@myclaw163/clawclaw-cli 0.6.76 → 0.6.77

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Files changed (209) hide show
  1. package/README.md +387 -387
  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 -248
  15. package/skills/clawclaw/references/CHATTERBOX.md +141 -141
  16. package/skills/clawclaw/references/COMMANDS.md +160 -160
  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 -112
  25. package/src/commands/_schema.ts +124 -124
  26. package/src/commands/account.ts +209 -209
  27. package/src/commands/data.test.ts +33 -33
  28. package/src/commands/data.ts +22 -22
  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 -100
  32. package/src/commands/events.ts +250 -250
  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 -153
  52. package/src/commands/strategy.ts +183 -183
  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 -86
  59. package/src/lib/auth.ts +223 -223
  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 -160
  70. package/src/lib/hub-reminder.ts +78 -78
  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 -130
  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 -240
  89. package/src/lib/strategy-export.ts +247 -247
  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 -96
  94. package/src/lib/user-data.ts +400 -400
  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 -168
  106. package/src/pipeline/player-projection.ts +370 -370
  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 -181
  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
@@ -1,224 +1,224 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import {
3
- corpseAtScene,
4
- emergencyRushDecision,
5
- hasKnownCorpse,
6
- isKnowledgeHostile,
7
- isKnowledgeTrusted,
8
- nonTeammatesVisible,
9
- PatrolState,
10
- PROGRESS_INTERVAL_MS,
11
- safePatrolStep,
12
- } from '../game-utils.js';
13
- import type { BehaviorDecision, StrategyContext } from '../types.js';
14
- import { GreetingTracker } from '../greeting.js';
15
- import { FollowCompanionGoal } from './follow-companion-goal.js';
16
- import { Goal } from './goal.js';
17
- import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
- import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
-
20
- const SUB_PRIORITY = 0.5;
21
- const AVOID_ROUTE_MEMORY_MS = 10_000;
22
- const WITNESS_EXEMPT_COUNT = 2;
23
-
24
- type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
25
-
26
- export class ParadiseFishTop extends Goal {
27
- private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
28
- private readonly follow = new FollowCompanionGoal(
29
- (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
30
- (state, ctx) => this.visibleAvoidTargets(state, ctx),
31
- );
32
- private readonly patrol = new PatrolState();
33
- private readonly greeting: GreetingTracker;
34
- private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
35
-
36
- constructor(greetingPhrases: string[] = []) {
37
- super();
38
- this.greeting = new GreetingTracker(greetingPhrases);
39
- }
40
-
41
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
42
- const visible = nonTeammatesVisible(state, ctx);
43
- const threatTargets = visible.filter(p => this.isHostile(p, ctx));
44
- const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
45
- const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
46
- this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
47
-
48
- if (threatTargets.length > 0) {
49
- const decisions: BehaviorDecision[] = [];
50
- const greeting = this.greeting.tryGreeting(state);
51
- if (greeting) decisions.push(greeting);
52
- this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
53
- threatRadius: Infinity,
54
- noun: '认定带刀坏人',
55
- });
56
- this.emitProgress(state, ctx, visible, 'flee-bad');
57
- return decisions;
58
- }
59
-
60
- // 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
61
- const emergency = emergencyRushDecision(state, ctx);
62
- if (emergency) {
63
- this.clearSub();
64
- this.emitProgress(state, ctx, visible, 'emergency');
65
- return [emergency];
66
- }
67
-
68
- const decisions: BehaviorDecision[] = [];
69
- const greeting = this.greeting.tryGreeting(state);
70
- if (greeting) decisions.push(greeting);
71
-
72
- if (strangerAvoidTargets.length > 0) {
73
- this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
74
- threatRadius: Infinity,
75
- noun: '陌生人',
76
- planOpts: { steps: 4 },
77
- });
78
- this.emitProgress(state, ctx, visible, 'keep-distance');
79
- return decisions;
80
- }
81
-
82
- // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
83
- // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
84
- // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
85
- // 人进视野后坐标自然补全,再切到贴尸游走)。
86
- if (hasKnownCorpse(ctx)) {
87
- this.clearSub();
88
- const linger = this.linger.tick(state, ctx);
89
- if (linger.length > 0) {
90
- this.emitProgress(state, ctx, visible, 'corpse');
91
- return [...linger, ...decisions];
92
- }
93
- }
94
-
95
- if (trustedTargets.length > 0) {
96
- this.clearSub();
97
- const follow = this.follow.tick(state, ctx);
98
- this.emitProgress(state, ctx, visible, 'huddle');
99
- return [...follow, ...decisions];
100
- }
101
-
102
- this.clearSub();
103
- this.emitProgress(state, ctx, visible, 'wander');
104
- return [...this.wander(state, ctx), ...decisions];
105
- }
106
-
107
- /** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
108
- private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
109
- return isKnowledgeHostile(p, ctx);
110
- }
111
-
112
- private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
113
- return isKnowledgeTrusted(p, ctx);
114
- }
115
-
116
- private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
117
- if (visible.some(p => this.isTrusted(p, ctx))) return [];
118
- const nonBad = visible.filter(p => !this.isHostile(p, ctx));
119
- if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
120
- return visible.filter(p => !this.isTrusted(p, ctx) && !this.isHostile(p, ctx));
121
- }
122
-
123
- private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
124
- const visible = nonTeammatesVisible(state, ctx);
125
- const threats = visible.filter(p => this.isHostile(p, ctx));
126
- return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
127
- }
128
-
129
- private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
130
- return safePatrolStep(state, ctx, this.patrol, false, {
131
- threatPoints: this.activeAvoidPoints(),
132
- });
133
- }
134
-
135
- private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
136
- const now = Date.now();
137
- if (visible.length > 0 && !avoidNonThreat) {
138
- for (const [key, item] of this.recentAvoidPoints) {
139
- if (!item.threat) this.recentAvoidPoints.delete(key);
140
- }
141
- }
142
- for (const p of visible) {
143
- const key = this.playerKey(p);
144
- if (!key) continue;
145
- if (this.isTrusted(p, ctx)) {
146
- this.recentAvoidPoints.delete(key);
147
- continue;
148
- }
149
- const threat = this.isHostile(p, ctx);
150
- if (!threat && !avoidNonThreat) {
151
- this.recentAvoidPoints.delete(key);
152
- continue;
153
- }
154
- this.recentAvoidPoints.set(key, {
155
- point: { x: p.x, y: p.y },
156
- until: now + AVOID_ROUTE_MEMORY_MS,
157
- threat,
158
- });
159
- }
160
- for (const [key, item] of this.recentAvoidPoints) {
161
- if (item.until <= now) this.recentAvoidPoints.delete(key);
162
- }
163
- }
164
-
165
- private activeAvoidPoints(): Position[] {
166
- const now = Date.now();
167
- const points: Position[] = [];
168
- for (const [key, item] of this.recentAvoidPoints) {
169
- if (item.until <= now) {
170
- this.recentAvoidPoints.delete(key);
171
- } else {
172
- points.push(item.point);
173
- }
174
- }
175
- return points;
176
- }
177
-
178
- private playerKey(p: PlayerInfo): string {
179
- return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
180
- }
181
-
182
- private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
183
- const worker = this.subGoal;
184
- if (worker instanceof KeepAwayGoal && worker.key === key) return;
185
- if (this.subGoal) this.removeSubGoal();
186
- this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
187
- }
188
-
189
- private clearSub(): void {
190
- if (this.subGoal) this.removeSubGoal();
191
- }
192
-
193
- private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
194
- const now = Date.now();
195
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
196
- ctx.lastProgressNotifyAt = now;
197
-
198
- const room = state.you.room ?? '未知';
199
- let msg = `[进度] 当前在${room}`;
200
- if (tier === 'emergency') {
201
- const name = ctx.emergency?.task_name ?? '紧急维修';
202
- msg += `,残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
203
- } else if (tier === 'corpse') {
204
- // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
205
- if (!corpseAtScene(state)) {
206
- msg += ',记得有尸体,正前往尸体处(不报警)。';
207
- } else {
208
- msg += visible.length > 0
209
- ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
210
- : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
211
- }
212
- } else if (tier === 'flee-bad') {
213
- const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
214
- msg += `,发现认定带刀坏人${names},正在远离。`;
215
- } else if (tier === 'keep-distance') {
216
- msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
217
- } else if (tier === 'huddle') {
218
- msg += ',附近有可信同伴,抱团假装做任务。';
219
- } else {
220
- msg += ',附近无人,四处游荡。';
221
- }
222
- ctx.notifications.push(msg);
223
- }
224
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import {
3
+ corpseAtScene,
4
+ emergencyRushDecision,
5
+ hasKnownCorpse,
6
+ isKnowledgeHostile,
7
+ isKnowledgeTrusted,
8
+ nonTeammatesVisible,
9
+ PatrolState,
10
+ PROGRESS_INTERVAL_MS,
11
+ safePatrolStep,
12
+ } from '../game-utils.js';
13
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
14
+ import { GreetingTracker } from '../greeting.js';
15
+ import { FollowCompanionGoal } from './follow-companion-goal.js';
16
+ import { Goal } from './goal.js';
17
+ import { KeepAwayGoal, type KeepAwayGoalOptions, type ThreatResolver } from './keep-away-goal.js';
18
+ import { LingerCorpseGoal } from './linger-corpse-goal.js';
19
+
20
+ const SUB_PRIORITY = 0.5;
21
+ const AVOID_ROUTE_MEMORY_MS = 10_000;
22
+ const WITNESS_EXEMPT_COUNT = 2;
23
+
24
+ type Tier = 'emergency' | 'corpse' | 'flee-bad' | 'keep-distance' | 'huddle' | 'wander';
25
+
26
+ export class ParadiseFishTop extends Goal {
27
+ private readonly linger = new LingerCorpseGoal((state, ctx) => this.visibleAvoidTargets(state, ctx));
28
+ private readonly follow = new FollowCompanionGoal(
29
+ (state, ctx) => nonTeammatesVisible(state, ctx).filter(p => this.isTrusted(p, ctx)),
30
+ (state, ctx) => this.visibleAvoidTargets(state, ctx),
31
+ );
32
+ private readonly patrol = new PatrolState();
33
+ private readonly greeting: GreetingTracker;
34
+ private readonly recentAvoidPoints = new Map<string, { point: Position; until: number; threat: boolean }>();
35
+
36
+ constructor(greetingPhrases: string[] = []) {
37
+ super();
38
+ this.greeting = new GreetingTracker(greetingPhrases);
39
+ }
40
+
41
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
42
+ const visible = nonTeammatesVisible(state, ctx);
43
+ const threatTargets = visible.filter(p => this.isHostile(p, ctx));
44
+ const trustedTargets = visible.filter(p => this.isTrusted(p, ctx));
45
+ const strangerAvoidTargets = this.strangerAvoidTargets(visible, ctx);
46
+ this.rememberAvoidPoints(visible, ctx, strangerAvoidTargets.length > 0);
47
+
48
+ if (threatTargets.length > 0) {
49
+ const decisions: BehaviorDecision[] = [];
50
+ const greeting = this.greeting.tryGreeting(state);
51
+ if (greeting) decisions.push(greeting);
52
+ this.setKeepAway('pf-flee-bad', (s, c) => nonTeammatesVisible(s, c).filter(p => this.isHostile(p, c)), {
53
+ threatRadius: Infinity,
54
+ noun: '认定带刀坏人',
55
+ });
56
+ this.emitProgress(state, ctx, visible, 'flee-bad');
57
+ return decisions;
58
+ }
59
+
60
+ // 残局抢修紧急任务(已知存活≤6):仅次于躲避带刀坏人,先于保持距离/贴尸/抱团。
61
+ const emergency = emergencyRushDecision(state, ctx);
62
+ if (emergency) {
63
+ this.clearSub();
64
+ this.emitProgress(state, ctx, visible, 'emergency');
65
+ return [emergency];
66
+ }
67
+
68
+ const decisions: BehaviorDecision[] = [];
69
+ const greeting = this.greeting.tryGreeting(state);
70
+ if (greeting) decisions.push(greeting);
71
+
72
+ if (strangerAvoidTargets.length > 0) {
73
+ this.setKeepAway('pf-keep-distance', (s, c) => this.strangerAvoidTargets(nonTeammatesVisible(s, c), c), {
74
+ threatRadius: Infinity,
75
+ noun: '陌生人',
76
+ planOpts: { steps: 4 },
77
+ });
78
+ this.emitProgress(state, ctx, visible, 'keep-distance');
79
+ return decisions;
80
+ }
81
+
82
+ // 贴尸游走制造嫌疑是「往尸体处移动」的导航行为(不灭口/不报警/不栽赃),与 corpse-patrol 一致用记忆
83
+ // 驱动:记得某处有尸体就走回去徘徊,尸体离开视野也不丢,直到开会清场(LingerCorpseGoal 内部按
84
+ // nearestKnownCorpseNav 导航——有坐标就贴尸 40-100 游走,只记得房间没坐标时先走向房间锚点,
85
+ // 人进视野后坐标自然补全,再切到贴尸游走)。
86
+ if (hasKnownCorpse(ctx)) {
87
+ this.clearSub();
88
+ const linger = this.linger.tick(state, ctx);
89
+ if (linger.length > 0) {
90
+ this.emitProgress(state, ctx, visible, 'corpse');
91
+ return [...linger, ...decisions];
92
+ }
93
+ }
94
+
95
+ if (trustedTargets.length > 0) {
96
+ this.clearSub();
97
+ const follow = this.follow.tick(state, ctx);
98
+ this.emitProgress(state, ctx, visible, 'huddle');
99
+ return [...follow, ...decisions];
100
+ }
101
+
102
+ this.clearSub();
103
+ this.emitProgress(state, ctx, visible, 'wander');
104
+ return [...this.wander(state, ctx), ...decisions];
105
+ }
106
+
107
+ /** 坏人:知识库 hostile(明确敌对带刀者)。被怀疑者(未标记)走下面的保持距离档。 */
108
+ private isHostile(p: PlayerInfo, ctx: StrategyContext): boolean {
109
+ return isKnowledgeHostile(p, ctx);
110
+ }
111
+
112
+ private isTrusted(p: PlayerInfo, ctx: StrategyContext): boolean {
113
+ return isKnowledgeTrusted(p, ctx);
114
+ }
115
+
116
+ private strangerAvoidTargets(visible: PlayerInfo[], ctx: StrategyContext): PlayerInfo[] {
117
+ if (visible.some(p => this.isTrusted(p, ctx))) return [];
118
+ const nonBad = visible.filter(p => !this.isHostile(p, ctx));
119
+ if (nonBad.length >= WITNESS_EXEMPT_COUNT) return [];
120
+ return visible.filter(p => !this.isTrusted(p, ctx) && !this.isHostile(p, ctx));
121
+ }
122
+
123
+ private visibleAvoidTargets(state: GameState, ctx: StrategyContext): PlayerInfo[] {
124
+ const visible = nonTeammatesVisible(state, ctx);
125
+ const threats = visible.filter(p => this.isHostile(p, ctx));
126
+ return threats.length > 0 ? threats : this.strangerAvoidTargets(visible, ctx);
127
+ }
128
+
129
+ private wander(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
130
+ return safePatrolStep(state, ctx, this.patrol, false, {
131
+ threatPoints: this.activeAvoidPoints(),
132
+ });
133
+ }
134
+
135
+ private rememberAvoidPoints(visible: PlayerInfo[], ctx: StrategyContext, avoidNonThreat: boolean): void {
136
+ const now = Date.now();
137
+ if (visible.length > 0 && !avoidNonThreat) {
138
+ for (const [key, item] of this.recentAvoidPoints) {
139
+ if (!item.threat) this.recentAvoidPoints.delete(key);
140
+ }
141
+ }
142
+ for (const p of visible) {
143
+ const key = this.playerKey(p);
144
+ if (!key) continue;
145
+ if (this.isTrusted(p, ctx)) {
146
+ this.recentAvoidPoints.delete(key);
147
+ continue;
148
+ }
149
+ const threat = this.isHostile(p, ctx);
150
+ if (!threat && !avoidNonThreat) {
151
+ this.recentAvoidPoints.delete(key);
152
+ continue;
153
+ }
154
+ this.recentAvoidPoints.set(key, {
155
+ point: { x: p.x, y: p.y },
156
+ until: now + AVOID_ROUTE_MEMORY_MS,
157
+ threat,
158
+ });
159
+ }
160
+ for (const [key, item] of this.recentAvoidPoints) {
161
+ if (item.until <= now) this.recentAvoidPoints.delete(key);
162
+ }
163
+ }
164
+
165
+ private activeAvoidPoints(): Position[] {
166
+ const now = Date.now();
167
+ const points: Position[] = [];
168
+ for (const [key, item] of this.recentAvoidPoints) {
169
+ if (item.until <= now) {
170
+ this.recentAvoidPoints.delete(key);
171
+ } else {
172
+ points.push(item.point);
173
+ }
174
+ }
175
+ return points;
176
+ }
177
+
178
+ private playerKey(p: PlayerInfo): string {
179
+ return p.name || (p.seat != null ? String(p.seat) : `${Math.round(p.x)},${Math.round(p.y)}`);
180
+ }
181
+
182
+ private setKeepAway(key: string, resolve: ThreatResolver, options: KeepAwayGoalOptions): void {
183
+ const worker = this.subGoal;
184
+ if (worker instanceof KeepAwayGoal && worker.key === key) return;
185
+ if (this.subGoal) this.removeSubGoal();
186
+ this.setSubGoal(new KeepAwayGoal(key, resolve, options), SUB_PRIORITY);
187
+ }
188
+
189
+ private clearSub(): void {
190
+ if (this.subGoal) this.removeSubGoal();
191
+ }
192
+
193
+ private emitProgress(state: GameState, ctx: StrategyContext, visible: PlayerInfo[], tier: Tier): void {
194
+ const now = Date.now();
195
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
196
+ ctx.lastProgressNotifyAt = now;
197
+
198
+ const room = state.you.room ?? '未知';
199
+ let msg = `[进度] 当前在${room}`;
200
+ if (tier === 'emergency') {
201
+ const name = ctx.emergency?.task_name ?? '紧急维修';
202
+ msg += `,残局仅剩${state.alive_count}人,抢着去做紧急任务「${name}」,阻止蟹靠破坏倒计时取胜。`;
203
+ } else if (tier === 'corpse') {
204
+ // corpseAtScene=已贴近尸体(≤150px);仅凭记忆走向尸体房间、人还没到时别谎报「在尸体附近游走」。
205
+ if (!corpseAtScene(state)) {
206
+ msg += ',记得有尸体,正前往尸体处(不报警)。';
207
+ } else {
208
+ msg += visible.length > 0
209
+ ? ',发现尸体,远离旁人但仍在尸体附近游走(不报警)。'
210
+ : ',发现尸体,附近无人,贴着尸体游走制造嫌疑(不报警)。';
211
+ }
212
+ } else if (tier === 'flee-bad') {
213
+ const names = visible.filter(p => this.isHostile(p, ctx)).map(p => p.name).join('、');
214
+ msg += `,发现认定带刀坏人${names},正在远离。`;
215
+ } else if (tier === 'keep-distance') {
216
+ msg += `,附近有${visible.length}人但无可信同伴,保持距离中。`;
217
+ } else if (tier === 'huddle') {
218
+ msg += ',附近有可信同伴,抱团假装做任务。';
219
+ } else {
220
+ msg += ',附近无人,四处游荡。';
221
+ }
222
+ ctx.notifications.push(msg);
223
+ }
224
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { MoveRoomGoal } from './move-room-goal.js';
6
-
7
- const PATROL_PRIORITY = 0.2;
8
-
9
- export class PatrolTop extends Goal {
10
- private readonly patrol = new PatrolState();
11
-
12
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
- let room = this.patrol.nextRoom(ctx);
14
- if (!room) {
15
- this.emitProgress(state, ctx, null);
16
- return [];
17
- }
18
-
19
- if (hasReachedRoomTarget(state, room)) {
20
- this.patrol.advance(ctx);
21
- room = this.patrol.nextRoom(ctx);
22
- if (!room) {
23
- this.emitProgress(state, ctx, null);
24
- return [];
25
- }
26
- }
27
-
28
- const worker = this.subGoal;
29
- if (worker instanceof MoveRoomGoal) {
30
- if (worker.room !== room.name) {
31
- this.removeSubGoal();
32
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
- }
34
- } else {
35
- this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
- }
37
- this.emitProgress(state, ctx, room);
38
- return [];
39
- }
40
-
41
- private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
- const now = Date.now();
43
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
- ctx.lastProgressNotifyAt = now;
45
-
46
- const room = state.you.room ?? '未知';
47
- const totalRooms = ctx.rooms.length;
48
-
49
- let msg = `[进度] 当前在${room}`;
50
- if (target) {
51
- msg += `,正在巡逻前往${target.name}`;
52
- }
53
- msg += `。共${totalRooms}个房间。`;
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { MoveRoomGoal } from './move-room-goal.js';
6
+
7
+ const PATROL_PRIORITY = 0.2;
8
+
9
+ export class PatrolTop extends Goal {
10
+ private readonly patrol = new PatrolState();
11
+
12
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
13
+ let room = this.patrol.nextRoom(ctx);
14
+ if (!room) {
15
+ this.emitProgress(state, ctx, null);
16
+ return [];
17
+ }
18
+
19
+ if (hasReachedRoomTarget(state, room)) {
20
+ this.patrol.advance(ctx);
21
+ room = this.patrol.nextRoom(ctx);
22
+ if (!room) {
23
+ this.emitProgress(state, ctx, null);
24
+ return [];
25
+ }
26
+ }
27
+
28
+ const worker = this.subGoal;
29
+ if (worker instanceof MoveRoomGoal) {
30
+ if (worker.room !== room.name) {
31
+ this.removeSubGoal();
32
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
33
+ }
34
+ } else {
35
+ this.setSubGoal(new MoveRoomGoal(room.name, hasReachedRoomTarget, { emitProgress: false }), PATROL_PRIORITY);
36
+ }
37
+ this.emitProgress(state, ctx, room);
38
+ return [];
39
+ }
40
+
41
+ private emitProgress(state: GameState, ctx: StrategyContext, target: RoomTarget | null): void {
42
+ const now = Date.now();
43
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
44
+ ctx.lastProgressNotifyAt = now;
45
+
46
+ const room = state.you.room ?? '未知';
47
+ const totalRooms = ctx.rooms.length;
48
+
49
+ let msg = `[进度] 当前在${room}`;
50
+ if (target) {
51
+ msg += `,正在巡逻前往${target.name}`;
52
+ }
53
+ msg += `。共${totalRooms}个房间。`;
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }