
-
candidates.map(c => ({ x: c.x, y: c.y })),
|
|
80
|
-
threatPoints,
|
|
81
|
-
opts.pathThreatRadius,
|
|
82
|
-
);
|
|
83
|
-
const indexed = candidates.map((c, i) => ({ c, i }));
|
|
84
|
-
const viable = routes == null ? indexed : indexed.filter(({ i }) => !routes[i].nearThreat);
|
|
85
|
-
const pool = viable.length > 0 ? viable : indexed;
|
|
86
|
-
|
|
87
|
-
if (opts.stickyTo) {
|
|
88
|
-
const sticky = pool.find(({ c }) => samePoint(c, opts.stickyTo!));
|
|
89
|
-
if (sticky) return sticky.c;
|
|
90
|
-
}
|
|
91
|
-
|
|
92
|
-
// 测地最近(distance-field 距离;测地不可达按欧氏垫底)。
|
|
93
|
-
let best = pool[0].c;
|
|
94
|
-
let bestScore = Infinity;
|
|
95
|
-
for (const { c, i } of pool) {
|
|
96
|
-
const euclid = dist(from.x, from.y, c.x, c.y);
|
|
97
|
-
const geo = routes?.[i].distancePx;
|
|
98
|
-
const score = geo == null ? euclid : geo !== Infinity ? geo : euclid + 1e6;
|
|
99
|
-
if (score < bestScore) {
|
|
100
|
-
bestScore = score;
|
|
101
|
-
best = c;
|
|
102
|
-
}
|
|
103
|
-
}
|
|
104
|
-
return best;
|
|
105
|
-
}
|
|
1
|
+
import type { Position } from '../sdk/types.js';
|
|
2
|
+
import { dist } from './game-utils.js';
|
|
3
|
+
import { assessRoutes } from './pathfind/escape-planner.js';
|
|
4
|
+
|
|
5
|
+
/**
|
|
6
|
+
* 离线从烘焙地图算出的「离路点」:远离任务点/出生点、避开走廊与枢纽的低人流坐标
|
|
7
|
+
* (世界像素,与 GameState / 可行走网格同坐标系)。HIDE_SPOTS(藏身角落)是它的具体集合,
|
|
8
|
+
* 共用下面的选点器。
|
|
9
|
+
*/
|
|
10
|
+
export interface OffRoutePoint extends Position {
|
|
11
|
+
/** 所在房间,仅供日志/调试。 */
|
|
12
|
+
room: string;
|
|
13
|
+
}
|
|
14
|
+
|
|
15
|
+
export interface NearestSafePointOptions<T extends Position = Position> {
|
|
16
|
+
/** 点离任一威胁多近就硬排除。 */
|
|
17
|
+
threatExcludeRadius: number;
|
|
18
|
+
/** 去该点的测地路径经过威胁这个距离内也排除(避免走向把守者)。 */
|
|
19
|
+
pathThreatRadius: number;
|
|
20
|
+
/** 当前已选点:仍是合法候选就保持不变,杜绝等距摇摆。 */
|
|
21
|
+
stickyTo?: T | null;
|
|
22
|
+
/** 被标记为不可达的移动目标:在其附近的点跳过。 */
|
|
23
|
+
blockedTarget?: Position | null;
|
|
24
|
+
}
|
|
25
|
+
|
|
26
|
+
const BLOCKED_RADIUS = 12;
|
|
27
|
+
|
|
28
|
+
function samePoint(a: Position, b: Position): boolean {
|
|
29
|
+
return a.x === b.x && a.y === b.y;
|
|
30
|
+
}
|
|
31
|
+
|
|
32
|
+
/** 所有点都被威胁封死时的兜底:离威胁最远的点(仍好过原地等死)。 */
|
|
33
|
+
function farthestFromThreats<T extends Position>(
|
|
34
|
+
points: readonly T[],
|
|
35
|
+
threatPoints: Position[],
|
|
36
|
+
blocked?: Position | null,
|
|
37
|
+
): T | null {
|
|
38
|
+
let best: T | null = null;
|
|
39
|
+
let bestMin = -Infinity;
|
|
40
|
+
for (const s of points) {
|
|
41
|
+
if (blocked && dist(s.x, s.y, blocked.x, blocked.y) <= BLOCKED_RADIUS) continue;
|
|
42
|
+
const minD = threatPoints.length === 0 ? 0 : Math.min(...threatPoints.map(p => dist(s.x, s.y, p.x, p.y)));
|
|
43
|
+
if (minD > bestMin) {
|
|
44
|
+
bestMin = minD;
|
|
45
|
+
best = s;
|
|
46
|
+
}
|
|
47
|
+
}
|
|
48
|
+
return best;
|
|
49
|
+
}
|
|
50
|
+
|
|
51
|
+
/**
|
|
52
|
+
* 从离线点集里选「测地最近的安全点」:威胁旁的点硬排除、去路经过威胁附近的点排除,余者取测地最近
|
|
53
|
+
* (distance-field 一次扫描;测地不可达按欧氏垫底),带粘性(当前点仍合法就不换)。全部被威胁封死
|
|
54
|
+
* 时退回「离威胁最远」的点。nearestSafeHideSpot 复用此选点器。
|
|
55
|
+
*/
|
|
56
|
+
export function nearestSafePoint<T extends Position>(
|
|
57
|
+
points: readonly T[],
|
|
58
|
+
from: Position,
|
|
59
|
+
threatPoints: Position[],
|
|
60
|
+
opts: NearestSafePointOptions<T>,
|
|
61
|
+
): T | null {
|
|
62
|
+
const excludeR = opts.threatExcludeRadius;
|
|
63
|
+
const blocked = opts.blockedTarget ?? null;
|
|
64
|
+
|
|
65
|
+
const candidates = points.filter(s =>
|
|
66
|
+
(!blocked || dist(s.x, s.y, blocked.x, blocked.y) > BLOCKED_RADIUS)
|
|
67
|
+
&& !threatPoints.some(p => dist(s.x, s.y, p.x, p.y) <= excludeR));
|
|
68
|
+
|
|
69
|
+
if (candidates.length === 0) return farthestFromThreats(points, threatPoints, blocked);
|
|
70
|
+
|
|
71
|
+
// 无威胁时粘性可零成本短路(不必为路径检查扫距离场)。
|
|
72
|
+
if (opts.stickyTo && threatPoints.length === 0) {
|
|
73
|
+
const sticky = candidates.find(c => samePoint(c, opts.stickyTo!));
|
|
74
|
+
if (sticky) return sticky;
|
|
75
|
+
}
|
|
76
|
+
|
|
77
|
+
const routes = assessRoutes(
|
|
78
|
+
from,
|
|
79
|
+
candidates.map(c => ({ x: c.x, y: c.y })),
|
|
80
|
+
threatPoints,
|
|
81
|
+
opts.pathThreatRadius,
|
|
82
|
+
);
|
|
83
|
+
const indexed = candidates.map((c, i) => ({ c, i }));
|
|
84
|
+
const viable = routes == null ? indexed : indexed.filter(({ i }) => !routes[i].nearThreat);
|
|
85
|
+
const pool = viable.length > 0 ? viable : indexed;
|
|
86
|
+
|
|
87
|
+
if (opts.stickyTo) {
|
|
88
|
+
const sticky = pool.find(({ c }) => samePoint(c, opts.stickyTo!));
|
|
89
|
+
if (sticky) return sticky.c;
|
|
90
|
+
}
|
|
91
|
+
|
|
92
|
+
// 测地最近(distance-field 距离;测地不可达按欧氏垫底)。
|
|
93
|
+
let best = pool[0].c;
|
|
94
|
+
let bestScore = Infinity;
|
|
95
|
+
for (const { c, i } of pool) {
|
|
96
|
+
const euclid = dist(from.x, from.y, c.x, c.y);
|
|
97
|
+
const geo = routes?.[i].distancePx;
|
|
98
|
+
const score = geo == null ? euclid : geo !== Infinity ? geo : euclid + 1e6;
|
|
99
|
+
if (score < bestScore) {
|
|
100
|
+
bestScore = score;
|
|
101
|
+
best = c;
|
|
102
|
+
}
|
|
103
|
+
}
|
|
104
|
+
return best;
|
|
105
|
+
}
|
|
@@ -1,19 +1,19 @@
|
|
|
1
|
-
# paradise-fish 知识契约
|
|
2
|
-
|
|
3
|
-
`paradise-fish` 只读取两档玩家标记,**未标记的一律默认「被怀疑」**:
|
|
4
|
-
|
|
5
|
-
| 标记 | 行为 |
|
|
6
|
-
|------|------|
|
|
7
|
-
| `hostile`(坏人) | 敌对带刀者:无尸体时进入视野便硬寻路远离 |
|
|
8
|
-
| `trusted`(好人) | 可信:可与其抱团、靠近站定伪装做任务 |
|
|
9
|
-
| 未标记(被怀疑) | 无尸体、无可信同伴且单人贴近时保持距离;多人互为目击者则照常活动 |
|
|
10
|
-
|
|
11
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-
天堂鱼不出刀,因此坏人与被怀疑者都表现为回避(坏人硬躲、被怀疑者按目击者规则保持距离)。发现尸体时仍优先执行尸体旁游走逻辑,不报警。
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12
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-
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13
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-
```bash
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14
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-
ccl knowledge mark 5 hostile --note "确认危险"
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15
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-
ccl knowledge mark 3 trusted --note "可以抱团"
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16
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-
ccl knowledge del player 5 # 取消标记 → 回到默认「被怀疑」
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17
|
-
```
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18
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-
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19
|
-
`role` 是纯身份事实,不直接控制策略。
|
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1
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+
# paradise-fish 知识契约
|
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2
|
+
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3
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+
`paradise-fish` 只读取两档玩家标记,**未标记的一律默认「被怀疑」**:
|
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4
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+
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5
|
+
| 标记 | 行为 |
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6
|
+
|------|------|
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7
|
+
| `hostile`(坏人) | 敌对带刀者:无尸体时进入视野便硬寻路远离 |
|
|
8
|
+
| `trusted`(好人) | 可信:可与其抱团、靠近站定伪装做任务 |
|
|
9
|
+
| 未标记(被怀疑) | 无尸体、无可信同伴且单人贴近时保持距离;多人互为目击者则照常活动 |
|
|
10
|
+
|
|
11
|
+
天堂鱼不出刀,因此坏人与被怀疑者都表现为回避(坏人硬躲、被怀疑者按目击者规则保持距离)。发现尸体时仍优先执行尸体旁游走逻辑,不报警。
|
|
12
|
+
|
|
13
|
+
```bash
|
|
14
|
+
ccl knowledge mark 5 hostile --note "确认危险"
|
|
15
|
+
ccl knowledge mark 3 trusted --note "可以抱团"
|
|
16
|
+
ccl knowledge del player 5 # 取消标记 → 回到默认「被怀疑」
|
|
17
|
+
```
|
|
18
|
+
|
|
19
|
+
`role` 是纯身份事实,不直接控制策略。
|
|
@@ -1,26 +1,26 @@
|
|
|
1
|
-
import type { StrategyEntry } from './types.js';
|
|
2
|
-
import { GoalRootStrategy } from './goals/goal-root-strategy.js';
|
|
3
|
-
import { ParadiseFishTop } from './goals/paradise-fish-top.js';
|
|
4
|
-
import { parseGreetingArgs } from './greeting.js';
|
|
5
|
-
|
|
6
|
-
class ParadiseFishStrategy extends GoalRootStrategy {
|
|
7
|
-
constructor(private readonly greetingPhrases: string[]) {
|
|
8
|
-
super('paradise-fish', () => new ParadiseFishTop(greetingPhrases), {
|
|
9
|
-
resetOnMeetingResume: false,
|
|
10
|
-
});
|
|
11
|
-
}
|
|
12
|
-
|
|
13
|
-
speechWarmupTexts(): string[] {
|
|
14
|
-
return this.greetingPhrases;
|
|
15
|
-
}
|
|
16
|
-
}
|
|
17
|
-
|
|
18
|
-
export const strategy: StrategyEntry = {
|
|
19
|
-
id: 'paradise-fish',
|
|
20
|
-
name: '天堂鱼',
|
|
21
|
-
description:
|
|
22
|
-
'天堂鱼·进阶版(中立,不报警、不做任务,靠被投票出局取胜;corpse-patrol 的带记忆升级)。读取 ccl knowledge 两档标记(hostile=坏人 / trusted=好人),未标记的一律默认被怀疑:hostile 视为危险硬寻路远离,被怀疑者按目击者规则保持距离,trusted 视为可抱团的可信同伴。发现尸体绝不报警,贴着尸体游走制造嫌疑;附近有人时远离那人但仍在尸体附近活动。残局(已知存活≤6)出现紧急维修任务时,会在没有带刀坏人需要躲避时优先抢着去做(先于对陌生人保持距离/贴尸/抱团),阻止蟹靠破坏倒计时取胜。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。',
|
|
23
|
-
create(args?: string[]) {
|
|
24
|
-
return new ParadiseFishStrategy(parseGreetingArgs(args, 'paradise-fish'));
|
|
25
|
-
},
|
|
26
|
-
};
|
|
1
|
+
import type { StrategyEntry } from './types.js';
|
|
2
|
+
import { GoalRootStrategy } from './goals/goal-root-strategy.js';
|
|
3
|
+
import { ParadiseFishTop } from './goals/paradise-fish-top.js';
|
|
4
|
+
import { parseGreetingArgs } from './greeting.js';
|
|
5
|
+
|
|
6
|
+
class ParadiseFishStrategy extends GoalRootStrategy {
|
|
7
|
+
constructor(private readonly greetingPhrases: string[]) {
|
|
8
|
+
super('paradise-fish', () => new ParadiseFishTop(greetingPhrases), {
|
|
9
|
+
resetOnMeetingResume: false,
|
|
10
|
+
});
|
|
11
|
+
}
|
|
12
|
+
|
|
13
|
+
speechWarmupTexts(): string[] {
|
|
14
|
+
return this.greetingPhrases;
|
|
15
|
+
}
|
|
16
|
+
}
|
|
17
|
+
|
|
18
|
+
export const strategy: StrategyEntry = {
|
|
19
|
+
id: 'paradise-fish',
|
|
20
|
+
name: '天堂鱼',
|
|
21
|
+
description:
|
|
22
|
+
'天堂鱼·进阶版(中立,不报警、不做任务,靠被投票出局取胜;corpse-patrol 的带记忆升级)。读取 ccl knowledge 两档标记(hostile=坏人 / trusted=好人),未标记的一律默认被怀疑:hostile 视为危险硬寻路远离,被怀疑者按目击者规则保持距离,trusted 视为可抱团的可信同伴。发现尸体绝不报警,贴着尸体游走制造嫌疑;附近有人时远离那人但仍在尸体附近活动。残局(已知存活≤6)出现紧急维修任务时,会在没有带刀坏人需要躲避时优先抢着去做(先于对陌生人保持距离/贴尸/抱团),阻止蟹靠破坏倒计时取胜。传入打招呼话术时,视野内出现人就随机发送一条,之后120秒内不再发言。',
|
|
23
|
+
create(args?: string[]) {
|
|
24
|
+
return new ParadiseFishStrategy(parseGreetingArgs(args, 'paradise-fish'));
|
|
25
|
+
},
|
|
26
|
+
};
|