@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
@@ -1,117 +1,117 @@
1
- import { readFileSync } from 'fs';
2
- import type { Position } from '../../sdk/types.js';
3
-
4
- // Walkability bitmap baked from the server's inflated_weights (walls already
5
- // inflated by the agent collision radius, so a walkable tile means the agent
6
- // center may stand there). Regenerate with scripts/export-walkable-grid.py.
7
-
8
- const HEADER_SIZE = 20;
9
-
10
- export interface WalkableGrid {
11
- readonly width: number;
12
- readonly height: number;
13
- readonly tileSize: number;
14
- isWalkable(tx: number, ty: number): boolean;
15
- isWalkableCell(cell: number): boolean;
16
- /** cell = ty * width + tx; world coords are clamped into the map. */
17
- worldToCell(wx: number, wy: number): number;
18
- /** Tile center in world coords. */
19
- cellToWorld(cell: number): Position;
20
- /** Nearest walkable cell within maxRadius tiles (Chebyshev rings); -1 if none. */
21
- snapToWalkable(cell: number, maxRadius?: number): number;
22
- }
23
-
24
- class Grid implements WalkableGrid {
25
- readonly width: number;
26
- readonly height: number;
27
- readonly tileSize: number;
28
- private readonly bits: Buffer;
29
- private readonly rowBytes: number;
30
-
31
- constructor(buf: Buffer) {
32
- if (buf.toString('ascii', 0, 4) !== 'CCWG') throw new Error('walkable grid: bad magic');
33
- const version = buf.readUInt32LE(4);
34
- if (version !== 1) throw new Error(`walkable grid: unsupported version ${version}`);
35
- this.width = buf.readUInt32LE(8);
36
- this.height = buf.readUInt32LE(12);
37
- this.tileSize = buf.readUInt32LE(16);
38
- this.rowBytes = Math.ceil(this.width / 8);
39
- if (buf.length !== HEADER_SIZE + this.rowBytes * this.height) {
40
- throw new Error('walkable grid: size mismatch');
41
- }
42
- this.bits = buf;
43
- }
44
-
45
- isWalkable(tx: number, ty: number): boolean {
46
- if (tx < 0 || ty < 0 || tx >= this.width || ty >= this.height) return false;
47
- const byte = this.bits[HEADER_SIZE + ty * this.rowBytes + (tx >> 3)];
48
- return ((byte >> (tx & 7)) & 1) === 1;
49
- }
50
-
51
- isWalkableCell(cell: number): boolean {
52
- return this.isWalkable(cell % this.width, Math.floor(cell / this.width));
53
- }
54
-
55
- worldToCell(wx: number, wy: number): number {
56
- const tx = Math.min(this.width - 1, Math.max(0, Math.floor(wx / this.tileSize)));
57
- const ty = Math.min(this.height - 1, Math.max(0, Math.floor(wy / this.tileSize)));
58
- return ty * this.width + tx;
59
- }
60
-
61
- cellToWorld(cell: number): Position {
62
- const tx = cell % this.width;
63
- const ty = Math.floor(cell / this.width);
64
- return { x: tx * this.tileSize + this.tileSize / 2, y: ty * this.tileSize + this.tileSize / 2 };
65
- }
66
-
67
- snapToWalkable(cell: number, maxRadius = 8): number {
68
- const cx = cell % this.width;
69
- const cy = Math.floor(cell / this.width);
70
- for (let r = 0; r <= maxRadius; r++) {
71
- let best = -1;
72
- let bestSq = Infinity;
73
- for (let dy = -r; dy <= r; dy++) {
74
- for (let dx = -r; dx <= r; dx++) {
75
- if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
76
- if (!this.isWalkable(cx + dx, cy + dy)) continue;
77
- const sq = dx * dx + dy * dy;
78
- if (sq < bestSq) {
79
- bestSq = sq;
80
- best = (cy + dy) * this.width + (cx + dx);
81
- }
82
- }
83
- }
84
- if (best >= 0) return best;
85
- }
86
- return -1;
87
- }
88
- }
89
-
90
- let cached: WalkableGrid | null = null;
91
-
92
- export function loadWalkableGrid(): WalkableGrid {
93
- if (!cached) {
94
- cached = new Grid(readFileSync(new URL('./clawclaw-walkable.bin', import.meta.url)));
95
- }
96
- return cached;
97
- }
98
-
99
- const STOP_NEIGHBORS = [[1, 0], [-1, 0], [0, 1], [0, -1], [1, 1], [1, -1], [-1, 1], [-1, -1]];
100
-
101
- /**
102
- * A walkable tile center >= 2px away from pos, used to stop in place: the
103
- * server ignores moves shorter than 1px without interrupting the current
104
- * movement, so stopping means moving somewhere nearby.
105
- */
106
- export function nearbyStopPoint(pos: Position): Position {
107
- const grid = loadWalkableGrid();
108
- const cell = grid.worldToCell(pos.x, pos.y);
109
- const tx = cell % grid.width;
110
- const ty = Math.floor(cell / grid.width);
111
- for (const [dx, dy] of STOP_NEIGHBORS) {
112
- if (grid.isWalkable(tx + dx, ty + dy)) return grid.cellToWorld(cell + dy * grid.width + dx);
113
- }
114
- const center = grid.cellToWorld(cell);
115
- if (Math.hypot(center.x - pos.x, center.y - pos.y) >= 1.5) return center;
116
- return { x: pos.x + 2, y: pos.y };
117
- }
1
+ import { readFileSync } from 'fs';
2
+ import type { Position } from '../../sdk/types.js';
3
+
4
+ // Walkability bitmap baked from the server's inflated_weights (walls already
5
+ // inflated by the agent collision radius, so a walkable tile means the agent
6
+ // center may stand there). Regenerate with scripts/export-walkable-grid.py.
7
+
8
+ const HEADER_SIZE = 20;
9
+
10
+ export interface WalkableGrid {
11
+ readonly width: number;
12
+ readonly height: number;
13
+ readonly tileSize: number;
14
+ isWalkable(tx: number, ty: number): boolean;
15
+ isWalkableCell(cell: number): boolean;
16
+ /** cell = ty * width + tx; world coords are clamped into the map. */
17
+ worldToCell(wx: number, wy: number): number;
18
+ /** Tile center in world coords. */
19
+ cellToWorld(cell: number): Position;
20
+ /** Nearest walkable cell within maxRadius tiles (Chebyshev rings); -1 if none. */
21
+ snapToWalkable(cell: number, maxRadius?: number): number;
22
+ }
23
+
24
+ class Grid implements WalkableGrid {
25
+ readonly width: number;
26
+ readonly height: number;
27
+ readonly tileSize: number;
28
+ private readonly bits: Buffer;
29
+ private readonly rowBytes: number;
30
+
31
+ constructor(buf: Buffer) {
32
+ if (buf.toString('ascii', 0, 4) !== 'CCWG') throw new Error('walkable grid: bad magic');
33
+ const version = buf.readUInt32LE(4);
34
+ if (version !== 1) throw new Error(`walkable grid: unsupported version ${version}`);
35
+ this.width = buf.readUInt32LE(8);
36
+ this.height = buf.readUInt32LE(12);
37
+ this.tileSize = buf.readUInt32LE(16);
38
+ this.rowBytes = Math.ceil(this.width / 8);
39
+ if (buf.length !== HEADER_SIZE + this.rowBytes * this.height) {
40
+ throw new Error('walkable grid: size mismatch');
41
+ }
42
+ this.bits = buf;
43
+ }
44
+
45
+ isWalkable(tx: number, ty: number): boolean {
46
+ if (tx < 0 || ty < 0 || tx >= this.width || ty >= this.height) return false;
47
+ const byte = this.bits[HEADER_SIZE + ty * this.rowBytes + (tx >> 3)];
48
+ return ((byte >> (tx & 7)) & 1) === 1;
49
+ }
50
+
51
+ isWalkableCell(cell: number): boolean {
52
+ return this.isWalkable(cell % this.width, Math.floor(cell / this.width));
53
+ }
54
+
55
+ worldToCell(wx: number, wy: number): number {
56
+ const tx = Math.min(this.width - 1, Math.max(0, Math.floor(wx / this.tileSize)));
57
+ const ty = Math.min(this.height - 1, Math.max(0, Math.floor(wy / this.tileSize)));
58
+ return ty * this.width + tx;
59
+ }
60
+
61
+ cellToWorld(cell: number): Position {
62
+ const tx = cell % this.width;
63
+ const ty = Math.floor(cell / this.width);
64
+ return { x: tx * this.tileSize + this.tileSize / 2, y: ty * this.tileSize + this.tileSize / 2 };
65
+ }
66
+
67
+ snapToWalkable(cell: number, maxRadius = 8): number {
68
+ const cx = cell % this.width;
69
+ const cy = Math.floor(cell / this.width);
70
+ for (let r = 0; r <= maxRadius; r++) {
71
+ let best = -1;
72
+ let bestSq = Infinity;
73
+ for (let dy = -r; dy <= r; dy++) {
74
+ for (let dx = -r; dx <= r; dx++) {
75
+ if (Math.max(Math.abs(dx), Math.abs(dy)) !== r) continue;
76
+ if (!this.isWalkable(cx + dx, cy + dy)) continue;
77
+ const sq = dx * dx + dy * dy;
78
+ if (sq < bestSq) {
79
+ bestSq = sq;
80
+ best = (cy + dy) * this.width + (cx + dx);
81
+ }
82
+ }
83
+ }
84
+ if (best >= 0) return best;
85
+ }
86
+ return -1;
87
+ }
88
+ }
89
+
90
+ let cached: WalkableGrid | null = null;
91
+
92
+ export function loadWalkableGrid(): WalkableGrid {
93
+ if (!cached) {
94
+ cached = new Grid(readFileSync(new URL('./clawclaw-walkable.bin', import.meta.url)));
95
+ }
96
+ return cached;
97
+ }
98
+
99
+ const STOP_NEIGHBORS = [[1, 0], [-1, 0], [0, 1], [0, -1], [1, 1], [1, -1], [-1, 1], [-1, -1]];
100
+
101
+ /**
102
+ * A walkable tile center >= 2px away from pos, used to stop in place: the
103
+ * server ignores moves shorter than 1px without interrupting the current
104
+ * movement, so stopping means moving somewhere nearby.
105
+ */
106
+ export function nearbyStopPoint(pos: Position): Position {
107
+ const grid = loadWalkableGrid();
108
+ const cell = grid.worldToCell(pos.x, pos.y);
109
+ const tx = cell % grid.width;
110
+ const ty = Math.floor(cell / grid.width);
111
+ for (const [dx, dy] of STOP_NEIGHBORS) {
112
+ if (grid.isWalkable(tx + dx, ty + dy)) return grid.cellToWorld(cell + dy * grid.width + dx);
113
+ }
114
+ const center = grid.cellToWorld(cell);
115
+ if (Math.hypot(center.x - pos.x, center.y - pos.y) >= 1.5) return center;
116
+ return { x: pos.x + 2, y: pos.y };
117
+ }
@@ -1,12 +1,12 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { PatrolTop } from './goals/patrol-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'patrol',
7
- name: '巡逻',
8
- description: '按地图房间顺序依次游走,到达一个房间后自动前往下一个,循环往复。卡路时会跳过当前目标换下一个房间。纯游走,不做任务、不打人、不报告尸体。',
9
- create() {
10
- return new GoalRootStrategy('patrol', () => new PatrolTop(), { resetOnMeetingResume: false });
11
- },
12
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { PatrolTop } from './goals/patrol-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'patrol',
7
+ name: '巡逻',
8
+ description: '按地图房间顺序依次游走,到达一个房间后自动前往下一个,循环往复。卡路时会跳过当前目标换下一个房间。纯游走,不做任务、不打人、不报告尸体。',
9
+ create() {
10
+ return new GoalRootStrategy('patrol', () => new PatrolTop(), { resetOnMeetingResume: false });
11
+ },
12
+ };
@@ -1,13 +1,13 @@
1
- /** Split CLI args on commas and/or whitespace (Windows may pass `3,5` as one token). */
2
- export function parseTargetArgs(args: string[]): string[] {
3
- return args
4
- .flatMap((a) => a.split(/[,\s]+/))
5
- .map((t) => t.trim())
6
- .filter((t) => t.length > 0);
7
- }
8
-
9
- export const ROLE_ID_RE = /\b(?:shrimp_generic|shrimp_warrior|shrimp_pistol|crab_generic|neutral_paradise_fish|neutral_octopus)\b/g;
10
-
11
- export function stripRoleIds(text: string): string {
12
- return text.replace(ROLE_ID_RE, '').replace(/\s+/g, ' ').trim();
13
- }
1
+ /** Split CLI args on commas and/or whitespace (Windows may pass `3,5` as one token). */
2
+ export function parseTargetArgs(args: string[]): string[] {
3
+ return args
4
+ .flatMap((a) => a.split(/[,\s]+/))
5
+ .map((t) => t.trim())
6
+ .filter((t) => t.length > 0);
7
+ }
8
+
9
+ export const ROLE_ID_RE = /\b(?:shrimp_generic|shrimp_warrior|shrimp_pistol|crab_generic|neutral_paradise_fish|neutral_octopus)\b/g;
10
+
11
+ export function stripRoleIds(text: string): string {
12
+ return text.replace(ROLE_ID_RE, '').replace(/\s+/g, ' ').trim();
13
+ }
@@ -1,12 +1,12 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { ReportPatrolTop } from './goals/report-patrol-top.js';
4
-
5
- export const strategy: StrategyEntry = {
6
- id: 'report-patrol',
7
- name: '报警',
8
- description: '专门找尸体:达到报告距离立刻报告,看到尸体就靠近;没有尸体就巡逻各房间。不做任何任务,不打人,目标是让会议尽快开起来。',
9
- create() {
10
- return new GoalRootStrategy('report-patrol', () => new ReportPatrolTop(), { resetOnMeetingResume: false });
11
- },
12
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { ReportPatrolTop } from './goals/report-patrol-top.js';
4
+
5
+ export const strategy: StrategyEntry = {
6
+ id: 'report-patrol',
7
+ name: '报警',
8
+ description: '专门找尸体:达到报告距离立刻报告,看到尸体就靠近;没有尸体就巡逻各房间。不做任何任务,不打人,目标是让会议尽快开起来。',
9
+ create() {
10
+ return new GoalRootStrategy('report-patrol', () => new ReportPatrolTop(), { resetOnMeetingResume: false });
11
+ },
12
+ };
@@ -1,19 +1,19 @@
1
- # shrimp-memory 知识契约
2
-
3
- `shrimp-memory` 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:进入视野后硬寻路远离 |
8
- | `trusted`(好人) | 可信:可以结伴做任务,其在场时不对被怀疑者触发后撤 |
9
- | 未标记(被怀疑) | 无 trusted 同伴且单人贴近 270px 内时拉开距离,多人互为目击者时照常做任务 |
10
-
11
- 普通虾永不出刀,因此坏人硬躲、被怀疑者按目击者规则保持距离。`hostile` 一档与武士虾等带刀策略共享同一份知识(带刀策略刀好时会主动追杀坏人)。
12
-
13
- ```bash
14
- ccl knowledge mark 5 hostile --note "确认敌对"
15
- ccl knowledge mark 3 trusted --note "已澄清"
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
+ # shrimp-memory 知识契约
2
+
3
+ `shrimp-memory` 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:进入视野后硬寻路远离 |
8
+ | `trusted`(好人) | 可信:可以结伴做任务,其在场时不对被怀疑者触发后撤 |
9
+ | 未标记(被怀疑) | 无 trusted 同伴且单人贴近 270px 内时拉开距离,多人互为目击者时照常做任务 |
10
+
11
+ 普通虾永不出刀,因此坏人硬躲、被怀疑者按目击者规则保持距离。`hostile` 一档与武士虾等带刀策略共享同一份知识(带刀策略刀好时会主动追杀坏人)。
12
+
13
+ ```bash
14
+ ccl knowledge mark 5 hostile --note "确认敌对"
15
+ ccl knowledge mark 3 trusted --note "已澄清"
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 { NormalShrimpTop } from './goals/normal-shrimp-top.js';
4
- import { parseGreetingArgs } from './greeting.js';
5
-
6
- class ShrimpMemoryStrategy extends GoalRootStrategy {
7
- constructor(private readonly greetingPhrases: string[]) {
8
- super('shrimp-memory', () => new NormalShrimpTop(greetingPhrases), {
9
- resetOnMeetingResume: false,
10
- });
11
- }
12
-
13
- speechWarmupTexts(): string[] {
14
- return this.greetingPhrases;
15
- }
16
- }
17
-
18
- export const strategy: StrategyEntry = {
19
- id: 'shrimp-memory',
20
- name: '精英虾',
21
- description:
22
- '普通虾·记忆进阶版(好人、不带刀;task-report 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 硬寻路远离,trusted 视为可信同伴,被怀疑者按目击者规则保持距离。发现尸体最优先报警,并提示复核尸体旁身份不明者;无可信同伴且单个被怀疑者贴近270内时先拉开距离到300再做任务;再处理紧急任务,最后做任务/巡逻(选测地最近、跳过威胁旁或必经威胁的任务)。永不出刀。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 ShrimpMemoryStrategy(parseGreetingArgs(args, 'shrimp-memory'));
25
- },
26
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { NormalShrimpTop } from './goals/normal-shrimp-top.js';
4
+ import { parseGreetingArgs } from './greeting.js';
5
+
6
+ class ShrimpMemoryStrategy extends GoalRootStrategy {
7
+ constructor(private readonly greetingPhrases: string[]) {
8
+ super('shrimp-memory', () => new NormalShrimpTop(greetingPhrases), {
9
+ resetOnMeetingResume: false,
10
+ });
11
+ }
12
+
13
+ speechWarmupTexts(): string[] {
14
+ return this.greetingPhrases;
15
+ }
16
+ }
17
+
18
+ export const strategy: StrategyEntry = {
19
+ id: 'shrimp-memory',
20
+ name: '精英虾',
21
+ description:
22
+ '普通虾·记忆进阶版(好人、不带刀;task-report 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 硬寻路远离,trusted 视为可信同伴,被怀疑者按目击者规则保持距离。发现尸体最优先报警,并提示复核尸体旁身份不明者;无可信同伴且单个被怀疑者贴近270内时先拉开距离到300再做任务;再处理紧急任务,最后做任务/巡逻(选测地最近、跳过威胁旁或必经威胁的任务)。永不出刀。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 ShrimpMemoryStrategy(parseGreetingArgs(args, 'shrimp-memory'));
25
+ },
26
+ };
@@ -1,28 +1,28 @@
1
- import { describe, expect, it } from 'vitest';
2
- import { parseSocialArgs } from './social-task.js';
3
-
4
- describe('parseSocialArgs', () => {
5
- it('parses space-separated tokens', () => {
6
- expect(parseSocialArgs(['3=你好', '5', '8=嗨'])).toEqual([
7
- { target: '3', greeting: '你好' },
8
- { target: '5', greeting: null },
9
- { target: '8', greeting: '嗨' },
10
- ]);
11
- });
12
-
13
- it('parses one CLI token with glued seat=greeting segments', () => {
14
- const one =
15
- '1=嗨 2=你好 3=嘿4=哈喽5=你也在啊6=嗨嗨 7=你好呀 8=嘿嘿 9=哈喽呀';
16
- expect(parseSocialArgs([one])).toEqual([
17
- { target: '1', greeting: '嗨' },
18
- { target: '2', greeting: '你好' },
19
- { target: '3', greeting: '嘿' },
20
- { target: '4', greeting: '哈喽' },
21
- { target: '5', greeting: '你也在啊' },
22
- { target: '6', greeting: '嗨嗨' },
23
- { target: '7', greeting: '你好呀' },
24
- { target: '8', greeting: '嘿嘿' },
25
- { target: '9', greeting: '哈喽呀' },
26
- ]);
27
- });
28
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import { parseSocialArgs } from './social-task.js';
3
+
4
+ describe('parseSocialArgs', () => {
5
+ it('parses space-separated tokens', () => {
6
+ expect(parseSocialArgs(['3=你好', '5', '8=嗨'])).toEqual([
7
+ { target: '3', greeting: '你好' },
8
+ { target: '5', greeting: null },
9
+ { target: '8', greeting: '嗨' },
10
+ ]);
11
+ });
12
+
13
+ it('parses one CLI token with glued seat=greeting segments', () => {
14
+ const one =
15
+ '1=嗨 2=你好 3=嘿4=哈喽5=你也在啊6=嗨嗨 7=你好呀 8=嘿嘿 9=哈喽呀';
16
+ expect(parseSocialArgs([one])).toEqual([
17
+ { target: '1', greeting: '嗨' },
18
+ { target: '2', greeting: '你好' },
19
+ { target: '3', greeting: '嘿' },
20
+ { target: '4', greeting: '哈喽' },
21
+ { target: '5', greeting: '你也在啊' },
22
+ { target: '6', greeting: '嗨嗨' },
23
+ { target: '7', greeting: '你好呀' },
24
+ { target: '8', greeting: '嘿嘿' },
25
+ { target: '9', greeting: '哈喽呀' },
26
+ ]);
27
+ });
28
+ });
@@ -1,50 +1,50 @@
1
- import type { StrategyEntry } from './types.js';
2
- import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
- import { SocialTaskTop, type SocialTarget } from './goals/social-task-top.js';
4
-
5
- /**
6
- * Parse args in format: `seat=greeting` or just `seat`.
7
- * E.g. `3=你好 5 8=嗨` → [{target:'3', greeting:'你好'}, {target:'5', greeting:null}, {target:'8', greeting:'嗨'}]
8
- *
9
- * CLI may pass one token (`"1=嗨 2=你好 3=嘿4=哈喽5=..."`) — normalize glued `4=`, `5=` before splitting.
10
- */
11
- export function parseSocialArgs(args: string[]): SocialTarget[] {
12
- let raw = args.join(' ').trim();
13
- if (!raw) return [];
14
-
15
- // `3=嘿4=哈喽5=你也在啊` → `3=嘿 4=哈喽 5=你也在啊`
16
- raw = raw.replace(/(?<!\s)(\d+=)/g, ' $1').trim();
17
-
18
- const targets: SocialTarget[] = [];
19
- for (const token of raw.split(/\s+/)) {
20
- const eqIdx = token.indexOf('=');
21
- if (eqIdx >= 0) {
22
- const target = token.slice(0, eqIdx).trim();
23
- const greeting = token.slice(eqIdx + 1).trim();
24
- if (target) {
25
- targets.push({ target, greeting: greeting || null });
26
- }
27
- } else if (/^\d+$/.test(token)) {
28
- targets.push({ target: token, greeting: null });
29
- }
30
- }
31
- return targets;
32
- }
33
-
34
- export const strategy: StrategyEntry = {
35
- id: 'social-task',
36
- name: '社交',
37
- description: '针对指定玩家社交(参数格式 座位=话术 或纯座位,可多人)。视野内出现目标就靠近,没打过招呼先发一次招呼;对方说话就停下等你回复,10秒没回应就转去做任务。全程见到可报告的尸体就报、见到尸体就靠近。不打人。参数:座位=话术 / 座位(可多人)。',
38
- create(args?: string[]) {
39
- if (!args || args.length === 0) {
40
- throw new Error("social-task strategy requires social targets as arguments. Format: seat=greeting or seat. E.g. '3=你好 5 8=嗨'");
41
- }
42
- const socialTargets = parseSocialArgs(args);
43
- if (socialTargets.length === 0) {
44
- throw new Error("social-task strategy: no valid social targets parsed from arguments.");
45
- }
46
- return new GoalRootStrategy('social-task', () => new SocialTaskTop(socialTargets), {
47
- resetOnMeetingResume: false,
48
- });
49
- },
50
- };
1
+ import type { StrategyEntry } from './types.js';
2
+ import { GoalRootStrategy } from './goals/goal-root-strategy.js';
3
+ import { SocialTaskTop, type SocialTarget } from './goals/social-task-top.js';
4
+
5
+ /**
6
+ * Parse args in format: `seat=greeting` or just `seat`.
7
+ * E.g. `3=你好 5 8=嗨` → [{target:'3', greeting:'你好'}, {target:'5', greeting:null}, {target:'8', greeting:'嗨'}]
8
+ *
9
+ * CLI may pass one token (`"1=嗨 2=你好 3=嘿4=哈喽5=..."`) — normalize glued `4=`, `5=` before splitting.
10
+ */
11
+ export function parseSocialArgs(args: string[]): SocialTarget[] {
12
+ let raw = args.join(' ').trim();
13
+ if (!raw) return [];
14
+
15
+ // `3=嘿4=哈喽5=你也在啊` → `3=嘿 4=哈喽 5=你也在啊`
16
+ raw = raw.replace(/(?<!\s)(\d+=)/g, ' $1').trim();
17
+
18
+ const targets: SocialTarget[] = [];
19
+ for (const token of raw.split(/\s+/)) {
20
+ const eqIdx = token.indexOf('=');
21
+ if (eqIdx >= 0) {
22
+ const target = token.slice(0, eqIdx).trim();
23
+ const greeting = token.slice(eqIdx + 1).trim();
24
+ if (target) {
25
+ targets.push({ target, greeting: greeting || null });
26
+ }
27
+ } else if (/^\d+$/.test(token)) {
28
+ targets.push({ target: token, greeting: null });
29
+ }
30
+ }
31
+ return targets;
32
+ }
33
+
34
+ export const strategy: StrategyEntry = {
35
+ id: 'social-task',
36
+ name: '社交',
37
+ description: '针对指定玩家社交(参数格式 座位=话术 或纯座位,可多人)。视野内出现目标就靠近,没打过招呼先发一次招呼;对方说话就停下等你回复,10秒没回应就转去做任务。全程见到可报告的尸体就报、见到尸体就靠近。不打人。参数:座位=话术 / 座位(可多人)。',
38
+ create(args?: string[]) {
39
+ if (!args || args.length === 0) {
40
+ throw new Error("social-task strategy requires social targets as arguments. Format: seat=greeting or seat. E.g. '3=你好 5 8=嗨'");
41
+ }
42
+ const socialTargets = parseSocialArgs(args);
43
+ if (socialTargets.length === 0) {
44
+ throw new Error("social-task strategy: no valid social targets parsed from arguments.");
45
+ }
46
+ return new GoalRootStrategy('social-task', () => new SocialTaskTop(socialTargets), {
47
+ resetOnMeetingResume: false,
48
+ });
49
+ },
50
+ };