@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
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export class TaskOnlyTop extends Goal {
7
- private lastEmergencyNotified = false;
8
-
9
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
- if (state.emergency && !this.lastEmergencyNotified) {
11
- this.lastEmergencyNotified = true;
12
- ctx.notifications.push(`紧急任务出现!优先处理。`);
13
- } else if (!state.emergency) {
14
- this.lastEmergencyNotified = false;
15
- }
16
-
17
- const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
- if (!task) {
19
- this.emitProgress(state, ctx);
20
- return [];
21
- }
22
-
23
- if (state.you.doing_task && task !== ctx.emergency) {
24
- this.emitProgress(state, ctx);
25
- return [];
26
- }
27
-
28
- const decisions = [taskMoveDecision(state, ctx, task)];
29
- this.emitProgress(state, ctx);
30
- return decisions;
31
- }
32
-
33
- private emitProgress(state: GameState, ctx: StrategyContext): void {
34
- const now = Date.now();
35
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
- ctx.lastProgressNotifyAt = now;
37
-
38
- const room = state.you.room ?? '未知';
39
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
- const total = ctx.taskData.length;
41
- const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
-
43
- let msg = `[进度] 当前在${room}`;
44
- if (current) {
45
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
- } else {
47
- msg += `,没有可用任务`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import { firstAvailableTask, PROGRESS_INTERVAL_MS, taskMoveDecision } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export class TaskOnlyTop extends Goal {
7
+ private lastEmergencyNotified = false;
8
+
9
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
10
+ if (state.emergency && !this.lastEmergencyNotified) {
11
+ this.lastEmergencyNotified = true;
12
+ ctx.notifications.push(`紧急任务出现!优先处理。`);
13
+ } else if (!state.emergency) {
14
+ this.lastEmergencyNotified = false;
15
+ }
16
+
17
+ const task = firstAvailableTask(ctx.taskData, () => true, ctx.emergency, ctx.blockedMoveTarget);
18
+ if (!task) {
19
+ this.emitProgress(state, ctx);
20
+ return [];
21
+ }
22
+
23
+ if (state.you.doing_task && task !== ctx.emergency) {
24
+ this.emitProgress(state, ctx);
25
+ return [];
26
+ }
27
+
28
+ const decisions = [taskMoveDecision(state, ctx, task)];
29
+ this.emitProgress(state, ctx);
30
+ return decisions;
31
+ }
32
+
33
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
34
+ const now = Date.now();
35
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
36
+ ctx.lastProgressNotifyAt = now;
37
+
38
+ const room = state.you.room ?? '未知';
39
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
40
+ const total = ctx.taskData.length;
41
+ const current = firstAvailableTask(ctx.taskData, () => true, ctx.emergency);
42
+
43
+ let msg = `[进度] 当前在${room}`;
44
+ if (current) {
45
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
46
+ } else {
47
+ msg += `,没有可用任务`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,41 +1,41 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { Action } from '../../sdk/action.js';
3
- import { dist, firstAvailableTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
- import type { BehaviorDecision, StrategyContext } from '../types.js';
5
- import { Goal } from './goal.js';
6
-
7
- export type TaskPredicate = (task: TaskInfo) => boolean;
8
- const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
-
10
- /**
11
- * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
- * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
- * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
- *
15
- * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
- * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
- * 自身不发进度通知,进度由调用方按场景统一播报。
18
- */
19
- export class TaskOrPatrolGoal extends Goal {
20
- private readonly patrol = new PatrolState();
21
-
22
- constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
- super();
24
- }
25
-
26
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
- if (state.you.doing_task) return [];
28
-
29
- const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
- if (task) return [taskMoveDecision(state, ctx, task)];
31
-
32
- let room = this.patrol.nextRoom(ctx);
33
- if (!room) return [];
34
- if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
- this.patrol.advance(ctx);
36
- const next = this.patrol.nextRoom(ctx);
37
- if (next) room = next;
38
- }
39
- return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
- }
41
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { Action } from '../../sdk/action.js';
3
+ import { dist, firstAvailableTask, PATROL_REACHED_DISTANCE, PatrolState, taskMoveDecision } from '../game-utils.js';
4
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
5
+ import { Goal } from './goal.js';
6
+
7
+ export type TaskPredicate = (task: TaskInfo) => boolean;
8
+ const NON_CRAB: TaskPredicate = t => t.faction !== 'crab';
9
+
10
+ /**
11
+ * 好人虾的默认劳作循环:有可做任务(含紧急任务,由 firstAvailableTask 自动优先)就去做,
12
+ * 没任务就按房间顺序巡逻。抽自 task-report.tryTask,供 task-report / 武士虾共用
13
+ * (进阶普通虾用其安全选任务变体 SafeTaskOrPatrolGoal)。
14
+ *
15
+ * 直接产出 move/doTask 决策、不挂子目标,因此既能作为子目标接入 GoalManager,
16
+ * 也能被编排型 Goal 持有并直接 tick(见 WarriorShrimpTop)。
17
+ * 自身不发进度通知,进度由调用方按场景统一播报。
18
+ */
19
+ export class TaskOrPatrolGoal extends Goal {
20
+ private readonly patrol = new PatrolState();
21
+
22
+ constructor(private readonly predicate: TaskPredicate = NON_CRAB) {
23
+ super();
24
+ }
25
+
26
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
27
+ if (state.you.doing_task) return [];
28
+
29
+ const task = firstAvailableTask(ctx.taskData, this.predicate, ctx.emergency, ctx.blockedMoveTarget);
30
+ if (task) return [taskMoveDecision(state, ctx, task)];
31
+
32
+ let room = this.patrol.nextRoom(ctx);
33
+ if (!room) return [];
34
+ if (dist(state.you.x, state.you.y, room.x, room.y) <= PATROL_REACHED_DISTANCE) {
35
+ this.patrol.advance(ctx);
36
+ const next = this.patrol.nextRoom(ctx);
37
+ if (next) room = next;
38
+ }
39
+ return [{ action: Action.move({ x: room.x, y: room.y }) }];
40
+ }
41
+ }
@@ -1,57 +1,57 @@
1
- import type { GameState } from '../../sdk/types.js';
2
- import type { BehaviorDecision, StrategyContext } from '../types.js';
3
- import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
- import { GreetingTracker } from '../greeting.js';
5
- import { Goal } from './goal.js';
6
- import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
-
8
- export class TaskReportTop extends Goal {
9
- private readonly taskGoal = new TaskOrPatrolGoal();
10
- private readonly greeting: GreetingTracker;
11
-
12
- constructor(greetingPhrases: string[]) {
13
- super();
14
- this.greeting = new GreetingTracker(greetingPhrases);
15
- }
16
-
17
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
- const decisions: BehaviorDecision[] = [];
19
-
20
- const greetingDecision = this.greeting.tryGreeting(state);
21
- if (greetingDecision) decisions.push(greetingDecision);
22
-
23
- const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
- if (reportDecision) {
25
- decisions.unshift(reportDecision);
26
- return decisions;
27
- }
28
-
29
- decisions.push(...this.taskGoal.tick(state, ctx));
30
-
31
- this.emitProgress(state, ctx);
32
- return decisions;
33
- }
34
-
35
- private emitProgress(state: GameState, ctx: StrategyContext): void {
36
- const now = Date.now();
37
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
- ctx.lastProgressNotifyAt = now;
39
-
40
- const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
- const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
- const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
- const room = state.you.room ?? '未知';
44
-
45
- let msg = `[进度] 当前在${room}`;
46
- if (current) {
47
- msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
- }
49
- msg += `。已完成 ${completed}/${total} 个任务。`;
50
-
51
- if (state.emergency) {
52
- msg += ` 紧急任务进行中!`;
53
- }
54
-
55
- ctx.notifications.push(msg);
56
- }
57
- }
1
+ import type { GameState } from '../../sdk/types.js';
2
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
3
+ import { firstAvailableTask, reportCorpseDecision, PROGRESS_INTERVAL_MS } from '../game-utils.js';
4
+ import { GreetingTracker } from '../greeting.js';
5
+ import { Goal } from './goal.js';
6
+ import { TaskOrPatrolGoal } from './task-or-patrol-goal.js';
7
+
8
+ export class TaskReportTop extends Goal {
9
+ private readonly taskGoal = new TaskOrPatrolGoal();
10
+ private readonly greeting: GreetingTracker;
11
+
12
+ constructor(greetingPhrases: string[]) {
13
+ super();
14
+ this.greeting = new GreetingTracker(greetingPhrases);
15
+ }
16
+
17
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
18
+ const decisions: BehaviorDecision[] = [];
19
+
20
+ const greetingDecision = this.greeting.tryGreeting(state);
21
+ if (greetingDecision) decisions.push(greetingDecision);
22
+
23
+ const reportDecision = reportCorpseDecision(state, ctx, { respectBlock: true });
24
+ if (reportDecision) {
25
+ decisions.unshift(reportDecision);
26
+ return decisions;
27
+ }
28
+
29
+ decisions.push(...this.taskGoal.tick(state, ctx));
30
+
31
+ this.emitProgress(state, ctx);
32
+ return decisions;
33
+ }
34
+
35
+ private emitProgress(state: GameState, ctx: StrategyContext): void {
36
+ const now = Date.now();
37
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
38
+ ctx.lastProgressNotifyAt = now;
39
+
40
+ const completed = ctx.taskData.filter(t => t.status === 'completed').length;
41
+ const total = ctx.taskData.filter(t => t.faction !== 'crab').length;
42
+ const current = firstAvailableTask(ctx.taskData, t => t.faction !== 'crab', ctx.emergency, ctx.blockedMoveTarget);
43
+ const room = state.you.room ?? '未知';
44
+
45
+ let msg = `[进度] 当前在${room}`;
46
+ if (current) {
47
+ msg += `,正在前往${current.room}做任务「${current.task_name}」`;
48
+ }
49
+ msg += `。已完成 ${completed}/${total} 个任务。`;
50
+
51
+ if (state.emergency) {
52
+ msg += ` 紧急任务进行中!`;
53
+ }
54
+
55
+ ctx.notifications.push(msg);
56
+ }
57
+ }
@@ -1,33 +1,33 @@
1
- import type { GameState, TaskInfo } from '../../sdk/types.js';
2
- import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
- import type { BehaviorDecision, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
-
6
- export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
-
8
- /**
9
- * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
- * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
- * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
- */
13
- export class WanderTaskGoal extends Goal {
14
- constructor(
15
- private readonly pickTask: TaskPicker,
16
- private readonly stopOnPlayer: () => boolean,
17
- private readonly patrol: PatrolState,
18
- ) {
19
- super();
20
- }
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- if (state.you.doing_task) return [];
24
-
25
- const task = this.pickTask(state, ctx);
26
- if (task) {
27
- const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
- if (decision) return decision;
29
- // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
- }
31
- return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
- }
33
- }
1
+ import type { GameState, TaskInfo } from '../../sdk/types.js';
2
+ import { approachOrDoTaskStep, patrolStep, PatrolState } from '../game-utils.js';
3
+ import type { BehaviorDecision, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+
6
+ export type TaskPicker = (state: GameState, ctx: StrategyContext) => TaskInfo | null;
7
+
8
+ /**
9
+ * 任务伪装 + 巡逻子目标(叶子,由上层以 WANDER 优先级挂载):先按 pickTask 取一个任务靠近 / 提交,
10
+ * 没有可做任务、或到点暂不可提交,就按房间巡逻,绝不停在原地。供 lone-kill-task / crab-sabotage 复用,
11
+ * pickTask 决定做哪类任务,stopOnPlayer 通常接 LoneKillCore.patrolStopOnPlayer(),patrol 由上层注入以共享巡逻进度。
12
+ */
13
+ export class WanderTaskGoal extends Goal {
14
+ constructor(
15
+ private readonly pickTask: TaskPicker,
16
+ private readonly stopOnPlayer: () => boolean,
17
+ private readonly patrol: PatrolState,
18
+ ) {
19
+ super();
20
+ }
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ if (state.you.doing_task) return [];
24
+
25
+ const task = this.pickTask(state, ctx);
26
+ if (task) {
27
+ const decision = approachOrDoTaskStep(state, ctx, task, this.stopOnPlayer());
28
+ if (decision) return decision;
29
+ // 到点却暂时无法提交 → 转巡逻,避免卡在任务点
30
+ }
31
+ return patrolStep(state, ctx, this.patrol, this.stopOnPlayer());
32
+ }
33
+ }
@@ -1,87 +1,87 @@
1
- import { describe, expect, it } from 'vitest';
2
- import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
- import type { GameState } from '../../sdk/types.js';
4
- import type { StrategyContext } from '../types.js';
5
- import { KeepAwayGoal } from './keep-away-goal.js';
6
- import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
- import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
-
9
- function state(): GameState {
10
- return {
11
- phase: 'wandering',
12
- tick: 1,
13
- you: {
14
- name: 'warrior',
15
- x: 0,
16
- y: 0,
17
- room: 'control',
18
- role: 'shrimp_warrior',
19
- faction: 'lobster',
20
- is_alive: true,
21
- kill_cooldown_secs: 0,
22
- kills_remaining: 1,
23
- },
24
- your_tasks: [],
25
- players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
- all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
- corpses: [],
28
- stale: false,
29
- };
30
- }
31
-
32
- function knowledge(mark: 'hostile' | 'trusted') {
33
- const ts = Date.now();
34
- const file: KnowledgeFile = {
35
- version: 1,
36
- gameId: 'game-1',
37
- subjects: {
38
- 'player:target': {
39
- type: 'player',
40
- selector: 'target',
41
- tags: { [mark]: { ts } },
42
- },
43
- },
44
- };
45
- return buildKnowledgeView(file);
46
- }
47
-
48
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
- return {
50
- taskData: [],
51
- emergency: null,
52
- taskLocalBlockedUntil: 0,
53
- reportCorpseTarget: null,
54
- reportBlockedUntil: 0,
55
- notifications: [],
56
- lastProgressNotifyAt: Date.now(),
57
- teammates: new Set(),
58
- alarmDone: false,
59
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
- playerNamesBySeat: { '2': 'target' },
61
- forcePatrolAdvance: false,
62
- blockedMoveTarget: null,
63
- mySeat: 1,
64
- speechNotifications: [],
65
- agentAlerts: [],
66
- ...overrides,
67
- };
68
- }
69
-
70
- describe('WarriorShrimpTop knowledge tiers', () => {
71
- it('keeps distance from an unmarked (suspected-by-default) player even when the weapon is ready', () => {
72
- const top = new WarriorShrimpTop();
73
-
74
- // 不打任何标记:未标记 = 默认被怀疑 → 只保持距离,刀好也不主动出刀。
75
- top.tick(state(), context());
76
-
77
- expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
78
- });
79
-
80
- it('hunts hostile targets', () => {
81
- const top = new WarriorShrimpTop();
82
-
83
- top.tick(state(), context({ knowledge: knowledge('hostile') }));
84
-
85
- expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
86
- });
87
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import { buildKnowledgeView, type KnowledgeFile } from '../../lib/knowledge-store.js';
3
+ import type { GameState } from '../../sdk/types.js';
4
+ import type { StrategyContext } from '../types.js';
5
+ import { KeepAwayGoal } from './keep-away-goal.js';
6
+ import { KillVisibleTargetGoal } from './kill-target-goal.js';
7
+ import { WarriorShrimpTop } from './warrior-shrimp-top.js';
8
+
9
+ function state(): GameState {
10
+ return {
11
+ phase: 'wandering',
12
+ tick: 1,
13
+ you: {
14
+ name: 'warrior',
15
+ x: 0,
16
+ y: 0,
17
+ room: 'control',
18
+ role: 'shrimp_warrior',
19
+ faction: 'lobster',
20
+ is_alive: true,
21
+ kill_cooldown_secs: 0,
22
+ kills_remaining: 1,
23
+ },
24
+ your_tasks: [],
25
+ players: [{ name: 'target', seat: 2, x: 100, y: 0, room: 'control', distance: 100 }],
26
+ all_players: [{ name: 'target', seat: 2, role: 'unknown', is_alive: true }],
27
+ corpses: [],
28
+ stale: false,
29
+ };
30
+ }
31
+
32
+ function knowledge(mark: 'hostile' | 'trusted') {
33
+ const ts = Date.now();
34
+ const file: KnowledgeFile = {
35
+ version: 1,
36
+ gameId: 'game-1',
37
+ subjects: {
38
+ 'player:target': {
39
+ type: 'player',
40
+ selector: 'target',
41
+ tags: { [mark]: { ts } },
42
+ },
43
+ },
44
+ };
45
+ return buildKnowledgeView(file);
46
+ }
47
+
48
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
49
+ return {
50
+ taskData: [],
51
+ emergency: null,
52
+ taskLocalBlockedUntil: 0,
53
+ reportCorpseTarget: null,
54
+ reportBlockedUntil: 0,
55
+ notifications: [],
56
+ lastProgressNotifyAt: Date.now(),
57
+ teammates: new Set(),
58
+ alarmDone: false,
59
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
60
+ playerNamesBySeat: { '2': 'target' },
61
+ forcePatrolAdvance: false,
62
+ blockedMoveTarget: null,
63
+ mySeat: 1,
64
+ speechNotifications: [],
65
+ agentAlerts: [],
66
+ ...overrides,
67
+ };
68
+ }
69
+
70
+ describe('WarriorShrimpTop knowledge tiers', () => {
71
+ it('keeps distance from an unmarked (suspected-by-default) player even when the weapon is ready', () => {
72
+ const top = new WarriorShrimpTop();
73
+
74
+ // 不打任何标记:未标记 = 默认被怀疑 → 只保持距离,刀好也不主动出刀。
75
+ top.tick(state(), context());
76
+
77
+ expect(top.subGoal).toBeInstanceOf(KeepAwayGoal);
78
+ });
79
+
80
+ it('hunts hostile targets', () => {
81
+ const top = new WarriorShrimpTop();
82
+
83
+ top.tick(state(), context({ knowledge: knowledge('hostile') }));
84
+
85
+ expect(top.subGoal).toBeInstanceOf(KillVisibleTargetGoal);
86
+ });
87
+ });