@myclaw163/clawclaw-cli 0.6.71 → 0.6.74

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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
@@ -1,355 +1,355 @@
1
- import type { Position } from '../../sdk/types.js';
2
- import { COST_DIAG, COST_STRAIGHT, FieldCalculator, PX_PER_UNIT, UNITS_PER_PX, type FieldResult } from './distance-field.js';
3
- import { loadWalkableGrid, type WalkableGrid } from './walkable-grid.js';
4
-
5
- // Escape planning against pure-pursuit crabs, in lockstep time steps where
6
- // every crab walks its shortest walkable path toward the shrimp's position at
7
- // the start of each step (same speed as the shrimp):
8
- // - planEscape: beam-search the shrimp move that stays uncaught and maximizes
9
- // the final geodesic distance to the nearest crab.
10
- // - assessEscapeTarget: rate an already-committed target by rolling out the
11
- // fixed walk toward it, so callers can keep a target until it turns bad
12
- // instead of re-targeting every tick.
13
- //
14
- // Model approximations: octile 5/7 geodesics overestimate the server's
15
- // smoothed paths by up to ~8% (symmetrically for both sides), and the
16
- // pure-pursuit crab is more pessimistic than real crabs with vision limits.
17
-
18
- export interface EscapeOptions {
19
- /** Planning horizon in time steps. Default 6. */
20
- steps?: number;
21
- /** Distance each side covers per step, px. Default 144 (120px/s x 1.2s tick). */
22
- stepDist?: number;
23
- /** Geodesic distance at or under which the shrimp counts as caught, px. Default 80 (server kill_range). */
24
- killRange?: number;
25
- /** Beam width. Default 8. */
26
- beamWidth?: number;
27
- /** Distance field radius, px; crabs beyond it are frozen and scored as this far. Default 900. */
28
- fieldRadius?: number;
29
- /** Number of angle buckets for shrimp move candidates. Default 16. */
30
- directions?: number;
31
- }
32
-
33
- export interface EscapePlan {
34
- /** Position after the final step (best struggle endpoint when caught). */
35
- target: Position;
36
- /** Geodesic distance from target to the nearest simulated crab, px; capped at fieldRadius; Infinity with no crabs. */
37
- minCrabDistance: number;
38
- /** One waypoint per survived step (tile centers in world coords). */
39
- path: Position[];
40
- /** True when every branch gets caught within the horizon. */
41
- caught: boolean;
42
- survivedSteps: number;
43
- }
44
-
45
- export interface TargetAssessment {
46
- /** Geodesic distance from the shrimp's current position to the target, px; Infinity if unreachable. */
47
- distanceToTarget: number;
48
- /** Geodesic distance to the nearest crab when the rollout ends (arrival, horizon, or last safe step when caught), px; capped at fieldRadius; Infinity with no crabs. */
49
- minCrabDistance: number;
50
- /** True when walking the fixed path to the target gets caught within the horizon. */
51
- caught: boolean;
52
- survivedSteps: number;
53
- }
54
-
55
- interface Node {
56
- cell: number;
57
- crabCells: number[];
58
- depth: number;
59
- parent: Node | null;
60
- /** Lower bound on the min crab distance, px (beam ranking only). */
61
- proxy: number;
62
- }
63
-
64
- interface ResolvedOptions {
65
- steps: number;
66
- killRange: number;
67
- beamWidth: number;
68
- directions: number;
69
- stepUnits: number;
70
- killUnits: number;
71
- radiusUnits: number;
72
- }
73
-
74
- function resolveOptions(opts: EscapeOptions): ResolvedOptions {
75
- const steps = opts.steps ?? 6;
76
- const stepDist = opts.stepDist ?? 144;
77
- const killRange = opts.killRange ?? 80;
78
- const beamWidth = opts.beamWidth ?? 8;
79
- const fieldRadius = opts.fieldRadius ?? 900;
80
- const directions = opts.directions ?? 16;
81
- return {
82
- steps,
83
- killRange,
84
- beamWidth,
85
- directions,
86
- stepUnits: Math.round(stepDist * UNITS_PER_PX),
87
- killUnits: Math.round(killRange * UNITS_PER_PX),
88
- radiusUnits: Math.round(fieldRadius * UNITS_PER_PX),
89
- };
90
- }
91
-
92
- interface Planner {
93
- grid: WalkableGrid;
94
- calc: FieldCalculator;
95
- }
96
-
97
- let planner: Planner | null = null;
98
-
99
- function getPlanner(): Planner {
100
- if (!planner) {
101
- const grid = loadWalkableGrid();
102
- planner = { grid, calc: new FieldCalculator(grid) };
103
- }
104
- return planner;
105
- }
106
-
107
- function snapCell(grid: WalkableGrid, pos: Position): number {
108
- return grid.snapToWalkable(grid.worldToCell(pos.x, pos.y));
109
- }
110
-
111
- function snapCrabCells(grid: WalkableGrid, crabs: Position[]): number[] {
112
- return crabs.map(crab => snapCell(grid, crab)).filter(cell => cell >= 0);
113
- }
114
-
115
- function euclidPx(grid: WalkableGrid, a: number, b: number): number {
116
- const pa = grid.cellToWorld(a);
117
- const pb = grid.cellToWorld(b);
118
- return Math.hypot(pa.x - pb.x, pa.y - pb.y);
119
- }
120
-
121
- // Both sides traverse their step path in the same time window; sample
122
- // matching fractions and flag any moment within kill range (euclidean,
123
- // ignoring walls — slightly conservative). Catches head-on swaps that the
124
- // endpoint check misses. t=0 is skipped: step-start safety is already
125
- // established geodesically, and a thin wall can make it euclid-close.
126
- function pathsCross(grid: WalkableGrid, killRange: number, shrimpPath: number[], crabPath: number[]): boolean {
127
- for (let k = 1; k <= 8; k++) {
128
- const t = k / 8;
129
- const a = shrimpPath[Math.round(t * (shrimpPath.length - 1))];
130
- const b = crabPath[Math.round(t * (crabPath.length - 1))];
131
- if (euclidPx(grid, a, b) <= killRange) return true;
132
- }
133
- return false;
134
- }
135
-
136
- /** One pursuit step: every crab descends the latest field (source = shrimp) by stepUnits. */
137
- function pursuitStep(calc: FieldCalculator, crabCells: number[], stepUnits: number): { end: number; cells: number[] }[] {
138
- return crabCells.map(cell => calc.descend(cell, stepUnits));
139
- }
140
-
141
- export function planEscape(shrimp: Position, crabs: Position[], opts: EscapeOptions = {}): EscapePlan {
142
- const { grid, calc } = getPlanner();
143
- const o = resolveOptions(opts);
144
-
145
- const start = snapCell(grid, shrimp);
146
- if (start < 0) {
147
- return { target: shrimp, minCrabDistance: Infinity, path: [], caught: false, survivedSteps: 0 };
148
- }
149
- const crabCells = snapCrabCells(grid, crabs);
150
-
151
- let frontier: Node[] = [{ cell: start, crabCells, depth: 0, parent: null, proxy: 0 }];
152
- let bestLeaf: { node: Node; minUnits: number } | null = null;
153
- let struggle: { node: Node; minUnits: number } | null = null;
154
-
155
- while (frontier.length > 0) {
156
- const children: Node[] = [];
157
- for (const node of frontier) {
158
- const field: FieldResult = calc.compute(node.cell, o.radiusUnits, o.stepUnits, o.directions);
159
- const crabDists = node.crabCells.map(cell => Math.min(field.distOf(cell), o.radiusUnits));
160
- const minUnits = crabDists.length > 0 ? Math.min(...crabDists) : Infinity;
161
-
162
- // End-of-step catch check, deferred to expansion: this field's source is
163
- // the shrimp position and the crabs have already taken last step's move.
164
- if (node.depth > 0 && minUnits <= o.killUnits) continue;
165
- if (
166
- !struggle ||
167
- node.depth > struggle.node.depth ||
168
- (node.depth === struggle.node.depth && minUnits > struggle.minUnits)
169
- ) {
170
- struggle = { node, minUnits };
171
- }
172
- if (node.depth === o.steps) {
173
- if (!bestLeaf || minUnits > bestLeaf.minUnits) bestLeaf = { node, minUnits };
174
- continue;
175
- }
176
-
177
- // Pure pursuit: each crab descends this field toward the shrimp's
178
- // step-start position.
179
- const crabMoves = pursuitStep(calc, node.crabCells, o.stepUnits);
180
- const newCrabCells = crabMoves.map(move => move.end);
181
- const dangerous: number[] = [];
182
- crabDists.forEach((d, i) => {
183
- if (d <= o.killUnits + 2 * o.stepUnits) dangerous.push(i);
184
- });
185
-
186
- const candidates: number[] = [node.cell];
187
- for (const cell of field.ringCandidates) if (cell >= 0) candidates.push(cell);
188
- for (const cand of candidates) {
189
- const shrimpPath = cand === node.cell ? [node.cell] : calc.pathToSource(cand);
190
- if (dangerous.some(i => pathsCross(grid, o.killRange, shrimpPath, crabMoves[i].cells))) continue;
191
- const candUnits = field.distOf(cand);
192
- let proxy = Infinity;
193
- for (const crab of newCrabCells) {
194
- const crabUnits = field.distOf(crab);
195
- const triangle = crabUnits === Infinity ? o.radiusUnits : crabUnits - candUnits;
196
- proxy = Math.min(proxy, Math.max(euclidPx(grid, cand, crab), triangle * PX_PER_UNIT));
197
- }
198
- children.push({ cell: cand, crabCells: newCrabCells, depth: node.depth + 1, parent: node, proxy });
199
- }
200
- }
201
- if (children.length === 0) break;
202
- const byCell = new Map<number, Node>();
203
- for (const child of children) {
204
- const seen = byCell.get(child.cell);
205
- if (!seen || child.proxy > seen.proxy) byCell.set(child.cell, child);
206
- }
207
- frontier = [...byCell.values()].sort((a, b) => b.proxy - a.proxy).slice(0, o.beamWidth);
208
- }
209
-
210
- const result = bestLeaf ?? struggle!;
211
- const path: Position[] = [];
212
- for (let n: Node | null = result.node; n && n.depth > 0; n = n.parent) {
213
- path.unshift(grid.cellToWorld(n.cell));
214
- }
215
- return {
216
- target: result.node.depth > 0 ? grid.cellToWorld(result.node.cell) : grid.cellToWorld(start),
217
- minCrabDistance: result.minUnits * PX_PER_UNIT,
218
- path,
219
- caught: !bestLeaf,
220
- survivedSteps: result.node.depth,
221
- };
222
- }
223
-
224
- /**
225
- * Fixed-policy rollout: the shrimp walks its initial geodesic path toward the
226
- * target (mirroring the server's single A* at move submission) while the crabs
227
- * pure-pursue each step, with the same catch semantics as planEscape. The
228
- * rollout ends on arrival, at the horizon, or when caught.
229
- */
230
- export function assessEscapeTarget(shrimp: Position, crabs: Position[], target: Position, opts: EscapeOptions = {}): TargetAssessment {
231
- const { grid, calc } = getPlanner();
232
- const o = resolveOptions(opts);
233
-
234
- const start = snapCell(grid, shrimp);
235
- const targetCell = start >= 0 ? snapCell(grid, target) : -1;
236
- if (start < 0 || targetCell < 0) {
237
- return { distanceToTarget: Infinity, minCrabDistance: Infinity, caught: false, survivedSteps: 0 };
238
- }
239
- let crabCells = snapCrabCells(grid, crabs);
240
-
241
- // The walk path is fixed up front; extract it (and the target distance)
242
- // before the per-step fields invalidate this one.
243
- const reach = calc.compute(start, o.radiusUnits + o.steps * o.stepUnits, 0);
244
- const targetUnits = reach.distOf(targetCell);
245
- if (targetUnits === Infinity) {
246
- return { distanceToTarget: Infinity, minCrabDistance: Infinity, caught: false, survivedSteps: 0 };
247
- }
248
- const walkPath = calc.pathToSource(targetCell);
249
- const W = grid.width;
250
- const cumUnits = new Array<number>(walkPath.length);
251
- cumUnits[0] = 0;
252
- for (let i = 1; i < walkPath.length; i++) {
253
- const a = walkPath[i - 1];
254
- const b = walkPath[i];
255
- const diagonal = a % W !== b % W && Math.floor(a / W) !== Math.floor(b / W);
256
- cumUnits[i] = cumUnits[i - 1] + (diagonal ? COST_DIAG : COST_STRAIGHT);
257
- }
258
-
259
- let shrimpIdx = 0;
260
- let caught = false;
261
- let survivedSteps = 0;
262
- let minUnitsAtEnd = Infinity;
263
-
264
- for (let depth = 0; ; depth++) {
265
- const cell = walkPath[shrimpIdx];
266
- const field = calc.compute(cell, o.radiusUnits, 0);
267
- const crabDists = crabCells.map(c => Math.min(field.distOf(c), o.radiusUnits));
268
- const minUnits = crabDists.length > 0 ? Math.min(...crabDists) : Infinity;
269
-
270
- // Same end-of-step semantics as planEscape: at depth > 0 the crabs have
271
- // already taken last step's move toward the previous shrimp position.
272
- if (depth > 0 && minUnits <= o.killUnits) {
273
- caught = true;
274
- break;
275
- }
276
- survivedSteps = depth;
277
- minUnitsAtEnd = minUnits;
278
- if (depth === o.steps || shrimpIdx >= walkPath.length - 1) break;
279
-
280
- const crabMoves = pursuitStep(calc, crabCells, o.stepUnits);
281
- let nextIdx = shrimpIdx;
282
- while (nextIdx < walkPath.length - 1 && cumUnits[nextIdx + 1] - cumUnits[shrimpIdx] <= o.stepUnits) nextIdx++;
283
-
284
- const dangerous: number[] = [];
285
- crabDists.forEach((d, i) => {
286
- if (d <= o.killUnits + 2 * o.stepUnits) dangerous.push(i);
287
- });
288
- const segment = walkPath.slice(shrimpIdx, nextIdx + 1);
289
- if (dangerous.some(i => pathsCross(grid, o.killRange, segment, crabMoves[i].cells))) {
290
- caught = true;
291
- break;
292
- }
293
- crabCells = crabMoves.map(move => move.end);
294
- shrimpIdx = nextIdx;
295
- }
296
-
297
- return {
298
- distanceToTarget: targetUnits * PX_PER_UNIT,
299
- minCrabDistance: minUnitsAtEnd * PX_PER_UNIT,
300
- caught,
301
- survivedSteps,
302
- };
303
- }
304
-
305
- export interface RouteInfo {
306
- /** 测地距离 px;maxRadiusPx 之外或不可达 = Infinity。 */
307
- distancePx: number;
308
- /** 测地路径是否经过任一威胁点 threatRadiusPx 内(不可达时恒为 false)。 */
309
- nearThreat: boolean;
310
- }
311
-
312
- /**
313
- * 沿路径每 4 格(16px)采样一次离威胁点的欧氏距离,含末端格;半径 ~200px 下足够密。
314
- * 豁免起点 from 的 radiusPx 邻域:逃跑那刻起点必然紧贴威胁,这一采样点不该把
315
- * 「背向威胁、越走越远」的整条路线判危;真正夹在你与目的地之间、离起点超过
316
- * radiusPx 的威胁仍会命中。对齐同文件 pathsCross 跳过 step 起点的语义。
317
- */
318
- function pathNearAny(grid: WalkableGrid, path: number[], threats: Position[], radiusPx: number, from: Position): boolean {
319
- for (let i = 0; i < path.length; i += 4) {
320
- const idx = Math.min(i, path.length - 1);
321
- const w = grid.cellToWorld(path[idx]);
322
- if (Math.hypot(w.x - from.x, w.y - from.y) <= radiusPx) continue;
323
- if (threats.some(t => Math.hypot(w.x - t.x, w.y - t.y) <= radiusPx)) return true;
324
- }
325
- const end = grid.cellToWorld(path[path.length - 1]);
326
- if (Math.hypot(end.x - from.x, end.y - from.y) <= radiusPx) return false;
327
- return threats.some(t => Math.hypot(end.x - t.x, end.y - t.y) <= radiusPx);
328
- }
329
-
330
- /**
331
- * 从 from 到各点的测地距离与「必经之路是否有危险」,一次距离场扫描 + 逐点回溯
332
- * 梯度路径查表。threats 为空时只算距离不查路径。from 无法吸附到可走网格时返回
333
- * null,调用方退回欧氏距离(且无路径信息)。
334
- */
335
- export function assessRoutes(
336
- from: Position,
337
- points: Position[],
338
- threats: Position[],
339
- threatRadiusPx: number,
340
- maxRadiusPx = 3000,
341
- ): RouteInfo[] | null {
342
- const { grid, calc } = getPlanner();
343
- const start = snapCell(grid, from);
344
- if (start < 0) return null;
345
- const field = calc.compute(start, Math.round(maxRadiusPx * UNITS_PER_PX), 0);
346
- return points.map(p => {
347
- const cell = snapCell(grid, p);
348
- const units = cell >= 0 ? field.distOf(cell) : Infinity;
349
- if (units === Infinity) return { distancePx: Infinity, nearThreat: false };
350
- return {
351
- distancePx: units * PX_PER_UNIT,
352
- nearThreat: threats.length > 0 && pathNearAny(grid, calc.pathToSource(cell), threats, threatRadiusPx, from),
353
- };
354
- });
355
- }
1
+ import type { Position } from '../../sdk/types.js';
2
+ import { COST_DIAG, COST_STRAIGHT, FieldCalculator, PX_PER_UNIT, UNITS_PER_PX, type FieldResult } from './distance-field.js';
3
+ import { loadWalkableGrid, type WalkableGrid } from './walkable-grid.js';
4
+
5
+ // Escape planning against pure-pursuit crabs, in lockstep time steps where
6
+ // every crab walks its shortest walkable path toward the shrimp's position at
7
+ // the start of each step (same speed as the shrimp):
8
+ // - planEscape: beam-search the shrimp move that stays uncaught and maximizes
9
+ // the final geodesic distance to the nearest crab.
10
+ // - assessEscapeTarget: rate an already-committed target by rolling out the
11
+ // fixed walk toward it, so callers can keep a target until it turns bad
12
+ // instead of re-targeting every tick.
13
+ //
14
+ // Model approximations: octile 5/7 geodesics overestimate the server's
15
+ // smoothed paths by up to ~8% (symmetrically for both sides), and the
16
+ // pure-pursuit crab is more pessimistic than real crabs with vision limits.
17
+
18
+ export interface EscapeOptions {
19
+ /** Planning horizon in time steps. Default 6. */
20
+ steps?: number;
21
+ /** Distance each side covers per step, px. Default 144 (120px/s x 1.2s tick). */
22
+ stepDist?: number;
23
+ /** Geodesic distance at or under which the shrimp counts as caught, px. Default 80 (server kill_range). */
24
+ killRange?: number;
25
+ /** Beam width. Default 8. */
26
+ beamWidth?: number;
27
+ /** Distance field radius, px; crabs beyond it are frozen and scored as this far. Default 900. */
28
+ fieldRadius?: number;
29
+ /** Number of angle buckets for shrimp move candidates. Default 16. */
30
+ directions?: number;
31
+ }
32
+
33
+ export interface EscapePlan {
34
+ /** Position after the final step (best struggle endpoint when caught). */
35
+ target: Position;
36
+ /** Geodesic distance from target to the nearest simulated crab, px; capped at fieldRadius; Infinity with no crabs. */
37
+ minCrabDistance: number;
38
+ /** One waypoint per survived step (tile centers in world coords). */
39
+ path: Position[];
40
+ /** True when every branch gets caught within the horizon. */
41
+ caught: boolean;
42
+ survivedSteps: number;
43
+ }
44
+
45
+ export interface TargetAssessment {
46
+ /** Geodesic distance from the shrimp's current position to the target, px; Infinity if unreachable. */
47
+ distanceToTarget: number;
48
+ /** Geodesic distance to the nearest crab when the rollout ends (arrival, horizon, or last safe step when caught), px; capped at fieldRadius; Infinity with no crabs. */
49
+ minCrabDistance: number;
50
+ /** True when walking the fixed path to the target gets caught within the horizon. */
51
+ caught: boolean;
52
+ survivedSteps: number;
53
+ }
54
+
55
+ interface Node {
56
+ cell: number;
57
+ crabCells: number[];
58
+ depth: number;
59
+ parent: Node | null;
60
+ /** Lower bound on the min crab distance, px (beam ranking only). */
61
+ proxy: number;
62
+ }
63
+
64
+ interface ResolvedOptions {
65
+ steps: number;
66
+ killRange: number;
67
+ beamWidth: number;
68
+ directions: number;
69
+ stepUnits: number;
70
+ killUnits: number;
71
+ radiusUnits: number;
72
+ }
73
+
74
+ function resolveOptions(opts: EscapeOptions): ResolvedOptions {
75
+ const steps = opts.steps ?? 6;
76
+ const stepDist = opts.stepDist ?? 144;
77
+ const killRange = opts.killRange ?? 80;
78
+ const beamWidth = opts.beamWidth ?? 8;
79
+ const fieldRadius = opts.fieldRadius ?? 900;
80
+ const directions = opts.directions ?? 16;
81
+ return {
82
+ steps,
83
+ killRange,
84
+ beamWidth,
85
+ directions,
86
+ stepUnits: Math.round(stepDist * UNITS_PER_PX),
87
+ killUnits: Math.round(killRange * UNITS_PER_PX),
88
+ radiusUnits: Math.round(fieldRadius * UNITS_PER_PX),
89
+ };
90
+ }
91
+
92
+ interface Planner {
93
+ grid: WalkableGrid;
94
+ calc: FieldCalculator;
95
+ }
96
+
97
+ let planner: Planner | null = null;
98
+
99
+ function getPlanner(): Planner {
100
+ if (!planner) {
101
+ const grid = loadWalkableGrid();
102
+ planner = { grid, calc: new FieldCalculator(grid) };
103
+ }
104
+ return planner;
105
+ }
106
+
107
+ function snapCell(grid: WalkableGrid, pos: Position): number {
108
+ return grid.snapToWalkable(grid.worldToCell(pos.x, pos.y));
109
+ }
110
+
111
+ function snapCrabCells(grid: WalkableGrid, crabs: Position[]): number[] {
112
+ return crabs.map(crab => snapCell(grid, crab)).filter(cell => cell >= 0);
113
+ }
114
+
115
+ function euclidPx(grid: WalkableGrid, a: number, b: number): number {
116
+ const pa = grid.cellToWorld(a);
117
+ const pb = grid.cellToWorld(b);
118
+ return Math.hypot(pa.x - pb.x, pa.y - pb.y);
119
+ }
120
+
121
+ // Both sides traverse their step path in the same time window; sample
122
+ // matching fractions and flag any moment within kill range (euclidean,
123
+ // ignoring walls — slightly conservative). Catches head-on swaps that the
124
+ // endpoint check misses. t=0 is skipped: step-start safety is already
125
+ // established geodesically, and a thin wall can make it euclid-close.
126
+ function pathsCross(grid: WalkableGrid, killRange: number, shrimpPath: number[], crabPath: number[]): boolean {
127
+ for (let k = 1; k <= 8; k++) {
128
+ const t = k / 8;
129
+ const a = shrimpPath[Math.round(t * (shrimpPath.length - 1))];
130
+ const b = crabPath[Math.round(t * (crabPath.length - 1))];
131
+ if (euclidPx(grid, a, b) <= killRange) return true;
132
+ }
133
+ return false;
134
+ }
135
+
136
+ /** One pursuit step: every crab descends the latest field (source = shrimp) by stepUnits. */
137
+ function pursuitStep(calc: FieldCalculator, crabCells: number[], stepUnits: number): { end: number; cells: number[] }[] {
138
+ return crabCells.map(cell => calc.descend(cell, stepUnits));
139
+ }
140
+
141
+ export function planEscape(shrimp: Position, crabs: Position[], opts: EscapeOptions = {}): EscapePlan {
142
+ const { grid, calc } = getPlanner();
143
+ const o = resolveOptions(opts);
144
+
145
+ const start = snapCell(grid, shrimp);
146
+ if (start < 0) {
147
+ return { target: shrimp, minCrabDistance: Infinity, path: [], caught: false, survivedSteps: 0 };
148
+ }
149
+ const crabCells = snapCrabCells(grid, crabs);
150
+
151
+ let frontier: Node[] = [{ cell: start, crabCells, depth: 0, parent: null, proxy: 0 }];
152
+ let bestLeaf: { node: Node; minUnits: number } | null = null;
153
+ let struggle: { node: Node; minUnits: number } | null = null;
154
+
155
+ while (frontier.length > 0) {
156
+ const children: Node[] = [];
157
+ for (const node of frontier) {
158
+ const field: FieldResult = calc.compute(node.cell, o.radiusUnits, o.stepUnits, o.directions);
159
+ const crabDists = node.crabCells.map(cell => Math.min(field.distOf(cell), o.radiusUnits));
160
+ const minUnits = crabDists.length > 0 ? Math.min(...crabDists) : Infinity;
161
+
162
+ // End-of-step catch check, deferred to expansion: this field's source is
163
+ // the shrimp position and the crabs have already taken last step's move.
164
+ if (node.depth > 0 && minUnits <= o.killUnits) continue;
165
+ if (
166
+ !struggle ||
167
+ node.depth > struggle.node.depth ||
168
+ (node.depth === struggle.node.depth && minUnits > struggle.minUnits)
169
+ ) {
170
+ struggle = { node, minUnits };
171
+ }
172
+ if (node.depth === o.steps) {
173
+ if (!bestLeaf || minUnits > bestLeaf.minUnits) bestLeaf = { node, minUnits };
174
+ continue;
175
+ }
176
+
177
+ // Pure pursuit: each crab descends this field toward the shrimp's
178
+ // step-start position.
179
+ const crabMoves = pursuitStep(calc, node.crabCells, o.stepUnits);
180
+ const newCrabCells = crabMoves.map(move => move.end);
181
+ const dangerous: number[] = [];
182
+ crabDists.forEach((d, i) => {
183
+ if (d <= o.killUnits + 2 * o.stepUnits) dangerous.push(i);
184
+ });
185
+
186
+ const candidates: number[] = [node.cell];
187
+ for (const cell of field.ringCandidates) if (cell >= 0) candidates.push(cell);
188
+ for (const cand of candidates) {
189
+ const shrimpPath = cand === node.cell ? [node.cell] : calc.pathToSource(cand);
190
+ if (dangerous.some(i => pathsCross(grid, o.killRange, shrimpPath, crabMoves[i].cells))) continue;
191
+ const candUnits = field.distOf(cand);
192
+ let proxy = Infinity;
193
+ for (const crab of newCrabCells) {
194
+ const crabUnits = field.distOf(crab);
195
+ const triangle = crabUnits === Infinity ? o.radiusUnits : crabUnits - candUnits;
196
+ proxy = Math.min(proxy, Math.max(euclidPx(grid, cand, crab), triangle * PX_PER_UNIT));
197
+ }
198
+ children.push({ cell: cand, crabCells: newCrabCells, depth: node.depth + 1, parent: node, proxy });
199
+ }
200
+ }
201
+ if (children.length === 0) break;
202
+ const byCell = new Map<number, Node>();
203
+ for (const child of children) {
204
+ const seen = byCell.get(child.cell);
205
+ if (!seen || child.proxy > seen.proxy) byCell.set(child.cell, child);
206
+ }
207
+ frontier = [...byCell.values()].sort((a, b) => b.proxy - a.proxy).slice(0, o.beamWidth);
208
+ }
209
+
210
+ const result = bestLeaf ?? struggle!;
211
+ const path: Position[] = [];
212
+ for (let n: Node | null = result.node; n && n.depth > 0; n = n.parent) {
213
+ path.unshift(grid.cellToWorld(n.cell));
214
+ }
215
+ return {
216
+ target: result.node.depth > 0 ? grid.cellToWorld(result.node.cell) : grid.cellToWorld(start),
217
+ minCrabDistance: result.minUnits * PX_PER_UNIT,
218
+ path,
219
+ caught: !bestLeaf,
220
+ survivedSteps: result.node.depth,
221
+ };
222
+ }
223
+
224
+ /**
225
+ * Fixed-policy rollout: the shrimp walks its initial geodesic path toward the
226
+ * target (mirroring the server's single A* at move submission) while the crabs
227
+ * pure-pursue each step, with the same catch semantics as planEscape. The
228
+ * rollout ends on arrival, at the horizon, or when caught.
229
+ */
230
+ export function assessEscapeTarget(shrimp: Position, crabs: Position[], target: Position, opts: EscapeOptions = {}): TargetAssessment {
231
+ const { grid, calc } = getPlanner();
232
+ const o = resolveOptions(opts);
233
+
234
+ const start = snapCell(grid, shrimp);
235
+ const targetCell = start >= 0 ? snapCell(grid, target) : -1;
236
+ if (start < 0 || targetCell < 0) {
237
+ return { distanceToTarget: Infinity, minCrabDistance: Infinity, caught: false, survivedSteps: 0 };
238
+ }
239
+ let crabCells = snapCrabCells(grid, crabs);
240
+
241
+ // The walk path is fixed up front; extract it (and the target distance)
242
+ // before the per-step fields invalidate this one.
243
+ const reach = calc.compute(start, o.radiusUnits + o.steps * o.stepUnits, 0);
244
+ const targetUnits = reach.distOf(targetCell);
245
+ if (targetUnits === Infinity) {
246
+ return { distanceToTarget: Infinity, minCrabDistance: Infinity, caught: false, survivedSteps: 0 };
247
+ }
248
+ const walkPath = calc.pathToSource(targetCell);
249
+ const W = grid.width;
250
+ const cumUnits = new Array<number>(walkPath.length);
251
+ cumUnits[0] = 0;
252
+ for (let i = 1; i < walkPath.length; i++) {
253
+ const a = walkPath[i - 1];
254
+ const b = walkPath[i];
255
+ const diagonal = a % W !== b % W && Math.floor(a / W) !== Math.floor(b / W);
256
+ cumUnits[i] = cumUnits[i - 1] + (diagonal ? COST_DIAG : COST_STRAIGHT);
257
+ }
258
+
259
+ let shrimpIdx = 0;
260
+ let caught = false;
261
+ let survivedSteps = 0;
262
+ let minUnitsAtEnd = Infinity;
263
+
264
+ for (let depth = 0; ; depth++) {
265
+ const cell = walkPath[shrimpIdx];
266
+ const field = calc.compute(cell, o.radiusUnits, 0);
267
+ const crabDists = crabCells.map(c => Math.min(field.distOf(c), o.radiusUnits));
268
+ const minUnits = crabDists.length > 0 ? Math.min(...crabDists) : Infinity;
269
+
270
+ // Same end-of-step semantics as planEscape: at depth > 0 the crabs have
271
+ // already taken last step's move toward the previous shrimp position.
272
+ if (depth > 0 && minUnits <= o.killUnits) {
273
+ caught = true;
274
+ break;
275
+ }
276
+ survivedSteps = depth;
277
+ minUnitsAtEnd = minUnits;
278
+ if (depth === o.steps || shrimpIdx >= walkPath.length - 1) break;
279
+
280
+ const crabMoves = pursuitStep(calc, crabCells, o.stepUnits);
281
+ let nextIdx = shrimpIdx;
282
+ while (nextIdx < walkPath.length - 1 && cumUnits[nextIdx + 1] - cumUnits[shrimpIdx] <= o.stepUnits) nextIdx++;
283
+
284
+ const dangerous: number[] = [];
285
+ crabDists.forEach((d, i) => {
286
+ if (d <= o.killUnits + 2 * o.stepUnits) dangerous.push(i);
287
+ });
288
+ const segment = walkPath.slice(shrimpIdx, nextIdx + 1);
289
+ if (dangerous.some(i => pathsCross(grid, o.killRange, segment, crabMoves[i].cells))) {
290
+ caught = true;
291
+ break;
292
+ }
293
+ crabCells = crabMoves.map(move => move.end);
294
+ shrimpIdx = nextIdx;
295
+ }
296
+
297
+ return {
298
+ distanceToTarget: targetUnits * PX_PER_UNIT,
299
+ minCrabDistance: minUnitsAtEnd * PX_PER_UNIT,
300
+ caught,
301
+ survivedSteps,
302
+ };
303
+ }
304
+
305
+ export interface RouteInfo {
306
+ /** 测地距离 px;maxRadiusPx 之外或不可达 = Infinity。 */
307
+ distancePx: number;
308
+ /** 测地路径是否经过任一威胁点 threatRadiusPx 内(不可达时恒为 false)。 */
309
+ nearThreat: boolean;
310
+ }
311
+
312
+ /**
313
+ * 沿路径每 4 格(16px)采样一次离威胁点的欧氏距离,含末端格;半径 ~200px 下足够密。
314
+ * 豁免起点 from 的 radiusPx 邻域:逃跑那刻起点必然紧贴威胁,这一采样点不该把
315
+ * 「背向威胁、越走越远」的整条路线判危;真正夹在你与目的地之间、离起点超过
316
+ * radiusPx 的威胁仍会命中。对齐同文件 pathsCross 跳过 step 起点的语义。
317
+ */
318
+ function pathNearAny(grid: WalkableGrid, path: number[], threats: Position[], radiusPx: number, from: Position): boolean {
319
+ for (let i = 0; i < path.length; i += 4) {
320
+ const idx = Math.min(i, path.length - 1);
321
+ const w = grid.cellToWorld(path[idx]);
322
+ if (Math.hypot(w.x - from.x, w.y - from.y) <= radiusPx) continue;
323
+ if (threats.some(t => Math.hypot(w.x - t.x, w.y - t.y) <= radiusPx)) return true;
324
+ }
325
+ const end = grid.cellToWorld(path[path.length - 1]);
326
+ if (Math.hypot(end.x - from.x, end.y - from.y) <= radiusPx) return false;
327
+ return threats.some(t => Math.hypot(end.x - t.x, end.y - t.y) <= radiusPx);
328
+ }
329
+
330
+ /**
331
+ * 从 from 到各点的测地距离与「必经之路是否有危险」,一次距离场扫描 + 逐点回溯
332
+ * 梯度路径查表。threats 为空时只算距离不查路径。from 无法吸附到可走网格时返回
333
+ * null,调用方退回欧氏距离(且无路径信息)。
334
+ */
335
+ export function assessRoutes(
336
+ from: Position,
337
+ points: Position[],
338
+ threats: Position[],
339
+ threatRadiusPx: number,
340
+ maxRadiusPx = 3000,
341
+ ): RouteInfo[] | null {
342
+ const { grid, calc } = getPlanner();
343
+ const start = snapCell(grid, from);
344
+ if (start < 0) return null;
345
+ const field = calc.compute(start, Math.round(maxRadiusPx * UNITS_PER_PX), 0);
346
+ return points.map(p => {
347
+ const cell = snapCell(grid, p);
348
+ const units = cell >= 0 ? field.distOf(cell) : Infinity;
349
+ if (units === Infinity) return { distancePx: Infinity, nearThreat: false };
350
+ return {
351
+ distancePx: units * PX_PER_UNIT,
352
+ nearThreat: threats.length > 0 && pathNearAny(grid, calc.pathToSource(cell), threats, threatRadiusPx, from),
353
+ };
354
+ });
355
+ }