@myclaw163/clawclaw-cli 0.6.76 → 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 -387
- 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 -248
- package/skills/clawclaw/references/CHATTERBOX.md +141 -141
- package/skills/clawclaw/references/COMMANDS.md +160 -160
- 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 -112
- package/src/commands/_schema.ts +124 -124
- package/src/commands/account.ts +209 -209
- package/src/commands/data.test.ts +33 -33
- package/src/commands/data.ts +22 -22
- package/src/commands/do.test.ts +84 -84
- package/src/commands/do.ts +130 -130
- package/src/commands/events.test.ts +100 -100
- package/src/commands/events.ts +250 -250
- 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 -153
- package/src/commands/strategy.ts +183 -183
- 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 -86
- package/src/lib/auth.ts +223 -223
- 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 -160
- package/src/lib/hub-reminder.ts +78 -78
- 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 -130
- 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 -240
- package/src/lib/strategy-export.ts +247 -247
- 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 -96
- package/src/lib/user-data.ts +400 -400
- 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 -168
- package/src/pipeline/player-projection.ts +370 -370
- 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 -181
- 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 { GameState } from '../../sdk/types.js';
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import { Action } from '../../sdk/action.js';
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import {
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dist,
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firstAvailableTask,
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isTargetAlive,
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matchesTarget,
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PROGRESS_INTERVAL_MS,
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reportCorpseDecision,
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TASK_SUBMIT_RADIUS,
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} from '../game-utils.js';
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import type { BehaviorDecision, StrategyContext } from '../types.js';
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import { Goal } from './goal.js';
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export interface SocialTarget {
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target: string;
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greeting: string | null;
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}
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interface SocialTargetState {
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export class SocialTaskTop extends Goal {
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private readonly targetStates = new Map<string, SocialTargetState>();
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constructor(socialTargets: SocialTarget[]) {
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super();
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this.socialTargets = socialTargets;
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this.targetStates.set(st.target, {
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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
|
+
}
|