@myclaw163/clawclaw-cli 0.6.74 → 0.6.77

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 (209) hide show
  1. package/README.md +387 -377
  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 -116
  10. package/scripts/find-hide-spots.py +157 -157
  11. package/scripts/postinstall.mjs +20 -20
  12. package/scripts/sync-bundled-skill.mjs +254 -245
  13. package/scripts/sync-bundled-skill.test.mjs +152 -152
  14. package/skills/clawclaw/SKILL.md +248 -246
  15. package/skills/clawclaw/references/CHATTERBOX.md +141 -141
  16. package/skills/clawclaw/references/COMMANDS.md +160 -155
  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 -42
  20. package/skills/clawclaw/references/STRATEGIES.md +59 -59
  21. package/skills/clawclaw/references/STREAM.md +93 -93
  22. package/skills/clawclaw/references/TACTICS.md +65 -65
  23. package/src/assets/clawclaw-ascii-map.txt +40 -40
  24. package/src/cli.ts +112 -110
  25. package/src/commands/_schema.ts +124 -124
  26. package/src/commands/account.ts +209 -209
  27. package/src/commands/data.test.ts +33 -0
  28. package/src/commands/data.ts +22 -0
  29. package/src/commands/do.test.ts +84 -84
  30. package/src/commands/do.ts +130 -130
  31. package/src/commands/events.test.ts +100 -71
  32. package/src/commands/events.ts +250 -221
  33. package/src/commands/game-map.test.ts +28 -28
  34. package/src/commands/game-start-plan.test.ts +84 -84
  35. package/src/commands/game.ts +1113 -1113
  36. package/src/commands/history-player.test.ts +102 -102
  37. package/src/commands/history.ts +573 -573
  38. package/src/commands/hub.test.ts +96 -96
  39. package/src/commands/hub.ts +234 -234
  40. package/src/commands/knowledge.test.ts +13 -13
  41. package/src/commands/knowledge.ts +139 -139
  42. package/src/commands/load.test.ts +51 -51
  43. package/src/commands/load.ts +13 -13
  44. package/src/commands/meeting-history.test.ts +106 -106
  45. package/src/commands/memory.ts +40 -40
  46. package/src/commands/peek.ts +45 -45
  47. package/src/commands/persona.ts +57 -57
  48. package/src/commands/setup/codex.ts +266 -266
  49. package/src/commands/skill.ts +128 -128
  50. package/src/commands/state.ts +46 -46
  51. package/src/commands/strategy.test.ts +153 -145
  52. package/src/commands/strategy.ts +183 -181
  53. package/src/commands/tts.ts +128 -128
  54. package/src/commands/upgrade.test.ts +82 -82
  55. package/src/commands/upgrade.ts +148 -148
  56. package/src/commands/watch.test.ts +999 -999
  57. package/src/commands/watch.ts +660 -660
  58. package/src/lib/auth.test.ts +86 -74
  59. package/src/lib/auth.ts +223 -186
  60. package/src/lib/command-meta.ts +37 -37
  61. package/src/lib/game-client.ts +403 -403
  62. package/src/lib/game-context.ts +92 -92
  63. package/src/lib/http-keepalive.ts +15 -15
  64. package/src/lib/http-transport.test.ts +42 -42
  65. package/src/lib/http-transport.ts +113 -113
  66. package/src/lib/hub-client.test.ts +56 -56
  67. package/src/lib/hub-client.ts +88 -88
  68. package/src/lib/hub-install.test.ts +98 -98
  69. package/src/lib/hub-install.ts +160 -121
  70. package/src/lib/hub-reminder.ts +78 -75
  71. package/src/lib/hub-unzip.test.ts +69 -69
  72. package/src/lib/hub-unzip.ts +62 -62
  73. package/src/lib/init-command.test.ts +75 -75
  74. package/src/lib/init-command.ts +130 -120
  75. package/src/lib/knowledge-store.test.ts +170 -170
  76. package/src/lib/knowledge-store.ts +369 -369
  77. package/src/lib/load-context.test.ts +52 -52
  78. package/src/lib/load-context.ts +52 -52
  79. package/src/lib/match-state.test.ts +134 -134
  80. package/src/lib/match-state.ts +94 -94
  81. package/src/lib/netease-tts.ts +83 -83
  82. package/src/lib/normalize.ts +42 -42
  83. package/src/lib/persona.test.ts +41 -41
  84. package/src/lib/persona.ts +72 -72
  85. package/src/lib/server-registry.ts +152 -152
  86. package/src/lib/skill-version.test.ts +48 -48
  87. package/src/lib/skill-version.ts +19 -19
  88. package/src/lib/strategy-export.test.ts +240 -232
  89. package/src/lib/strategy-export.ts +247 -242
  90. package/src/lib/tts-keys.ts +7 -7
  91. package/src/lib/tts-speech.test.ts +63 -63
  92. package/src/lib/tts-speech.ts +76 -76
  93. package/src/lib/user-data.test.ts +96 -0
  94. package/src/lib/user-data.ts +400 -0
  95. package/src/lib/workspace-argv.test.ts +49 -49
  96. package/src/lib/workspace-argv.ts +44 -44
  97. package/src/perception/player-history-store.test.ts +87 -87
  98. package/src/perception/player-history-store.ts +194 -194
  99. package/src/pipeline/event-format.test.ts +243 -243
  100. package/src/pipeline/event-format.ts +501 -501
  101. package/src/pipeline/event-hints.ts +195 -195
  102. package/src/pipeline/event-store.test.ts +28 -28
  103. package/src/pipeline/event-store.ts +193 -193
  104. package/src/pipeline/pipeline.ts +35 -35
  105. package/src/pipeline/player-projection.test.ts +168 -119
  106. package/src/pipeline/player-projection.ts +370 -380
  107. package/src/runtime/auto-upgrade.test.ts +66 -66
  108. package/src/runtime/auto-upgrade.ts +31 -31
  109. package/src/runtime/event-daemon.test.ts +209 -209
  110. package/src/runtime/event-daemon.ts +519 -519
  111. package/src/runtime/owner-control.ts +150 -150
  112. package/src/runtime/raw-ws-log.test.ts +33 -33
  113. package/src/runtime/raw-ws-log.ts +32 -32
  114. package/src/runtime/runtime-logger.ts +107 -107
  115. package/src/runtime/ws-client.test.ts +125 -125
  116. package/src/runtime/ws-client.ts +287 -287
  117. package/src/sdk/action.ts +166 -166
  118. package/src/sdk/index.ts +110 -110
  119. package/src/sdk/types.ts +161 -161
  120. package/src/strategies/avoid-lone.ts +12 -12
  121. package/src/strategies/avoid-players.knowledge.md +19 -19
  122. package/src/strategies/avoid-players.ts +16 -16
  123. package/src/strategies/corpse-patrol.ts +23 -23
  124. package/src/strategies/crab-sabotage.ts +22 -22
  125. package/src/strategies/custom-module.test.ts +270 -270
  126. package/src/strategies/find-player.ts +17 -17
  127. package/src/strategies/game-utils.test.ts +242 -242
  128. package/src/strategies/game-utils.ts +846 -846
  129. package/src/strategies/goals/anchor-linger.ts +77 -77
  130. package/src/strategies/goals/avoid-lone-top.ts +168 -168
  131. package/src/strategies/goals/avoid-players-top.test.ts +83 -83
  132. package/src/strategies/goals/avoid-players-top.ts +121 -121
  133. package/src/strategies/goals/conversation-goal.ts +51 -51
  134. package/src/strategies/goals/corpse-patrol-top.ts +113 -113
  135. package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
  136. package/src/strategies/goals/crab-sabotage-top.ts +197 -197
  137. package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
  138. package/src/strategies/goals/find-player-top.ts +93 -93
  139. package/src/strategies/goals/flee-players-goal.ts +53 -53
  140. package/src/strategies/goals/follow-companion-goal.ts +106 -106
  141. package/src/strategies/goals/goal-manager.ts +41 -41
  142. package/src/strategies/goals/goal-root-strategy.ts +49 -49
  143. package/src/strategies/goals/goal.ts +28 -28
  144. package/src/strategies/goals/hide-top.ts +197 -197
  145. package/src/strategies/goals/keep-away-goal.ts +221 -221
  146. package/src/strategies/goals/kill-frenzy-top.ts +80 -80
  147. package/src/strategies/goals/kill-lone-top.ts +160 -160
  148. package/src/strategies/goals/kill-target-goal.ts +59 -59
  149. package/src/strategies/goals/kill-target-top.ts +109 -109
  150. package/src/strategies/goals/leaf-goal.ts +27 -27
  151. package/src/strategies/goals/linger-corpse-goal.ts +35 -35
  152. package/src/strategies/goals/lone-kill-core.ts +82 -82
  153. package/src/strategies/goals/lone-kill-goal.ts +24 -24
  154. package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
  155. package/src/strategies/goals/lone-kill-task-top.ts +133 -133
  156. package/src/strategies/goals/move-room-goal.ts +60 -60
  157. package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
  158. package/src/strategies/goals/normal-shrimp-top.ts +242 -242
  159. package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
  160. package/src/strategies/goals/paradise-fish-top.ts +224 -224
  161. package/src/strategies/goals/patrol-top.ts +57 -57
  162. package/src/strategies/goals/report-patrol-top.ts +80 -80
  163. package/src/strategies/goals/safe-task-goal.ts +102 -102
  164. package/src/strategies/goals/social-task-top.ts +161 -161
  165. package/src/strategies/goals/task-kill-report-top.ts +163 -163
  166. package/src/strategies/goals/task-only-top.ts +57 -57
  167. package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
  168. package/src/strategies/goals/task-report-top.ts +57 -57
  169. package/src/strategies/goals/wander-task-goal.ts +33 -33
  170. package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
  171. package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
  172. package/src/strategies/greeting.ts +53 -53
  173. package/src/strategies/hide-spots.ts +59 -59
  174. package/src/strategies/hide.ts +24 -24
  175. package/src/strategies/kill-frenzy.ts +13 -13
  176. package/src/strategies/kill-lone.knowledge.md +17 -17
  177. package/src/strategies/kill-lone.ts +14 -14
  178. package/src/strategies/kill-target.ts +19 -19
  179. package/src/strategies/loader.test.ts +678 -678
  180. package/src/strategies/loader.ts +181 -179
  181. package/src/strategies/lone-kill-task.ts +22 -22
  182. package/src/strategies/meeting-gate.test.ts +59 -59
  183. package/src/strategies/meeting-gate.ts +23 -23
  184. package/src/strategies/move-room.ts +16 -16
  185. package/src/strategies/new-events-backfill.ts +98 -98
  186. package/src/strategies/off-route-points.ts +105 -105
  187. package/src/strategies/paradise-fish.knowledge.md +19 -19
  188. package/src/strategies/paradise-fish.ts +26 -26
  189. package/src/strategies/pathfind/distance-field.ts +150 -150
  190. package/src/strategies/pathfind/escape-planner.test.ts +197 -197
  191. package/src/strategies/pathfind/escape-planner.ts +355 -355
  192. package/src/strategies/pathfind/walkable-grid.ts +117 -117
  193. package/src/strategies/patrol.ts +12 -12
  194. package/src/strategies/player-targets.ts +13 -13
  195. package/src/strategies/report-patrol.ts +12 -12
  196. package/src/strategies/shrimp-memory.knowledge.md +19 -19
  197. package/src/strategies/shrimp-memory.ts +26 -26
  198. package/src/strategies/social-task.test.ts +28 -28
  199. package/src/strategies/social-task.ts +50 -50
  200. package/src/strategies/spawn.ts +82 -82
  201. package/src/strategies/speech-module.ts +123 -123
  202. package/src/strategies/strategy-loop.test.ts +15 -15
  203. package/src/strategies/strategy-loop.ts +776 -776
  204. package/src/strategies/task-kill-report.ts +18 -18
  205. package/src/strategies/task-only.ts +12 -12
  206. package/src/strategies/task-report.ts +23 -23
  207. package/src/strategies/types.ts +109 -109
  208. package/src/strategies/warrior-memory.knowledge.md +21 -21
  209. package/src/strategies/warrior-memory.ts +17 -17
@@ -1,160 +1,160 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import {
3
- hasKillUseRemaining,
4
- hasReachedRoomTarget,
5
- isKnowledgeHostile,
6
- isKnowledgeTrusted,
7
- killCooldownSecs,
8
- LONE_IGNORE_MS,
9
- matchesAnyTarget,
10
- nearestPlayerByDistance,
11
- nonTeammatesVisible,
12
- PatrolState,
13
- PROGRESS_INTERVAL_MS,
14
- } from '../game-utils.js';
15
- import type { BehaviorDecision, StrategyContext } from '../types.js';
16
- import { Goal } from './goal.js';
17
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
- import { MoveRoomGoal } from './move-room-goal.js';
19
-
20
- const PATROL_PRIORITY = 0.2;
21
- const HUNT_PRIORITY = 0.5;
22
-
23
- export class KillLoneTop extends Goal {
24
- private readonly patrol = new PatrolState();
25
- private loneIgnoreUntil = 0;
26
- private patrolStopOnPlayer: boolean | null = null;
27
- private lastFlaggedTarget = '';
28
-
29
- constructor(private readonly protectedTargets: string[] = []) {
30
- super();
31
- }
32
-
33
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
- const now = Date.now();
35
- const nonTeammates = nonTeammatesVisible(state, ctx);
36
-
37
- if (!hasKillUseRemaining(state)) {
38
- this.setPatrolGoal(state, ctx, false);
39
- this.emitProgress(state, ctx);
40
- return [];
41
- }
42
-
43
- const flagged = nearestPlayerByDistance(
44
- state,
45
- nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
- );
47
- if (flagged) {
48
- if (flagged.name !== this.lastFlaggedTarget) {
49
- ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
- this.lastFlaggedTarget = flagged.name;
51
- }
52
- this.setHuntGoal(flagged.name, true);
53
- return [];
54
- } else {
55
- this.lastFlaggedTarget = '';
56
- }
57
-
58
- if (nonTeammates.length === 0 && state.players.length > 0) {
59
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
- }
61
-
62
- if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
- this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
- this.emitProgress(state, ctx);
65
- return [];
66
- }
67
-
68
- if (nonTeammates.length > 1) {
69
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
- this.setPatrolGoal(state, ctx, false);
71
- this.emitProgress(state, ctx);
72
- return [];
73
- }
74
-
75
- const target = nonTeammates[0];
76
- if (this.isProtected(target, ctx)) {
77
- this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
- this.setPatrolGoal(state, ctx, false);
79
- this.emitProgress(state, ctx);
80
- return [];
81
- }
82
-
83
- this.setHuntGoal(target.name);
84
- this.emitProgress(state, ctx);
85
- return [];
86
- }
87
-
88
- /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
- private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
- return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
- }
92
-
93
- private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
- const worker = this.subGoal;
95
- if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
- if (this.subGoal) this.removeSubGoal();
97
- this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
- this.patrolStopOnPlayer = null;
99
- }
100
-
101
- private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
- let room = this.patrol.nextRoom(ctx);
103
- if (!room) {
104
- this.clearGoal();
105
- return;
106
- }
107
-
108
- if (hasReachedRoomTarget(state, room)) {
109
- this.patrol.advance(ctx);
110
- room = this.patrol.nextRoom(ctx);
111
- if (!room) {
112
- this.clearGoal();
113
- return;
114
- }
115
- }
116
-
117
- const worker = this.subGoal;
118
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
- if (this.subGoal) this.removeSubGoal();
120
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
- emitProgress: false,
122
- stopOnPlayer,
123
- }), PATROL_PRIORITY);
124
- this.patrolStopOnPlayer = stopOnPlayer;
125
- }
126
-
127
- private clearGoal(): void {
128
- if (this.subGoal) this.removeSubGoal();
129
- this.patrolStopOnPlayer = null;
130
- }
131
-
132
- private emitProgress(state: GameState, ctx: StrategyContext): void {
133
- const now = Date.now();
134
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
- ctx.lastProgressNotifyAt = now;
136
-
137
- const room = state.you.room ?? '未知';
138
- const cd = killCooldownSecs(state);
139
- const killsRemaining = state.you.kills_remaining;
140
- const nonTeammates = nonTeammatesVisible(state, ctx);
141
-
142
- let msg = `[进度] 当前在${room}`;
143
- if (nonTeammates.length === 0) {
144
- msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
- } else if (nonTeammates.length === 1) {
146
- const target = nonTeammates[0];
147
- if (this.isProtected(target, ctx)) {
148
- msg += `,视野内发现保护目标${target.name},不动手。`;
149
- } else {
150
- msg += `,视野内发现落单目标${target.name}。`;
151
- }
152
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
- if (killsRemaining === 0) msg += '出刀次数已用完。';
154
- } else {
155
- msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
- }
157
-
158
- ctx.notifications.push(msg);
159
- }
160
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import {
3
+ hasKillUseRemaining,
4
+ hasReachedRoomTarget,
5
+ isKnowledgeHostile,
6
+ isKnowledgeTrusted,
7
+ killCooldownSecs,
8
+ LONE_IGNORE_MS,
9
+ matchesAnyTarget,
10
+ nearestPlayerByDistance,
11
+ nonTeammatesVisible,
12
+ PatrolState,
13
+ PROGRESS_INTERVAL_MS,
14
+ } from '../game-utils.js';
15
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
16
+ import { Goal } from './goal.js';
17
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
18
+ import { MoveRoomGoal } from './move-room-goal.js';
19
+
20
+ const PATROL_PRIORITY = 0.2;
21
+ const HUNT_PRIORITY = 0.5;
22
+
23
+ export class KillLoneTop extends Goal {
24
+ private readonly patrol = new PatrolState();
25
+ private loneIgnoreUntil = 0;
26
+ private patrolStopOnPlayer: boolean | null = null;
27
+ private lastFlaggedTarget = '';
28
+
29
+ constructor(private readonly protectedTargets: string[] = []) {
30
+ super();
31
+ }
32
+
33
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
34
+ const now = Date.now();
35
+ const nonTeammates = nonTeammatesVisible(state, ctx);
36
+
37
+ if (!hasKillUseRemaining(state)) {
38
+ this.setPatrolGoal(state, ctx, false);
39
+ this.emitProgress(state, ctx);
40
+ return [];
41
+ }
42
+
43
+ const flagged = nearestPlayerByDistance(
44
+ state,
45
+ nonTeammates.filter(p => isKnowledgeHostile(p, ctx) && !this.isProtected(p, ctx)),
46
+ );
47
+ if (flagged) {
48
+ if (flagged.name !== this.lastFlaggedTarget) {
49
+ ctx.notifications.push(`根据情报,${flagged.name}被标记为目标,主动出击!`);
50
+ this.lastFlaggedTarget = flagged.name;
51
+ }
52
+ this.setHuntGoal(flagged.name, true);
53
+ return [];
54
+ } else {
55
+ this.lastFlaggedTarget = '';
56
+ }
57
+
58
+ if (nonTeammates.length === 0 && state.players.length > 0) {
59
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
60
+ }
61
+
62
+ if (now < this.loneIgnoreUntil || nonTeammates.length === 0) {
63
+ this.setPatrolGoal(state, ctx, now >= this.loneIgnoreUntil);
64
+ this.emitProgress(state, ctx);
65
+ return [];
66
+ }
67
+
68
+ if (nonTeammates.length > 1) {
69
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
70
+ this.setPatrolGoal(state, ctx, false);
71
+ this.emitProgress(state, ctx);
72
+ return [];
73
+ }
74
+
75
+ const target = nonTeammates[0];
76
+ if (this.isProtected(target, ctx)) {
77
+ this.loneIgnoreUntil = now + LONE_IGNORE_MS;
78
+ this.setPatrolGoal(state, ctx, false);
79
+ this.emitProgress(state, ctx);
80
+ return [];
81
+ }
82
+
83
+ this.setHuntGoal(target.name);
84
+ this.emitProgress(state, ctx);
85
+ return [];
86
+ }
87
+
88
+ /** args 保护名单 ∪ 知识里 trusted 的玩家,永不击杀。 */
89
+ private isProtected(p: PlayerInfo, ctx: StrategyContext): boolean {
90
+ return matchesAnyTarget(p, this.protectedTargets, ctx) || isKnowledgeTrusted(p, ctx);
91
+ }
92
+
93
+ private setHuntGoal(targetName: string, ignoreCrowd = false): void {
94
+ const worker = this.subGoal;
95
+ if (worker instanceof KillVisibleTargetGoal && worker.targetName === targetName && worker.ignoreCrowd === ignoreCrowd) return;
96
+ if (this.subGoal) this.removeSubGoal();
97
+ this.setSubGoal(new KillVisibleTargetGoal(targetName, this.protectedTargets, ignoreCrowd), HUNT_PRIORITY);
98
+ this.patrolStopOnPlayer = null;
99
+ }
100
+
101
+ private setPatrolGoal(state: GameState, ctx: StrategyContext, stopOnPlayer: boolean): void {
102
+ let room = this.patrol.nextRoom(ctx);
103
+ if (!room) {
104
+ this.clearGoal();
105
+ return;
106
+ }
107
+
108
+ if (hasReachedRoomTarget(state, room)) {
109
+ this.patrol.advance(ctx);
110
+ room = this.patrol.nextRoom(ctx);
111
+ if (!room) {
112
+ this.clearGoal();
113
+ return;
114
+ }
115
+ }
116
+
117
+ const worker = this.subGoal;
118
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.patrolStopOnPlayer === stopOnPlayer) return;
119
+ if (this.subGoal) this.removeSubGoal();
120
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, {
121
+ emitProgress: false,
122
+ stopOnPlayer,
123
+ }), PATROL_PRIORITY);
124
+ this.patrolStopOnPlayer = stopOnPlayer;
125
+ }
126
+
127
+ private clearGoal(): void {
128
+ if (this.subGoal) this.removeSubGoal();
129
+ this.patrolStopOnPlayer = null;
130
+ }
131
+
132
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
133
+ const now = Date.now();
134
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
135
+ ctx.lastProgressNotifyAt = now;
136
+
137
+ const room = state.you.room ?? '未知';
138
+ const cd = killCooldownSecs(state);
139
+ const killsRemaining = state.you.kills_remaining;
140
+ const nonTeammates = nonTeammatesVisible(state, ctx);
141
+
142
+ let msg = `[进度] 当前在${room}`;
143
+ if (nonTeammates.length === 0) {
144
+ msg += ',视野内没有目标,继续巡逻寻找落单猎物。';
145
+ } else if (nonTeammates.length === 1) {
146
+ const target = nonTeammates[0];
147
+ if (this.isProtected(target, ctx)) {
148
+ msg += `,视野内发现保护目标${target.name},不动手。`;
149
+ } else {
150
+ msg += `,视野内发现落单目标${target.name}。`;
151
+ }
152
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
153
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
154
+ } else {
155
+ msg += `,视野内有${nonTeammates.length}人,不适合动手,暂时回避。`;
156
+ }
157
+
158
+ ctx.notifications.push(msg);
159
+ }
160
+ }
@@ -1,59 +1,59 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- hasKillUseRemaining,
7
- isKnowledgeTrusted,
8
- killCommitRange,
9
- LONE_FOLLOW_DISTANCE,
10
- matchesAnyTarget,
11
- nonTeammatesVisible,
12
- } from '../game-utils.js';
13
- import type { BehaviorDecision, StrategyContext } from '../types.js';
14
- import { Goal } from './goal.js';
15
-
16
- export class KillVisibleTargetGoal extends Goal {
17
- constructor(
18
- public readonly targetName: string,
19
- private readonly protectedTargets: string[],
20
- public readonly ignoreCrowd = false,
21
- ) {
22
- super();
23
- }
24
-
25
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
- const target = this.target(state, ctx);
27
- if (!target) return [];
28
- if (!hasKillUseRemaining(state)) return [];
29
-
30
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
-
32
- if (d <= killCommitRange(state.you.role)) {
33
- if (canUseKill(state)) {
34
- ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
- return [{ action: Action.kill(target.name) }];
36
- }
37
- return d > LONE_FOLLOW_DISTANCE
38
- ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
- : [];
40
- }
41
-
42
- ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
- return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
- }
45
-
46
- isFinish(state: GameState, ctx: StrategyContext): boolean {
47
- return this.target(state, ctx) == null;
48
- }
49
-
50
- private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
- const visible = nonTeammatesVisible(state, ctx);
52
- if (!this.ignoreCrowd && visible.length !== 1) return null;
53
- const target = visible.find(p => p.name === this.targetName) ?? null;
54
- if (!target) return null;
55
- if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
- if (isKnowledgeTrusted(target, ctx)) return null;
57
- return target;
58
- }
59
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ hasKillUseRemaining,
7
+ isKnowledgeTrusted,
8
+ killCommitRange,
9
+ LONE_FOLLOW_DISTANCE,
10
+ matchesAnyTarget,
11
+ nonTeammatesVisible,
12
+ } from '../game-utils.js';
13
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
14
+ import { Goal } from './goal.js';
15
+
16
+ export class KillVisibleTargetGoal extends Goal {
17
+ constructor(
18
+ public readonly targetName: string,
19
+ private readonly protectedTargets: string[],
20
+ public readonly ignoreCrowd = false,
21
+ ) {
22
+ super();
23
+ }
24
+
25
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
26
+ const target = this.target(state, ctx);
27
+ if (!target) return [];
28
+ if (!hasKillUseRemaining(state)) return [];
29
+
30
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
31
+
32
+ if (d <= killCommitRange(state.you.role)) {
33
+ if (canUseKill(state)) {
34
+ ctx.notifications.push(`发现追杀目标${target.name},出刀!`);
35
+ return [{ action: Action.kill(target.name) }];
36
+ }
37
+ return d > LONE_FOLLOW_DISTANCE
38
+ ? [{ action: Action.move({ x: target.x, y: target.y }) }]
39
+ : [];
40
+ }
41
+
42
+ ctx.notifications.push(`发现追杀目标${target.name},正在靠近!`);
43
+ return [{ action: Action.move({ x: target.x, y: target.y }) }];
44
+ }
45
+
46
+ isFinish(state: GameState, ctx: StrategyContext): boolean {
47
+ return this.target(state, ctx) == null;
48
+ }
49
+
50
+ private target(state: GameState, ctx: StrategyContext): PlayerInfo | null {
51
+ const visible = nonTeammatesVisible(state, ctx);
52
+ if (!this.ignoreCrowd && visible.length !== 1) return null;
53
+ const target = visible.find(p => p.name === this.targetName) ?? null;
54
+ if (!target) return null;
55
+ if (matchesAnyTarget(target, this.protectedTargets, ctx)) return null;
56
+ if (isKnowledgeTrusted(target, ctx)) return null;
57
+ return target;
58
+ }
59
+ }
@@ -1,109 +1,109 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import {
3
- dist,
4
- killCooldownSecs,
5
- isTargetAlive,
6
- isRecentlyKilledTarget,
7
- killCommitRange,
8
- LONE_FOLLOW_DISTANCE,
9
- LONE_IGNORE_MS,
10
- matchesTarget,
11
- nearestVisibleTarget,
12
- patrolStep,
13
- PatrolState,
14
- PROGRESS_INTERVAL_MS,
15
- pursueVisibleTarget,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
-
20
- export class KillTargetTop extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private skipStopUntil = 0;
23
- private completedAfterKill = false;
24
- private completedNotified = false;
25
-
26
- constructor(private readonly targets: string[]) {
27
- super();
28
- }
29
-
30
- onMeetingResume(): void {
31
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
- }
33
-
34
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
- if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
-
37
- const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
- const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
- const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
- if (validTargets.length === 0) {
41
- if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
- this.completedAfterKill = true;
43
- return this.completedPatrol(state, ctx);
44
- }
45
- ctx.notifications.push('所有目标都已死亡或为队友');
46
- this.emitProgress(state, ctx);
47
- return [];
48
- }
49
-
50
- const target = nearestVisibleTarget(state, ctx, validTargets);
51
- if (target) {
52
- const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
- if (decision?.action.type === 'kill') {
54
- ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
- } else {
56
- const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
- if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
- }
59
- this.emitProgress(state, ctx);
60
- return decision ? [decision] : [];
61
- }
62
-
63
- if (state.players.length > 0 || ctx.emergency) {
64
- this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
- }
66
- this.emitProgress(state, ctx);
67
- return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
- }
69
-
70
- private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
- if (!this.completedNotified) {
72
- ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
- ctx.forcePatrolAdvance = true;
74
- this.completedNotified = true;
75
- }
76
- return patrolStep(state, ctx, this.patrol, false);
77
- }
78
-
79
- private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
- if (!isTargetAlive(state, t, ctx)) return false;
81
- const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
- const resolvedName = nameFromSeat ?? t.trim();
83
- return !ctx.teammates.has(resolvedName);
84
- }
85
-
86
- private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
- return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
- }
89
-
90
- private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
- const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
- if (player) return player.is_alive === false;
93
- return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
- }
95
-
96
- private emitProgress(state: GameState, ctx: StrategyContext): void {
97
- const now = Date.now();
98
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
- ctx.lastProgressNotifyAt = now;
100
-
101
- const room = state.you.room ?? '未知';
102
- const cd = killCooldownSecs(state);
103
- const killsRemaining = state.you.kills_remaining;
104
- let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
- if (killsRemaining === 0) msg += '出刀次数已用完。';
107
- ctx.notifications.push(msg);
108
- }
109
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import {
3
+ dist,
4
+ killCooldownSecs,
5
+ isTargetAlive,
6
+ isRecentlyKilledTarget,
7
+ killCommitRange,
8
+ LONE_FOLLOW_DISTANCE,
9
+ LONE_IGNORE_MS,
10
+ matchesTarget,
11
+ nearestVisibleTarget,
12
+ patrolStep,
13
+ PatrolState,
14
+ PROGRESS_INTERVAL_MS,
15
+ pursueVisibleTarget,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+
20
+ export class KillTargetTop extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private skipStopUntil = 0;
23
+ private completedAfterKill = false;
24
+ private completedNotified = false;
25
+
26
+ constructor(private readonly targets: string[]) {
27
+ super();
28
+ }
29
+
30
+ onMeetingResume(): void {
31
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
32
+ }
33
+
34
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
35
+ if (this.completedAfterKill) return this.completedPatrol(state, ctx);
36
+
37
+ const recentlyKilledAnyTarget = this.targets.some(t => isRecentlyKilledTarget(t, ctx));
38
+ const allTargetsDead = this.allTargetsDeadInState(state, ctx);
39
+ const validTargets = this.targets.filter(t => this.isValidTarget(t, state, ctx));
40
+ if (validTargets.length === 0) {
41
+ if (recentlyKilledAnyTarget || allTargetsDead || this.completedAfterKill) {
42
+ this.completedAfterKill = true;
43
+ return this.completedPatrol(state, ctx);
44
+ }
45
+ ctx.notifications.push('所有目标都已死亡或为队友');
46
+ this.emitProgress(state, ctx);
47
+ return [];
48
+ }
49
+
50
+ const target = nearestVisibleTarget(state, ctx, validTargets);
51
+ if (target) {
52
+ const decision = pursueVisibleTarget(state, target, { kill: true, followDistance: LONE_FOLLOW_DISTANCE });
53
+ if (decision?.action.type === 'kill') {
54
+ ctx.notifications.push(`发现目标${target.name}在攻击范围内,出刀!`);
55
+ } else {
56
+ const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
57
+ if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现目标${target.name},正在靠近!`);
58
+ }
59
+ this.emitProgress(state, ctx);
60
+ return decision ? [decision] : [];
61
+ }
62
+
63
+ if (state.players.length > 0 || ctx.emergency) {
64
+ this.skipStopUntil = Date.now() + LONE_IGNORE_MS;
65
+ }
66
+ this.emitProgress(state, ctx);
67
+ return patrolStep(state, ctx, this.patrol, Date.now() >= this.skipStopUntil);
68
+ }
69
+
70
+ private completedPatrol(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
71
+ if (!this.completedNotified) {
72
+ ctx.notifications.push('击杀目标已完成,切换巡逻离开现场。');
73
+ ctx.forcePatrolAdvance = true;
74
+ this.completedNotified = true;
75
+ }
76
+ return patrolStep(state, ctx, this.patrol, false);
77
+ }
78
+
79
+ private isValidTarget(t: string, state: GameState, ctx: StrategyContext): boolean {
80
+ if (!isTargetAlive(state, t, ctx)) return false;
81
+ const nameFromSeat = /^\d+$/.test(t.trim()) ? ctx.playerNamesBySeat[t.trim()] : null;
82
+ const resolvedName = nameFromSeat ?? t.trim();
83
+ return !ctx.teammates.has(resolvedName);
84
+ }
85
+
86
+ private allTargetsDeadInState(state: GameState, ctx: StrategyContext): boolean {
87
+ return this.targets.length > 0 && this.targets.every(target => this.targetDeadInState(target, state, ctx));
88
+ }
89
+
90
+ private targetDeadInState(target: string, state: GameState, ctx: StrategyContext): boolean {
91
+ const player = state.all_players?.find(p => matchesTarget(target, p, ctx));
92
+ if (player) return player.is_alive === false;
93
+ return (ctx.knownCorpses ?? []).some(corpse => matchesTarget(target, corpse, ctx));
94
+ }
95
+
96
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
97
+ const now = Date.now();
98
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
99
+ ctx.lastProgressNotifyAt = now;
100
+
101
+ const room = state.you.room ?? '未知';
102
+ const cd = killCooldownSecs(state);
103
+ const killsRemaining = state.you.kills_remaining;
104
+ let msg = `[进度] 当前在${room},正在寻找目标: ${this.targets.join(', ')}。`;
105
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
106
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
107
+ ctx.notifications.push(msg);
108
+ }
109
+ }