@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
@@ -1,161 +1,161 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- dist,
5
- firstAvailableTask,
6
- isTargetAlive,
7
- matchesTarget,
8
- PROGRESS_INTERVAL_MS,
9
- reportCorpseDecision,
10
- TASK_SUBMIT_RADIUS,
11
- } from '../game-utils.js';
12
- import type { BehaviorDecision, StrategyContext } from '../types.js';
13
- import { Goal } from './goal.js';
14
-
15
- export interface SocialTarget {
16
- target: string;
17
- greeting: string | null;
18
- }
19
-
20
- interface SocialTargetState {
21
- greetingSent: boolean;
22
- lastSpeechTime: number;
23
- silenceNotified: boolean;
24
- }
25
-
26
- const GREETING_DISTANCE = 200;
27
- const SILENCE_TIMEOUT_MS = 10_000;
28
-
29
- export class SocialTaskTop extends Goal {
30
- private readonly socialTargets: SocialTarget[];
31
- private readonly targetStates = new Map<string, SocialTargetState>();
32
-
33
- constructor(socialTargets: SocialTarget[]) {
34
- super();
35
- this.socialTargets = socialTargets;
36
- for (const st of socialTargets) {
37
- this.targetStates.set(st.target, {
38
- greetingSent: false,
39
- lastSpeechTime: 0,
40
- silenceNotified: false,
41
- });
42
- }
43
- }
44
-
45
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
- const decisions: BehaviorDecision[] = [];
47
- const now = Date.now();
48
-
49
- const corpseDecision = reportCorpseDecision(state, ctx);
50
- if (corpseDecision) {
51
- this.emitProgress(state, ctx);
52
- return [corpseDecision];
53
- }
54
-
55
- for (const st of this.socialTargets) {
56
- if (!isTargetAlive(state, st.target, ctx)) continue;
57
-
58
- const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
- if (!visiblePlayer) continue;
60
-
61
- const targetState = this.targetStates.get(st.target)!;
62
- const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
-
64
- const targetSpeechEvent = (state.new_events ?? []).find(
65
- evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
- );
67
-
68
- if (targetSpeechEvent) {
69
- targetState.lastSpeechTime = now;
70
- targetState.silenceNotified = false;
71
-
72
- const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
- const seatNum = visiblePlayer.seat ?? st.target;
74
- ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
- this.emitProgress(state, ctx);
76
- return decisions;
77
- }
78
-
79
- if (st.greeting != null && !targetState.greetingSent) {
80
- if (d > GREETING_DISTANCE) {
81
- if (state.you.doing_task) {
82
- this.emitProgress(state, ctx);
83
- return decisions;
84
- }
85
- decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
- this.emitProgress(state, ctx);
87
- return decisions;
88
- }
89
- decisions.push({ action: Action.speech(st.greeting) });
90
- targetState.greetingSent = true;
91
- targetState.lastSpeechTime = now;
92
- targetState.silenceNotified = false;
93
- const seatNum = visiblePlayer.seat ?? st.target;
94
- ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
- this.emitProgress(state, ctx);
96
- return decisions;
97
- }
98
-
99
- if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
- if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
- if (!targetState.silenceNotified) {
102
- targetState.silenceNotified = true;
103
- const seatNum = visiblePlayer.seat ?? st.target;
104
- ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
- }
106
- continue;
107
- }
108
- }
109
-
110
- if (targetState.greetingSent) {
111
- this.emitProgress(state, ctx);
112
- return decisions;
113
- }
114
-
115
- }
116
-
117
- const taskDecision = this.tryTask(state, ctx);
118
- if (taskDecision) decisions.push(taskDecision);
119
-
120
- this.emitProgress(state, ctx);
121
- return decisions;
122
- }
123
-
124
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
- if (!task) return null;
127
-
128
- const isEmergencyTask = task === ctx.emergency;
129
- if (state.you.doing_task && !isEmergencyTask) return null;
130
-
131
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
- return { action: Action.doTask(task.task_name) };
134
- }
135
- return { action: Action.move({ x: task.x!, y: task.y! }) };
136
- }
137
-
138
- private emitProgress(state: GameState, ctx: StrategyContext): void {
139
- const now = Date.now();
140
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
- ctx.lastProgressNotifyAt = now;
142
-
143
- const room = state.you.room ?? '未知';
144
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
-
147
- const visibleTargetNames = this.socialTargets
148
- .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
- .map(st => st.target);
150
-
151
- let msg = `[进度] 当前在${room}。`;
152
- if (visibleTargetNames.length > 0) {
153
- msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
- } else {
155
- msg += `社交目标不在视野内,正在做任务。`;
156
- }
157
- msg += ` 任务进度 ${completed}/${total}。`;
158
-
159
- ctx.notifications.push(msg);
160
- }
161
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ dist,
5
+ firstAvailableTask,
6
+ isTargetAlive,
7
+ matchesTarget,
8
+ PROGRESS_INTERVAL_MS,
9
+ reportCorpseDecision,
10
+ TASK_SUBMIT_RADIUS,
11
+ } from '../game-utils.js';
12
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
13
+ import { Goal } from './goal.js';
14
+
15
+ export interface SocialTarget {
16
+ target: string;
17
+ greeting: string | null;
18
+ }
19
+
20
+ interface SocialTargetState {
21
+ greetingSent: boolean;
22
+ lastSpeechTime: number;
23
+ silenceNotified: boolean;
24
+ }
25
+
26
+ const GREETING_DISTANCE = 200;
27
+ const SILENCE_TIMEOUT_MS = 10_000;
28
+
29
+ export class SocialTaskTop extends Goal {
30
+ private readonly socialTargets: SocialTarget[];
31
+ private readonly targetStates = new Map<string, SocialTargetState>();
32
+
33
+ constructor(socialTargets: SocialTarget[]) {
34
+ super();
35
+ this.socialTargets = socialTargets;
36
+ for (const st of socialTargets) {
37
+ this.targetStates.set(st.target, {
38
+ greetingSent: false,
39
+ lastSpeechTime: 0,
40
+ silenceNotified: false,
41
+ });
42
+ }
43
+ }
44
+
45
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
46
+ const decisions: BehaviorDecision[] = [];
47
+ const now = Date.now();
48
+
49
+ const corpseDecision = reportCorpseDecision(state, ctx);
50
+ if (corpseDecision) {
51
+ this.emitProgress(state, ctx);
52
+ return [corpseDecision];
53
+ }
54
+
55
+ for (const st of this.socialTargets) {
56
+ if (!isTargetAlive(state, st.target, ctx)) continue;
57
+
58
+ const visiblePlayer = state.players.find(p => matchesTarget(st.target, p, ctx));
59
+ if (!visiblePlayer) continue;
60
+
61
+ const targetState = this.targetStates.get(st.target)!;
62
+ const d = visiblePlayer.distance ?? dist(state.you.x, state.you.y, visiblePlayer.x, visiblePlayer.y);
63
+
64
+ const targetSpeechEvent = (state.new_events ?? []).find(
65
+ evt => evt.type === 'wandering_speech' && evt.actor_name === visiblePlayer.name,
66
+ );
67
+
68
+ if (targetSpeechEvent) {
69
+ targetState.lastSpeechTime = now;
70
+ targetState.silenceNotified = false;
71
+
72
+ const speechText = targetSpeechEvent.text ?? targetSpeechEvent.content ?? '';
73
+ const seatNum = visiblePlayer.seat ?? st.target;
74
+ ctx.notifications.push(`${seatNum}号跟我说话了:「${speechText}」`);
75
+ this.emitProgress(state, ctx);
76
+ return decisions;
77
+ }
78
+
79
+ if (st.greeting != null && !targetState.greetingSent) {
80
+ if (d > GREETING_DISTANCE) {
81
+ if (state.you.doing_task) {
82
+ this.emitProgress(state, ctx);
83
+ return decisions;
84
+ }
85
+ decisions.push({ action: Action.move({ x: visiblePlayer.x, y: visiblePlayer.y }) });
86
+ this.emitProgress(state, ctx);
87
+ return decisions;
88
+ }
89
+ decisions.push({ action: Action.speech(st.greeting) });
90
+ targetState.greetingSent = true;
91
+ targetState.lastSpeechTime = now;
92
+ targetState.silenceNotified = false;
93
+ const seatNum = visiblePlayer.seat ?? st.target;
94
+ ctx.notifications.push(`已向${seatNum}号打招呼:「${st.greeting}」`);
95
+ this.emitProgress(state, ctx);
96
+ return decisions;
97
+ }
98
+
99
+ if (targetState.greetingSent && targetState.lastSpeechTime > 0) {
100
+ if (now - targetState.lastSpeechTime >= SILENCE_TIMEOUT_MS) {
101
+ if (!targetState.silenceNotified) {
102
+ targetState.silenceNotified = true;
103
+ const seatNum = visiblePlayer.seat ?? st.target;
104
+ ctx.notifications.push(`${seatNum}号没回话,放弃等待,去做任务。`);
105
+ }
106
+ continue;
107
+ }
108
+ }
109
+
110
+ if (targetState.greetingSent) {
111
+ this.emitProgress(state, ctx);
112
+ return decisions;
113
+ }
114
+
115
+ }
116
+
117
+ const taskDecision = this.tryTask(state, ctx);
118
+ if (taskDecision) decisions.push(taskDecision);
119
+
120
+ this.emitProgress(state, ctx);
121
+ return decisions;
122
+ }
123
+
124
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
125
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
126
+ if (!task) return null;
127
+
128
+ const isEmergencyTask = task === ctx.emergency;
129
+ if (state.you.doing_task && !isEmergencyTask) return null;
130
+
131
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
132
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
133
+ return { action: Action.doTask(task.task_name) };
134
+ }
135
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
136
+ }
137
+
138
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
139
+ const now = Date.now();
140
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
141
+ ctx.lastProgressNotifyAt = now;
142
+
143
+ const room = state.you.room ?? '未知';
144
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
145
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
146
+
147
+ const visibleTargetNames = this.socialTargets
148
+ .filter(st => state.players.some(p => matchesTarget(st.target, p, ctx)))
149
+ .map(st => st.target);
150
+
151
+ let msg = `[进度] 当前在${room}。`;
152
+ if (visibleTargetNames.length > 0) {
153
+ msg += `社交目标在视野内: ${visibleTargetNames.join(', ')}。`;
154
+ } else {
155
+ msg += `社交目标不在视野内,正在做任务。`;
156
+ }
157
+ msg += ` 任务进度 ${completed}/${total}。`;
158
+
159
+ ctx.notifications.push(msg);
160
+ }
161
+ }
@@ -1,163 +1,163 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import {
4
- canUseKill,
5
- dist,
6
- firstAvailableTask,
7
- hasKillUseRemaining,
8
- isTargetAlive,
9
- killCooldownSecs,
10
- killCommitRange,
11
- LONE_FOLLOW_DISTANCE,
12
- matchesTarget,
13
- PROGRESS_INTERVAL_MS,
14
- reportCorpseDecision,
15
- TASK_SUBMIT_RADIUS,
16
- } from '../game-utils.js';
17
- import type { BehaviorDecision, StrategyContext } from '../types.js';
18
- import { Goal } from './goal.js';
19
- import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
-
21
- type VisibleTargetMatch = {
22
- player: GameState['players'][number];
23
- dist: number;
24
- };
25
-
26
- export class TaskKillReportTop extends Goal {
27
- private readonly targets: string[];
28
- private readonly targetSpottedNotified = new Set<string>();
29
-
30
- constructor(targets: string[]) {
31
- super();
32
- this.targets = [...targets];
33
- }
34
-
35
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
- const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
- if (allDead) {
38
- ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
- this.emitProgress(state, ctx);
40
- this.clearSub();
41
- return [];
42
- }
43
-
44
- const visibleMatches = this.visibleTargets(state, ctx);
45
- const cd = killCooldownSecs(state);
46
- const hasKill = hasKillUseRemaining(state);
47
- const killReady = canUseKill(state);
48
-
49
- if (visibleMatches.length > 0 && hasKill) {
50
- const nearest = visibleMatches[0];
51
-
52
- if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
- this.targetSpottedNotified.add(nearest.player.name);
54
- ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
- }
56
-
57
- if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
- ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
- return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
- }
61
-
62
- if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
- return this.emitDecisions(
64
- state,
65
- ctx,
66
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
- URGENT_GOAL_PRIORITY,
68
- );
69
- }
70
-
71
- if (!killReady) {
72
- if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
- return this.emitDecisions(
74
- state,
75
- ctx,
76
- [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
- URGENT_GOAL_PRIORITY,
78
- );
79
- }
80
- this.emitProgress(state, ctx);
81
- this.clearSub();
82
- return [];
83
- }
84
- } else {
85
- this.targetSpottedNotified.clear();
86
- }
87
-
88
- const reportDecision = reportCorpseDecision(state, ctx);
89
- if (reportDecision) {
90
- return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
- }
92
-
93
- const taskDecision = this.tryTask(state, ctx);
94
- if (taskDecision) {
95
- return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
- }
97
-
98
- this.emitProgress(state, ctx);
99
- this.clearSub();
100
- return [];
101
- }
102
-
103
- private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
- const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
- return state.players
106
- .map(player => {
107
- if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
- const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
- return { player, dist: d };
110
- })
111
- .filter((match): match is VisibleTargetMatch => match !== null)
112
- .sort((a, b) => a.dist - b.dist);
113
- }
114
-
115
- private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
- if (state.you.doing_task) return null;
117
-
118
- const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
- if (!task) return null;
120
-
121
- const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
- if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
- return { action: Action.doTask(task.task_name) };
124
- }
125
- return { action: Action.move({ x: task.x!, y: task.y! }) };
126
- }
127
-
128
- private emitDecisions(
129
- state: GameState,
130
- ctx: StrategyContext,
131
- decisions: BehaviorDecision[],
132
- priority: number,
133
- ): BehaviorDecision[] {
134
- this.emitProgress(state, ctx);
135
- return emitLeaf(this, decisions, priority);
136
- }
137
-
138
- private clearSub(): void {
139
- if (this.subGoal) this.removeSubGoal();
140
- }
141
-
142
- private emitProgress(state: GameState, ctx: StrategyContext): void {
143
- const now = Date.now();
144
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
- ctx.lastProgressNotifyAt = now;
146
-
147
- const room = state.you.room ?? '未知';
148
- const cd = killCooldownSecs(state);
149
- const killsRemaining = state.you.kills_remaining;
150
- const targetNames = this.targets.join(', ');
151
- const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
-
153
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
-
156
- let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
- if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
- if (killsRemaining === 0) msg += '出刀次数已用完。';
159
- msg += ` 任务进度 ${completed}/${total}。`;
160
-
161
- ctx.notifications.push(msg);
162
- }
163
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import {
4
+ canUseKill,
5
+ dist,
6
+ firstAvailableTask,
7
+ hasKillUseRemaining,
8
+ isTargetAlive,
9
+ killCooldownSecs,
10
+ killCommitRange,
11
+ LONE_FOLLOW_DISTANCE,
12
+ matchesTarget,
13
+ PROGRESS_INTERVAL_MS,
14
+ reportCorpseDecision,
15
+ TASK_SUBMIT_RADIUS,
16
+ } from '../game-utils.js';
17
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
18
+ import { Goal } from './goal.js';
19
+ import { emitLeaf, URGENT_GOAL_PRIORITY, WANDER_GOAL_PRIORITY } from './leaf-goal.js';
20
+
21
+ type VisibleTargetMatch = {
22
+ player: GameState['players'][number];
23
+ dist: number;
24
+ };
25
+
26
+ export class TaskKillReportTop extends Goal {
27
+ private readonly targets: string[];
28
+ private readonly targetSpottedNotified = new Set<string>();
29
+
30
+ constructor(targets: string[]) {
31
+ super();
32
+ this.targets = [...targets];
33
+ }
34
+
35
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
36
+ const allDead = this.targets.every(t => !isTargetAlive(state, t, ctx));
37
+ if (allDead) {
38
+ ctx.notifications.push('所有嫌疑目标都已死亡,策略结束。');
39
+ this.emitProgress(state, ctx);
40
+ this.clearSub();
41
+ return [];
42
+ }
43
+
44
+ const visibleMatches = this.visibleTargets(state, ctx);
45
+ const cd = killCooldownSecs(state);
46
+ const hasKill = hasKillUseRemaining(state);
47
+ const killReady = canUseKill(state);
48
+
49
+ if (visibleMatches.length > 0 && hasKill) {
50
+ const nearest = visibleMatches[0];
51
+
52
+ if (!this.targetSpottedNotified.has(nearest.player.name)) {
53
+ this.targetSpottedNotified.add(nearest.player.name);
54
+ ctx.notifications.push(`发现嫌疑目标${nearest.player.name}!`);
55
+ }
56
+
57
+ if (nearest.dist <= killCommitRange(state.you.role) && killReady) {
58
+ ctx.notifications.push(`嫌疑目标${nearest.player.name}在攻击范围内,出刀!`);
59
+ return this.emitDecisions(state, ctx, [{ action: Action.kill(nearest.player.name) }], URGENT_GOAL_PRIORITY);
60
+ }
61
+
62
+ if (nearest.dist > killCommitRange(state.you.role) && killReady) {
63
+ return this.emitDecisions(
64
+ state,
65
+ ctx,
66
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
67
+ URGENT_GOAL_PRIORITY,
68
+ );
69
+ }
70
+
71
+ if (!killReady) {
72
+ if (nearest.dist > LONE_FOLLOW_DISTANCE) {
73
+ return this.emitDecisions(
74
+ state,
75
+ ctx,
76
+ [{ action: Action.move({ x: nearest.player.x, y: nearest.player.y }) }],
77
+ URGENT_GOAL_PRIORITY,
78
+ );
79
+ }
80
+ this.emitProgress(state, ctx);
81
+ this.clearSub();
82
+ return [];
83
+ }
84
+ } else {
85
+ this.targetSpottedNotified.clear();
86
+ }
87
+
88
+ const reportDecision = reportCorpseDecision(state, ctx);
89
+ if (reportDecision) {
90
+ return this.emitDecisions(state, ctx, [reportDecision], URGENT_GOAL_PRIORITY);
91
+ }
92
+
93
+ const taskDecision = this.tryTask(state, ctx);
94
+ if (taskDecision) {
95
+ return this.emitDecisions(state, ctx, [taskDecision], WANDER_GOAL_PRIORITY);
96
+ }
97
+
98
+ this.emitProgress(state, ctx);
99
+ this.clearSub();
100
+ return [];
101
+ }
102
+
103
+ private visibleTargets(state: GameState, ctx: StrategyContext): VisibleTargetMatch[] {
104
+ const aliveTargets = this.targets.filter(t => isTargetAlive(state, t, ctx));
105
+ return state.players
106
+ .map(player => {
107
+ if (!aliveTargets.some(t => matchesTarget(t, player, ctx))) return null;
108
+ const d = player.distance ?? dist(state.you.x, state.you.y, player.x, player.y);
109
+ return { player, dist: d };
110
+ })
111
+ .filter((match): match is VisibleTargetMatch => match !== null)
112
+ .sort((a, b) => a.dist - b.dist);
113
+ }
114
+
115
+ private tryTask(state: GameState, ctx: StrategyContext): BehaviorDecision | null {
116
+ if (state.you.doing_task) return null;
117
+
118
+ const task = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
119
+ if (!task) return null;
120
+
121
+ const d = dist(state.you.x, state.you.y, task.x!, task.y!);
122
+ if (d <= TASK_SUBMIT_RADIUS && Date.now() >= ctx.taskLocalBlockedUntil) {
123
+ return { action: Action.doTask(task.task_name) };
124
+ }
125
+ return { action: Action.move({ x: task.x!, y: task.y! }) };
126
+ }
127
+
128
+ private emitDecisions(
129
+ state: GameState,
130
+ ctx: StrategyContext,
131
+ decisions: BehaviorDecision[],
132
+ priority: number,
133
+ ): BehaviorDecision[] {
134
+ this.emitProgress(state, ctx);
135
+ return emitLeaf(this, decisions, priority);
136
+ }
137
+
138
+ private clearSub(): void {
139
+ if (this.subGoal) this.removeSubGoal();
140
+ }
141
+
142
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
143
+ const now = Date.now();
144
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
145
+ ctx.lastProgressNotifyAt = now;
146
+
147
+ const room = state.you.room ?? '未知';
148
+ const cd = killCooldownSecs(state);
149
+ const killsRemaining = state.you.kills_remaining;
150
+ const targetNames = this.targets.join(', ');
151
+ const aliveCount = this.targets.filter(t => isTargetAlive(state, t, ctx)).length;
152
+
153
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
154
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
155
+
156
+ let msg = `[进度] 当前在${room},嫌疑目标: ${targetNames}(存活${aliveCount}/${this.targets.length})。`;
157
+ if (cd > 0) msg += `攻击冷却中(${cd}s)。`;
158
+ if (killsRemaining === 0) msg += '出刀次数已用完。';
159
+ msg += ` 任务进度 ${completed}/${total}。`;
160
+
161
+ ctx.notifications.push(msg);
162
+ }
163
+ }