@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
@@ -1,80 +1,80 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- nearestKnownCorpse,
5
- nearestReportableCorpse,
6
- patrolStep,
7
- PatrolState,
8
- PROGRESS_INTERVAL_MS,
9
- } from '../game-utils.js';
10
- import type { BehaviorDecision, StrategyContext } from '../types.js';
11
- import { Goal } from './goal.js';
12
-
13
- export class ReportPatrolTop extends Goal {
14
- private readonly patrol = new PatrolState();
15
- private lastCorpseNotified = false;
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const reportDecision = this.tryReport(state, ctx);
19
- if (reportDecision) {
20
- this.emitProgress(state, ctx);
21
- return [reportDecision];
22
- }
23
-
24
- const decisions = this.patrolDecision(state, ctx);
25
- this.emitProgress(state, ctx);
26
- return decisions;
27
- }
28
-
29
- private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
- const reportable = nearestReportableCorpse(state);
31
- if (reportable) {
32
- ctx.reportCorpseTarget = null;
33
- this.lastCorpseNotified = false;
34
- ctx.notifications.push('发现尸体,正在报告!');
35
- return { action: Action.report(reportable.name, reportable.room) };
36
- }
37
-
38
- const corpse = nearestKnownCorpse(state, ctx);
39
- if (corpse) {
40
- if (!this.lastCorpseNotified) {
41
- this.lastCorpseNotified = true;
42
- const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
- ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
- }
45
- ctx.reportCorpseTarget = corpse;
46
- return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
- }
48
-
49
- this.lastCorpseNotified = false;
50
- ctx.reportCorpseTarget = null;
51
- return null;
52
- }
53
-
54
- private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
- if (state.you.doing_task) return [];
56
- return patrolStep(state, ctx, this.patrol, false);
57
- }
58
-
59
- private emitProgress(state: GameState, ctx: StrategyContext): void {
60
- const now = Date.now();
61
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
- ctx.lastProgressNotifyAt = now;
63
-
64
- const room = state.you.room ?? '未知';
65
- const target = this.patrol.nextRoom(ctx);
66
-
67
- let msg = `[进度] 当前在${room}`;
68
- if (ctx.reportCorpseTarget) {
69
- const label = ctx.reportCorpseTarget.name ?? '未知';
70
- msg += `,正在靠近${label}的尸体准备报告。`;
71
- } else if (target) {
72
- msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
- } else {
74
- msg += ',巡逻中。';
75
- }
76
- msg += ` 共${ctx.rooms.length}个房间。`;
77
-
78
- ctx.notifications.push(msg);
79
- }
80
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ nearestKnownCorpse,
5
+ nearestReportableCorpse,
6
+ patrolStep,
7
+ PatrolState,
8
+ PROGRESS_INTERVAL_MS,
9
+ } from '../game-utils.js';
10
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
11
+ import { Goal } from './goal.js';
12
+
13
+ export class ReportPatrolTop extends Goal {
14
+ private readonly patrol = new PatrolState();
15
+ private lastCorpseNotified = false;
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const reportDecision = this.tryReport(state, ctx);
19
+ if (reportDecision) {
20
+ this.emitProgress(state, ctx);
21
+ return [reportDecision];
22
+ }
23
+
24
+ const decisions = this.patrolDecision(state, ctx);
25
+ this.emitProgress(state, ctx);
26
+ return decisions;
27
+ }
28
+
29
+ private tryReport(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
30
+ const reportable = nearestReportableCorpse(state);
31
+ if (reportable) {
32
+ ctx.reportCorpseTarget = null;
33
+ this.lastCorpseNotified = false;
34
+ ctx.notifications.push('发现尸体,正在报告!');
35
+ return { action: Action.report(reportable.name, reportable.room) };
36
+ }
37
+
38
+ const corpse = nearestKnownCorpse(state, ctx);
39
+ if (corpse) {
40
+ if (!this.lastCorpseNotified) {
41
+ this.lastCorpseNotified = true;
42
+ const label = corpse.name ? `${corpse.name}的尸体` : '尸体';
43
+ ctx.notifications.push(`视野内发现${label},正在靠近准备报告。`);
44
+ }
45
+ ctx.reportCorpseTarget = corpse;
46
+ return { action: Action.move({ x: corpse.x, y: corpse.y }) };
47
+ }
48
+
49
+ this.lastCorpseNotified = false;
50
+ ctx.reportCorpseTarget = null;
51
+ return null;
52
+ }
53
+
54
+ private patrolDecision(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
55
+ if (state.you.doing_task) return [];
56
+ return patrolStep(state, ctx, this.patrol, false);
57
+ }
58
+
59
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
60
+ const now = Date.now();
61
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
62
+ ctx.lastProgressNotifyAt = now;
63
+
64
+ const room = state.you.room ?? '未知';
65
+ const target = this.patrol.nextRoom(ctx);
66
+
67
+ let msg = `[进度] 当前在${room}`;
68
+ if (ctx.reportCorpseTarget) {
69
+ const label = ctx.reportCorpseTarget.name ?? '未知';
70
+ msg += `,正在靠近${label}的尸体准备报告。`;
71
+ } else if (target) {
72
+ msg += `,巡逻中,正在前往${target.name}寻找尸体。`;
73
+ } else {
74
+ msg += ',巡逻中。';
75
+ }
76
+ msg += ` 共${ctx.rooms.length}个房间。`;
77
+
78
+ ctx.notifications.push(msg);
79
+ }
80
+ }
@@ -1,102 +1,102 @@
1
- import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
- const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
-
10
- export interface SafeTaskPlanOptions {
11
- holdUnsafeCurrentForMs?: number;
12
- }
13
-
14
- /**
15
- * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
- * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
- * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
- * 全部任务被排除或做完时按房间顺序巡逻。
19
- */
20
- export class SafeTaskOrPatrolGoal extends Goal {
21
- private readonly patrol = new PatrolState();
22
- private current: TaskInfo | null = null;
23
- private holdUnsafeCurrentUntil = 0;
24
-
25
- constructor(private readonly threatPoints: ThreatPointResolver) {
26
- super();
27
- }
28
-
29
- /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
- get currentTask(): TaskInfo | null {
31
- return this.current;
32
- }
33
-
34
- /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
- planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
- if (opts.holdUnsafeCurrentForMs != null) {
37
- this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
- }
39
- if (state.you.doing_task) return this.current;
40
-
41
- const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
- threatPoints: this.threatPoints(state, ctx),
43
- stickyTaskName: this.current?.task_name ?? null,
44
- });
45
- this.current = task;
46
- return task;
47
- }
48
-
49
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
- if (state.you.doing_task) return [];
51
-
52
- const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
- if (locked) {
54
- this.current = locked;
55
- return [taskMoveDecision(state, ctx, locked)];
56
- }
57
-
58
- if (this.current) {
59
- const remembered = this.findCurrentTask(ctx);
60
- if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
- this.current = null;
62
- const replanned = this.planTask(state, ctx);
63
- if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
- }
65
-
66
- let room = this.patrol.nextRoom(ctx);
67
- if (!room) return [];
68
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
- this.patrol.advance(ctx);
70
- const next = this.patrol.nextRoom(ctx);
71
- if (next) room = next;
72
- }
73
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
- }
75
-
76
- private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
- const current = this.findCurrentTask(ctx);
78
- if (!current) return null;
79
-
80
- const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
- threatPoints: this.threatPoints(state, ctx),
82
- stickyTaskName: current.task_name,
83
- });
84
- return safe;
85
- }
86
-
87
- private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
- if (!this.current) return null;
89
- return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
- ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
- ?? null;
92
- }
93
-
94
- private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
- return task.status !== 'completed'
96
- && task.status !== 'in_progress'
97
- && task.x != null
98
- && task.y != null
99
- && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
- && NON_CRAB(task);
101
- }
102
- }
1
+ import type { GameState, Position, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, nearestSafeTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type ThreatPointResolver = (state: GameState, ctx: StrategyContext) => Position[];
8
+ const NON_CRAB = (t: TaskInfo) => t.faction !== 'crab';
9
+
10
+ export interface SafeTaskPlanOptions {
11
+ holdUnsafeCurrentForMs?: number;
12
+ }
13
+
14
+ /**
15
+ * 进阶普通虾的劳作循环:与 TaskOrPatrolGoal 同构,但任务选择换成 nearestSafeTask——
16
+ * 测地最近、威胁硬排除(任务点旁有威胁,或必经之路经过威胁附近都不选)、带粘性
17
+ * (当前任务仍合法就不换,杜绝摇摆;路被把守时粘性失效自动换任务)。
18
+ * 全部任务被排除或做完时按房间顺序巡逻。
19
+ */
20
+ export class SafeTaskOrPatrolGoal extends Goal {
21
+ private readonly patrol = new PatrolState();
22
+ private current: TaskInfo | null = null;
23
+ private holdUnsafeCurrentUntil = 0;
24
+
25
+ constructor(private readonly threatPoints: ThreatPointResolver) {
26
+ super();
27
+ }
28
+
29
+ /** 当前粘住的任务,供调用方播报进度(逃跑期间也能看到将回归的任务)。 */
30
+ get currentTask(): TaskInfo | null {
31
+ return this.current;
32
+ }
33
+
34
+ /** Refresh the remembered task without issuing a task move. Safe to call while fleeing. */
35
+ planTask(state: GameState, ctx: StrategyContext, opts: SafeTaskPlanOptions = {}): TaskInfo | null {
36
+ if (opts.holdUnsafeCurrentForMs != null) {
37
+ this.holdUnsafeCurrentUntil = Math.max(this.holdUnsafeCurrentUntil, Date.now() + opts.holdUnsafeCurrentForMs);
38
+ }
39
+ if (state.you.doing_task) return this.current;
40
+
41
+ const task = nearestSafeTask(state, ctx.taskData, NON_CRAB, ctx.emergency, ctx.blockedMoveTarget, ctx.knownCorpses, {
42
+ threatPoints: this.threatPoints(state, ctx),
43
+ stickyTaskName: this.current?.task_name ?? null,
44
+ });
45
+ this.current = task;
46
+ return task;
47
+ }
48
+
49
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
50
+ if (state.you.doing_task) return [];
51
+
52
+ const locked = this.current ? this.safeCurrentTask(state, ctx) : this.planTask(state, ctx);
53
+ if (locked) {
54
+ this.current = locked;
55
+ return [taskMoveDecision(state, ctx, locked)];
56
+ }
57
+
58
+ if (this.current) {
59
+ const remembered = this.findCurrentTask(ctx);
60
+ if (remembered && this.isStillAssignable(remembered, ctx) && Date.now() < this.holdUnsafeCurrentUntil) return [];
61
+ this.current = null;
62
+ const replanned = this.planTask(state, ctx);
63
+ if (replanned) return [taskMoveDecision(state, ctx, replanned)];
64
+ }
65
+
66
+ let room = this.patrol.nextRoom(ctx);
67
+ if (!room) return [];
68
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
69
+ this.patrol.advance(ctx);
70
+ const next = this.patrol.nextRoom(ctx);
71
+ if (next) room = next;
72
+ }
73
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
74
+ }
75
+
76
+ private safeCurrentTask(state: GameState, ctx: StrategyContext): TaskInfo | null {
77
+ const current = this.findCurrentTask(ctx);
78
+ if (!current) return null;
79
+
80
+ const safe = nearestSafeTask(state, [current], NON_CRAB, null, ctx.blockedMoveTarget, ctx.knownCorpses, {
81
+ threatPoints: this.threatPoints(state, ctx),
82
+ stickyTaskName: current.task_name,
83
+ });
84
+ return safe;
85
+ }
86
+
87
+ private findCurrentTask(ctx: StrategyContext): TaskInfo | null {
88
+ if (!this.current) return null;
89
+ return ctx.taskData.find(t => t.task_id === this.current?.task_id)
90
+ ?? ctx.taskData.find(t => t.task_name === this.current?.task_name)
91
+ ?? null;
92
+ }
93
+
94
+ private isStillAssignable(task: TaskInfo, ctx: StrategyContext): boolean {
95
+ return task.status !== 'completed'
96
+ && task.status !== 'in_progress'
97
+ && task.x != null
98
+ && task.y != null
99
+ && (!ctx.blockedMoveTarget || dist(task.x, task.y, ctx.blockedMoveTarget.x, ctx.blockedMoveTarget.y) > 10)
100
+ && NON_CRAB(task);
101
+ }
102
+ }