@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.
- package/README.md +387 -377
- package/bin/clawclaw-cli.mjs +3 -3
- package/package.json +48 -48
- package/personas//347/220/206/346/231/272/346/270/251/345/222/214.md +23 -23
- package/personas//350/200/201/350/260/213/346/267/261/347/256/227.md +22 -22
- package/personas//350/257/232/346/201/263/347/233/264/347/216/207.md +22 -22
- package/personas//350/275/273/346/235/276/346/264/273/346/263/274.md +22 -22
- package/personas//351/207/216/346/200/247/345/217/233/351/200/206.md +23 -23
- package/scripts/check-skill-command-surface.mjs +116 -116
- package/scripts/find-hide-spots.py +157 -157
- package/scripts/postinstall.mjs +20 -20
- package/scripts/sync-bundled-skill.mjs +254 -245
- package/scripts/sync-bundled-skill.test.mjs +152 -152
- package/skills/clawclaw/SKILL.md +248 -246
- package/skills/clawclaw/references/CHATTERBOX.md +141 -141
- package/skills/clawclaw/references/COMMANDS.md +160 -155
- package/skills/clawclaw/references/GAME-MECHANICS.md +188 -188
- package/skills/clawclaw/references/HUB.md +48 -48
- package/skills/clawclaw/references/KNOWLEDGE.md +42 -42
- package/skills/clawclaw/references/STRATEGIES.md +59 -59
- package/skills/clawclaw/references/STREAM.md +93 -93
- package/skills/clawclaw/references/TACTICS.md +65 -65
- package/src/assets/clawclaw-ascii-map.txt +40 -40
- package/src/cli.ts +112 -110
- package/src/commands/_schema.ts +124 -124
- package/src/commands/account.ts +209 -209
- package/src/commands/data.test.ts +33 -0
- package/src/commands/data.ts +22 -0
- package/src/commands/do.test.ts +84 -84
- package/src/commands/do.ts +130 -130
- package/src/commands/events.test.ts +100 -71
- package/src/commands/events.ts +250 -221
- package/src/commands/game-map.test.ts +28 -28
- package/src/commands/game-start-plan.test.ts +84 -84
- package/src/commands/game.ts +1113 -1113
- package/src/commands/history-player.test.ts +102 -102
- package/src/commands/history.ts +573 -573
- package/src/commands/hub.test.ts +96 -96
- package/src/commands/hub.ts +234 -234
- package/src/commands/knowledge.test.ts +13 -13
- package/src/commands/knowledge.ts +139 -139
- package/src/commands/load.test.ts +51 -51
- package/src/commands/load.ts +13 -13
- package/src/commands/meeting-history.test.ts +106 -106
- package/src/commands/memory.ts +40 -40
- package/src/commands/peek.ts +45 -45
- package/src/commands/persona.ts +57 -57
- package/src/commands/setup/codex.ts +266 -266
- package/src/commands/skill.ts +128 -128
- package/src/commands/state.ts +46 -46
- package/src/commands/strategy.test.ts +153 -145
- package/src/commands/strategy.ts +183 -181
- package/src/commands/tts.ts +128 -128
- package/src/commands/upgrade.test.ts +82 -82
- package/src/commands/upgrade.ts +148 -148
- package/src/commands/watch.test.ts +999 -999
- package/src/commands/watch.ts +660 -660
- package/src/lib/auth.test.ts +86 -74
- package/src/lib/auth.ts +223 -186
- package/src/lib/command-meta.ts +37 -37
- package/src/lib/game-client.ts +403 -403
- package/src/lib/game-context.ts +92 -92
- package/src/lib/http-keepalive.ts +15 -15
- package/src/lib/http-transport.test.ts +42 -42
- package/src/lib/http-transport.ts +113 -113
- package/src/lib/hub-client.test.ts +56 -56
- package/src/lib/hub-client.ts +88 -88
- package/src/lib/hub-install.test.ts +98 -98
- package/src/lib/hub-install.ts +160 -121
- package/src/lib/hub-reminder.ts +78 -75
- package/src/lib/hub-unzip.test.ts +69 -69
- package/src/lib/hub-unzip.ts +62 -62
- package/src/lib/init-command.test.ts +75 -75
- package/src/lib/init-command.ts +130 -120
- package/src/lib/knowledge-store.test.ts +170 -170
- package/src/lib/knowledge-store.ts +369 -369
- package/src/lib/load-context.test.ts +52 -52
- package/src/lib/load-context.ts +52 -52
- package/src/lib/match-state.test.ts +134 -134
- package/src/lib/match-state.ts +94 -94
- package/src/lib/netease-tts.ts +83 -83
- package/src/lib/normalize.ts +42 -42
- package/src/lib/persona.test.ts +41 -41
- package/src/lib/persona.ts +72 -72
- package/src/lib/server-registry.ts +152 -152
- package/src/lib/skill-version.test.ts +48 -48
- package/src/lib/skill-version.ts +19 -19
- package/src/lib/strategy-export.test.ts +240 -232
- package/src/lib/strategy-export.ts +247 -242
- package/src/lib/tts-keys.ts +7 -7
- package/src/lib/tts-speech.test.ts +63 -63
- package/src/lib/tts-speech.ts +76 -76
- package/src/lib/user-data.test.ts +96 -0
- package/src/lib/user-data.ts +400 -0
- package/src/lib/workspace-argv.test.ts +49 -49
- package/src/lib/workspace-argv.ts +44 -44
- package/src/perception/player-history-store.test.ts +87 -87
- package/src/perception/player-history-store.ts +194 -194
- package/src/pipeline/event-format.test.ts +243 -243
- package/src/pipeline/event-format.ts +501 -501
- package/src/pipeline/event-hints.ts +195 -195
- package/src/pipeline/event-store.test.ts +28 -28
- package/src/pipeline/event-store.ts +193 -193
- package/src/pipeline/pipeline.ts +35 -35
- package/src/pipeline/player-projection.test.ts +168 -119
- package/src/pipeline/player-projection.ts +370 -380
- package/src/runtime/auto-upgrade.test.ts +66 -66
- package/src/runtime/auto-upgrade.ts +31 -31
- package/src/runtime/event-daemon.test.ts +209 -209
- package/src/runtime/event-daemon.ts +519 -519
- package/src/runtime/owner-control.ts +150 -150
- package/src/runtime/raw-ws-log.test.ts +33 -33
- package/src/runtime/raw-ws-log.ts +32 -32
- package/src/runtime/runtime-logger.ts +107 -107
- package/src/runtime/ws-client.test.ts +125 -125
- package/src/runtime/ws-client.ts +287 -287
- package/src/sdk/action.ts +166 -166
- package/src/sdk/index.ts +110 -110
- package/src/sdk/types.ts +161 -161
- package/src/strategies/avoid-lone.ts +12 -12
- package/src/strategies/avoid-players.knowledge.md +19 -19
- package/src/strategies/avoid-players.ts +16 -16
- package/src/strategies/corpse-patrol.ts +23 -23
- package/src/strategies/crab-sabotage.ts +22 -22
- package/src/strategies/custom-module.test.ts +270 -270
- package/src/strategies/find-player.ts +17 -17
- package/src/strategies/game-utils.test.ts +242 -242
- package/src/strategies/game-utils.ts +846 -846
- package/src/strategies/goals/anchor-linger.ts +77 -77
- package/src/strategies/goals/avoid-lone-top.ts +168 -168
- package/src/strategies/goals/avoid-players-top.test.ts +83 -83
- package/src/strategies/goals/avoid-players-top.ts +121 -121
- package/src/strategies/goals/conversation-goal.ts +51 -51
- package/src/strategies/goals/corpse-patrol-top.ts +113 -113
- package/src/strategies/goals/crab-octopus-reflexes.ts +101 -101
- package/src/strategies/goals/crab-sabotage-top.ts +197 -197
- package/src/strategies/goals/emergency-hunt-goal.ts +28 -28
- package/src/strategies/goals/find-player-top.ts +93 -93
- package/src/strategies/goals/flee-players-goal.ts +53 -53
- package/src/strategies/goals/follow-companion-goal.ts +106 -106
- package/src/strategies/goals/goal-manager.ts +41 -41
- package/src/strategies/goals/goal-root-strategy.ts +49 -49
- package/src/strategies/goals/goal.ts +28 -28
- package/src/strategies/goals/hide-top.ts +197 -197
- package/src/strategies/goals/keep-away-goal.ts +221 -221
- package/src/strategies/goals/kill-frenzy-top.ts +80 -80
- package/src/strategies/goals/kill-lone-top.ts +160 -160
- package/src/strategies/goals/kill-target-goal.ts +59 -59
- package/src/strategies/goals/kill-target-top.ts +109 -109
- package/src/strategies/goals/leaf-goal.ts +27 -27
- package/src/strategies/goals/linger-corpse-goal.ts +35 -35
- package/src/strategies/goals/lone-kill-core.ts +82 -82
- package/src/strategies/goals/lone-kill-goal.ts +24 -24
- package/src/strategies/goals/lone-kill-task-top.test.ts +85 -85
- package/src/strategies/goals/lone-kill-task-top.ts +133 -133
- package/src/strategies/goals/move-room-goal.ts +60 -60
- package/src/strategies/goals/normal-shrimp-top.test.ts +80 -80
- package/src/strategies/goals/normal-shrimp-top.ts +242 -242
- package/src/strategies/goals/paradise-fish-top.test.ts +126 -126
- package/src/strategies/goals/paradise-fish-top.ts +224 -224
- package/src/strategies/goals/patrol-top.ts +57 -57
- package/src/strategies/goals/report-patrol-top.ts +80 -80
- package/src/strategies/goals/safe-task-goal.ts +102 -102
- package/src/strategies/goals/social-task-top.ts +161 -161
- package/src/strategies/goals/task-kill-report-top.ts +163 -163
- package/src/strategies/goals/task-only-top.ts +57 -57
- package/src/strategies/goals/task-or-patrol-goal.ts +41 -41
- package/src/strategies/goals/task-report-top.ts +57 -57
- package/src/strategies/goals/wander-task-goal.ts +33 -33
- package/src/strategies/goals/warrior-shrimp-top.test.ts +87 -87
- package/src/strategies/goals/warrior-shrimp-top.ts +267 -267
- package/src/strategies/greeting.ts +53 -53
- package/src/strategies/hide-spots.ts +59 -59
- package/src/strategies/hide.ts +24 -24
- package/src/strategies/kill-frenzy.ts +13 -13
- package/src/strategies/kill-lone.knowledge.md +17 -17
- package/src/strategies/kill-lone.ts +14 -14
- package/src/strategies/kill-target.ts +19 -19
- package/src/strategies/loader.test.ts +678 -678
- package/src/strategies/loader.ts +181 -179
- package/src/strategies/lone-kill-task.ts +22 -22
- package/src/strategies/meeting-gate.test.ts +59 -59
- package/src/strategies/meeting-gate.ts +23 -23
- package/src/strategies/move-room.ts +16 -16
- package/src/strategies/new-events-backfill.ts +98 -98
- package/src/strategies/off-route-points.ts +105 -105
- package/src/strategies/paradise-fish.knowledge.md +19 -19
- package/src/strategies/paradise-fish.ts +26 -26
- package/src/strategies/pathfind/distance-field.ts +150 -150
- package/src/strategies/pathfind/escape-planner.test.ts +197 -197
- package/src/strategies/pathfind/escape-planner.ts +355 -355
- package/src/strategies/pathfind/walkable-grid.ts +117 -117
- package/src/strategies/patrol.ts +12 -12
- package/src/strategies/player-targets.ts +13 -13
- package/src/strategies/report-patrol.ts +12 -12
- package/src/strategies/shrimp-memory.knowledge.md +19 -19
- package/src/strategies/shrimp-memory.ts +26 -26
- package/src/strategies/social-task.test.ts +28 -28
- package/src/strategies/social-task.ts +50 -50
- package/src/strategies/spawn.ts +82 -82
- package/src/strategies/speech-module.ts +123 -123
- package/src/strategies/strategy-loop.test.ts +15 -15
- package/src/strategies/strategy-loop.ts +776 -776
- package/src/strategies/task-kill-report.ts +18 -18
- package/src/strategies/task-only.ts +12 -12
- package/src/strategies/task-report.ts +23 -23
- package/src/strategies/types.ts +109 -109
- package/src/strategies/warrior-memory.knowledge.md +21 -21
- package/src/strategies/warrior-memory.ts +17 -17
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import type { BehaviorDecision } from '../types.js';
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import { Goal } from './goal.js';
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export const URGENT_GOAL_PRIORITY = 1;
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/** 残局抢修紧急任务:高于游走任务、低于落单猎杀/反射(URGENT),故对发言仍可被打断(< URGENT)。 */
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export const EMERGENCY_GOAL_PRIORITY = 0.6;
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export const WANDER_GOAL_PRIORITY = 0.2;
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export class LeafGoal extends Goal {
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export function setBehavior(parent: Goal, child: Goal, priority: number): BehaviorDecision[] {
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export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
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}
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import type { BehaviorDecision } from '../types.js';
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import { Goal } from './goal.js';
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export const URGENT_GOAL_PRIORITY = 1;
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/** 残局抢修紧急任务:高于游走任务、低于落单猎杀/反射(URGENT),故对发言仍可被打断(< URGENT)。 */
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export const EMERGENCY_GOAL_PRIORITY = 0.6;
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export const WANDER_GOAL_PRIORITY = 0.2;
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export class LeafGoal extends Goal {
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export function emitLeaf(parent: Goal, decisions: BehaviorDecision[], priority: number): BehaviorDecision[] {
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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export class LingerCorpseGoal extends Goal {
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constructor(private readonly avoidResolver?: (state: GameState, ctx: StrategyContext) => PlayerInfo[]) {
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super();
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tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
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// 还没拿到尸体坐标:朝尸体所在房间靠近,人进视野后坐标自然补全,再切到下面的贴尸游走。
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const nav = nearestKnownCorpseNav(state, ctx);
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return nav ? [{ action: Action.move({ x: nav.x, y: nav.y }) }] : [];
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}
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// 有坐标:在尸体周围 40-100 粘性徘徊(AnchorLinger 负责粘住游走点、按 avoid 偏到对侧)。
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const key = body.name ?? `${Math.round(body.x)},${Math.round(body.y)}`;
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const avoid = this.avoidResolver?.(state, ctx) ?? [];
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return [{ action: Action.move(this.wander.step(state, key, body, avoid)) }];
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}
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// Nav / 非 Nav 的不对称是有意的:tick 取坐标用严格的 nearestKnownCorpse(没坐标无法定点游走),
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// 但只要还记得尸体在某房间(nearestKnownCorpseNav 非空)就不该 finish——此时应继续走向房间锚点,
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// 等人进视野把坐标补全,否则尸体一离开视野就提前结束、再也走不回去。
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isFinish(state: GameState, ctx: StrategyContext): boolean {
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return nearestKnownCorpseNav(state, ctx) == null;
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}
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@@ -1,82 +1,82 @@
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import type { GameState, PlayerInfo } from '../../sdk/types.js';
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import {
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canUseKill,
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dist,
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killCommitRange,
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LONE_IGNORE_MS,
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nonTeammatesVisible,
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} from '../game-utils.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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export interface LoneKillOptions {
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/** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
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}
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export type LoneKillAssessment =
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| { kind: 'hunt'; target: PlayerInfo }
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| { kind: 'idle' };
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/**
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* crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
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* 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
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*/
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export class LoneKillCore {
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private loneIgnoreUntil = 0;
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private suppressStop = false;
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reset(): void {
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}
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/** 兜底任务/巡逻移动是否应 stop_on_player。 */
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patrolStopOnPlayer(): boolean {
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return !this.suppressStop;
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}
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assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
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const now = Date.now();
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this.suppressStop = false;
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const nonTeammates = nonTeammatesVisible(state, ctx);
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if (nonTeammates.length === 0) {
|
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if (state.players.length > 0) {
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this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
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this.suppressStop = true;
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}
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return { kind: 'idle' };
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}
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|
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if (nonTeammates.length > 1) {
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this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
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|
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this.suppressStop = true;
|
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|
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return { kind: 'idle' };
|
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|
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}
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|
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|
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if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
|
|
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this.suppressStop = true;
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|
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|
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|
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}
|
|
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|
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|
|
63
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if (!canUseKill(state)) {
|
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64
|
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// 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
|
|
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|
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//(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
|
|
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|
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this.suppressStop = true;
|
|
67
|
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return { kind: 'idle' };
|
|
68
|
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}
|
|
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|
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|
|
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|
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return { kind: 'hunt', target: nonTeammates[0] };
|
|
71
|
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}
|
|
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|
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|
|
73
|
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pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
|
|
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|
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const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
75
|
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if (d <= killCommitRange(state.you.role) && canUseKill(state)) {
|
|
76
|
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ctx.notifications.push(`发现落单目标${target.name},出刀!`);
|
|
77
|
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return { action: Action.kill(target.name) };
|
|
78
|
-
}
|
|
79
|
-
if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
|
|
80
|
-
return { action: Action.move({ x: target.x, y: target.y }) };
|
|
81
|
-
}
|
|
82
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import { Action } from '../../sdk/action.js';
|
|
3
|
+
import {
|
|
4
|
+
canUseKill,
|
|
5
|
+
dist,
|
|
6
|
+
killCommitRange,
|
|
7
|
+
LONE_IGNORE_MS,
|
|
8
|
+
nonTeammatesVisible,
|
|
9
|
+
} from '../game-utils.js';
|
|
10
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
11
|
+
|
|
12
|
+
export interface LoneKillOptions {
|
|
13
|
+
/** 紧急期调用方可无视「刚遇到人群」后的短暂停手窗口。 */
|
|
14
|
+
bypassIgnoreWindow?: boolean;
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
export type LoneKillAssessment =
|
|
18
|
+
| { kind: 'hunt'; target: PlayerInfo }
|
|
19
|
+
| { kind: 'idle' };
|
|
20
|
+
|
|
21
|
+
/**
|
|
22
|
+
* crab-sabotage 与 lone-kill-task 共享的落单猎杀状态机。
|
|
23
|
+
* 刀在冷却(或出刀用完)时一律返回 idle,让上层下沉去做低优先级任务,而不是追/原地等刀。
|
|
24
|
+
*/
|
|
25
|
+
export class LoneKillCore {
|
|
26
|
+
private loneIgnoreUntil = 0;
|
|
27
|
+
private suppressStop = false;
|
|
28
|
+
|
|
29
|
+
reset(): void {
|
|
30
|
+
this.loneIgnoreUntil = 0;
|
|
31
|
+
this.suppressStop = false;
|
|
32
|
+
}
|
|
33
|
+
|
|
34
|
+
/** 兜底任务/巡逻移动是否应 stop_on_player。 */
|
|
35
|
+
patrolStopOnPlayer(): boolean {
|
|
36
|
+
return !this.suppressStop;
|
|
37
|
+
}
|
|
38
|
+
|
|
39
|
+
assess(state: GameState, ctx: StrategyContext, opts: LoneKillOptions = {}): LoneKillAssessment {
|
|
40
|
+
const now = Date.now();
|
|
41
|
+
this.suppressStop = false;
|
|
42
|
+
const nonTeammates = nonTeammatesVisible(state, ctx);
|
|
43
|
+
|
|
44
|
+
if (nonTeammates.length === 0) {
|
|
45
|
+
if (state.players.length > 0) {
|
|
46
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
47
|
+
this.suppressStop = true;
|
|
48
|
+
}
|
|
49
|
+
return { kind: 'idle' };
|
|
50
|
+
}
|
|
51
|
+
|
|
52
|
+
if (nonTeammates.length > 1) {
|
|
53
|
+
this.loneIgnoreUntil = now + LONE_IGNORE_MS;
|
|
54
|
+
this.suppressStop = true;
|
|
55
|
+
return { kind: 'idle' };
|
|
56
|
+
}
|
|
57
|
+
|
|
58
|
+
if (!opts.bypassIgnoreWindow && now < this.loneIgnoreUntil) {
|
|
59
|
+
this.suppressStop = true;
|
|
60
|
+
return { kind: 'idle' };
|
|
61
|
+
}
|
|
62
|
+
|
|
63
|
+
if (!canUseKill(state)) {
|
|
64
|
+
// 刀在冷却或出刀已用完:不追不等,下沉做低优先级伪装任务,冷却好再下手
|
|
65
|
+
//(贴脸反射刀 immediateLoneKillDecision 仍会在冷却结束瞬间生效,不丢顺手的杀)。
|
|
66
|
+
this.suppressStop = true;
|
|
67
|
+
return { kind: 'idle' };
|
|
68
|
+
}
|
|
69
|
+
|
|
70
|
+
return { kind: 'hunt', target: nonTeammates[0] };
|
|
71
|
+
}
|
|
72
|
+
|
|
73
|
+
pursue(state: GameState, ctx: StrategyContext, target: PlayerInfo): BehaviorDecision {
|
|
74
|
+
const d = target.distance ?? dist(state.you.x, state.you.y, target.x, target.y);
|
|
75
|
+
if (d <= killCommitRange(state.you.role) && canUseKill(state)) {
|
|
76
|
+
ctx.notifications.push(`发现落单目标${target.name},出刀!`);
|
|
77
|
+
return { action: Action.kill(target.name) };
|
|
78
|
+
}
|
|
79
|
+
if (d > killCommitRange(state.you.role)) ctx.notifications.push(`发现落单目标${target.name},正在靠近!`);
|
|
80
|
+
return { action: Action.move({ x: target.x, y: target.y }) };
|
|
81
|
+
}
|
|
82
|
+
}
|
|
@@ -1,24 +1,24 @@
|
|
|
1
|
-
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
-
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
3
|
-
import { Goal } from './goal.js';
|
|
4
|
-
import type { LoneKillCore } from './lone-kill-core.js';
|
|
5
|
-
|
|
6
|
-
/**
|
|
7
|
-
* 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
|
|
8
|
-
* 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
|
|
9
|
-
*/
|
|
10
|
-
export class LoneKillGoal extends Goal {
|
|
11
|
-
private target: PlayerInfo | null = null;
|
|
12
|
-
|
|
13
|
-
constructor(private readonly core: LoneKillCore) {
|
|
14
|
-
super();
|
|
15
|
-
}
|
|
16
|
-
|
|
17
|
-
setTarget(target: PlayerInfo): void {
|
|
18
|
-
this.target = target;
|
|
19
|
-
}
|
|
20
|
-
|
|
21
|
-
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
22
|
-
return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
|
|
23
|
-
}
|
|
24
|
-
}
|
|
1
|
+
import type { GameState, PlayerInfo } from '../../sdk/types.js';
|
|
2
|
+
import type { BehaviorDecision, StrategyContext } from '../types.js';
|
|
3
|
+
import { Goal } from './goal.js';
|
|
4
|
+
import type { LoneKillCore } from './lone-kill-core.js';
|
|
5
|
+
|
|
6
|
+
/**
|
|
7
|
+
* 落单猎杀子目标(叶子,由上层以 URGENT 优先级挂载):对上层经 {@link LoneKillCore.assess} 选中、
|
|
8
|
+
* 并经 setTarget() 注入的目标产出追击 / 出刀决策。判定逻辑在 core/上层,本叶子只负责产出动作。
|
|
9
|
+
*/
|
|
10
|
+
export class LoneKillGoal extends Goal {
|
|
11
|
+
private target: PlayerInfo | null = null;
|
|
12
|
+
|
|
13
|
+
constructor(private readonly core: LoneKillCore) {
|
|
14
|
+
super();
|
|
15
|
+
}
|
|
16
|
+
|
|
17
|
+
setTarget(target: PlayerInfo): void {
|
|
18
|
+
this.target = target;
|
|
19
|
+
}
|
|
20
|
+
|
|
21
|
+
tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
|
|
22
|
+
return this.target ? [this.core.pursue(state, ctx, this.target)] : [];
|
|
23
|
+
}
|
|
24
|
+
}
|
|
@@ -1,85 +1,85 @@
|
|
|
1
|
-
import { describe, expect, it } from 'vitest';
|
|
2
|
-
import type { GameState, TaskInfo } from '../../sdk/types.js';
|
|
3
|
-
import type { StrategyContext } from '../types.js';
|
|
4
|
-
import { LoneKillTaskTop } from './lone-kill-task-top.js';
|
|
5
|
-
|
|
6
|
-
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
-
return {
|
|
8
|
-
phase: 'wandering',
|
|
9
|
-
tick: 1,
|
|
10
|
-
you: {
|
|
11
|
-
name: 'octopus',
|
|
12
|
-
x: 0,
|
|
13
|
-
y: 0,
|
|
14
|
-
room: 'control',
|
|
15
|
-
role: 'neutral_octopus',
|
|
16
|
-
faction: 'neutral',
|
|
17
|
-
is_alive: true,
|
|
18
|
-
kill_cooldown_secs: 10,
|
|
19
|
-
},
|
|
20
|
-
your_tasks: [],
|
|
21
|
-
players: [],
|
|
22
|
-
corpses: [],
|
|
23
|
-
stale: false,
|
|
24
|
-
...overrides,
|
|
25
|
-
};
|
|
26
|
-
}
|
|
27
|
-
|
|
28
|
-
function task(task_name: string, x: number, y: number): TaskInfo {
|
|
29
|
-
return {
|
|
30
|
-
task_id: task_name,
|
|
31
|
-
task_name,
|
|
32
|
-
room: 'control',
|
|
33
|
-
status: 'normal',
|
|
34
|
-
x,
|
|
35
|
-
y,
|
|
36
|
-
is_fake_shrimp: true,
|
|
37
|
-
};
|
|
38
|
-
}
|
|
39
|
-
|
|
40
|
-
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
41
|
-
return {
|
|
42
|
-
taskData: [],
|
|
43
|
-
emergency: null,
|
|
44
|
-
taskLocalBlockedUntil: 0,
|
|
45
|
-
reportCorpseTarget: null,
|
|
46
|
-
reportBlockedUntil: 0,
|
|
47
|
-
notifications: [],
|
|
48
|
-
lastProgressNotifyAt: Date.now(),
|
|
49
|
-
teammates: new Set(),
|
|
50
|
-
alarmDone: false,
|
|
51
|
-
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
52
|
-
playerNamesBySeat: {},
|
|
53
|
-
forcePatrolAdvance: false,
|
|
54
|
-
blockedMoveTarget: null,
|
|
55
|
-
mySeat: 1,
|
|
56
|
-
speechNotifications: [],
|
|
57
|
-
agentAlerts: [],
|
|
58
|
-
...overrides,
|
|
59
|
-
};
|
|
60
|
-
}
|
|
61
|
-
|
|
62
|
-
describe('LoneKillTaskTop', () => {
|
|
63
|
-
it('does not try to repair emergency tasks as octopus', () => {
|
|
64
|
-
const top = new LoneKillTaskTop();
|
|
65
|
-
const ctx = context({
|
|
66
|
-
taskData: [task('fake-clean', 100, 0)],
|
|
67
|
-
emergency: {
|
|
68
|
-
task_id: 'repair',
|
|
69
|
-
task_name: 'repair',
|
|
70
|
-
room: 'control',
|
|
71
|
-
status: 'emergency',
|
|
72
|
-
x: 0,
|
|
73
|
-
y: 0,
|
|
74
|
-
remaining_secs: 60,
|
|
75
|
-
},
|
|
76
|
-
});
|
|
77
|
-
|
|
78
|
-
top.tick(state(), ctx);
|
|
79
|
-
const decisions = top.subGoal?.tick(state(), ctx) ?? [];
|
|
80
|
-
|
|
81
|
-
expect(decisions).toHaveLength(1);
|
|
82
|
-
expect(decisions[0].action.type).toBe('move');
|
|
83
|
-
expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
|
|
84
|
-
});
|
|
85
|
-
});
|
|
1
|
+
import { describe, expect, it } from 'vitest';
|
|
2
|
+
import type { GameState, TaskInfo } from '../../sdk/types.js';
|
|
3
|
+
import type { StrategyContext } from '../types.js';
|
|
4
|
+
import { LoneKillTaskTop } from './lone-kill-task-top.js';
|
|
5
|
+
|
|
6
|
+
function state(overrides: Partial<GameState> = {}): GameState {
|
|
7
|
+
return {
|
|
8
|
+
phase: 'wandering',
|
|
9
|
+
tick: 1,
|
|
10
|
+
you: {
|
|
11
|
+
name: 'octopus',
|
|
12
|
+
x: 0,
|
|
13
|
+
y: 0,
|
|
14
|
+
room: 'control',
|
|
15
|
+
role: 'neutral_octopus',
|
|
16
|
+
faction: 'neutral',
|
|
17
|
+
is_alive: true,
|
|
18
|
+
kill_cooldown_secs: 10,
|
|
19
|
+
},
|
|
20
|
+
your_tasks: [],
|
|
21
|
+
players: [],
|
|
22
|
+
corpses: [],
|
|
23
|
+
stale: false,
|
|
24
|
+
...overrides,
|
|
25
|
+
};
|
|
26
|
+
}
|
|
27
|
+
|
|
28
|
+
function task(task_name: string, x: number, y: number): TaskInfo {
|
|
29
|
+
return {
|
|
30
|
+
task_id: task_name,
|
|
31
|
+
task_name,
|
|
32
|
+
room: 'control',
|
|
33
|
+
status: 'normal',
|
|
34
|
+
x,
|
|
35
|
+
y,
|
|
36
|
+
is_fake_shrimp: true,
|
|
37
|
+
};
|
|
38
|
+
}
|
|
39
|
+
|
|
40
|
+
function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
|
|
41
|
+
return {
|
|
42
|
+
taskData: [],
|
|
43
|
+
emergency: null,
|
|
44
|
+
taskLocalBlockedUntil: 0,
|
|
45
|
+
reportCorpseTarget: null,
|
|
46
|
+
reportBlockedUntil: 0,
|
|
47
|
+
notifications: [],
|
|
48
|
+
lastProgressNotifyAt: Date.now(),
|
|
49
|
+
teammates: new Set(),
|
|
50
|
+
alarmDone: false,
|
|
51
|
+
rooms: [{ name: 'patrol', x: 500, y: 0 }],
|
|
52
|
+
playerNamesBySeat: {},
|
|
53
|
+
forcePatrolAdvance: false,
|
|
54
|
+
blockedMoveTarget: null,
|
|
55
|
+
mySeat: 1,
|
|
56
|
+
speechNotifications: [],
|
|
57
|
+
agentAlerts: [],
|
|
58
|
+
...overrides,
|
|
59
|
+
};
|
|
60
|
+
}
|
|
61
|
+
|
|
62
|
+
describe('LoneKillTaskTop', () => {
|
|
63
|
+
it('does not try to repair emergency tasks as octopus', () => {
|
|
64
|
+
const top = new LoneKillTaskTop();
|
|
65
|
+
const ctx = context({
|
|
66
|
+
taskData: [task('fake-clean', 100, 0)],
|
|
67
|
+
emergency: {
|
|
68
|
+
task_id: 'repair',
|
|
69
|
+
task_name: 'repair',
|
|
70
|
+
room: 'control',
|
|
71
|
+
status: 'emergency',
|
|
72
|
+
x: 0,
|
|
73
|
+
y: 0,
|
|
74
|
+
remaining_secs: 60,
|
|
75
|
+
},
|
|
76
|
+
});
|
|
77
|
+
|
|
78
|
+
top.tick(state(), ctx);
|
|
79
|
+
const decisions = top.subGoal?.tick(state(), ctx) ?? [];
|
|
80
|
+
|
|
81
|
+
expect(decisions).toHaveLength(1);
|
|
82
|
+
expect(decisions[0].action.type).toBe('move');
|
|
83
|
+
expect(decisions[0].action.payload).toMatchObject({ target_x: 100, target_y: 0 });
|
|
84
|
+
});
|
|
85
|
+
});
|