@myclaw163/clawclaw-cli 0.6.76 → 0.6.78

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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
@@ -1,77 +1,77 @@
1
- import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
- import { dist } from '../game-utils.js';
3
-
4
- export interface AnchorLingerOptions {
5
- /** 游走环最小半径(px)。 */
6
- min?: number;
7
- /** 游走环最大半径(px)。 */
8
- max?: number;
9
- /** 走到离游走点这么近就算到达、换下一个点。 */
10
- reached?: number;
11
- /** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
12
- dwellMs?: number;
13
- }
14
-
15
- /**
16
- * 围绕一个锚点 min-max px 的「粘性游走」:游走点一旦选定就粘住,直到走到 / 超时 / 换了锚点,
17
- * 不每 tick 重随机——否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖
18
- * 而走不出一条游走腿。有 avoid 目标时偏向锚点相对最近目标的对侧。贴尸游走(LingerCorpseGoal)
19
- * 与跟随同伴在其任务点假装做任务(FollowCompanionGoal)复用同一套游走机制。
20
- */
21
- export class AnchorLinger {
22
- private target: Position | null = null;
23
- private until = 0;
24
- private key = '';
25
- private readonly min: number;
26
- private readonly max: number;
27
- private readonly reached: number;
28
- private readonly dwellMs: number;
29
-
30
- constructor(options: AnchorLingerOptions = {}) {
31
- this.min = options.min ?? 40;
32
- this.max = options.max ?? 100;
33
- this.reached = options.reached ?? 24;
34
- this.dwellMs = options.dwellMs ?? 4000;
35
- }
36
-
37
- /** 丢弃当前游走点:离开锚点(尸体出视野、同伴起身走动)时调用,下次重新挑点。 */
38
- reset(): void {
39
- this.target = null;
40
- }
41
-
42
- /** 围绕 anchor 取下一个游走点;key 变了(换了锚点)会立即重挑。 */
43
- step(state: GameState, key: string, anchor: Position, avoid: PlayerInfo[] = []): Position {
44
- const now = Date.now();
45
- const reached = this.target != null
46
- && dist(state.you.x, state.you.y, this.target.x, this.target.y) <= this.reached;
47
- if (this.target == null || this.key !== key || reached || now >= this.until) {
48
- this.key = key;
49
- this.target = this.pickOffset(state, anchor, avoid);
50
- this.until = now + this.dwellMs;
51
- }
52
- return this.target;
53
- }
54
-
55
- private pickOffset(state: GameState, anchor: Position, avoid: PlayerInfo[]): Position {
56
- return avoid.length > 0 ? this.farSideOffset(state, anchor, avoid) : this.randomOffset(anchor);
57
- }
58
-
59
- private farSideOffset(state: GameState, anchor: Position, avoid: PlayerInfo[]): Position {
60
- const nearest = avoid.reduce((best, p) => {
61
- const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
62
- const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
63
- return d < bestD ? p : best;
64
- });
65
- const vx = anchor.x - nearest.x;
66
- const vy = anchor.y - nearest.y;
67
- const len = Math.hypot(vx, vy);
68
- if (len === 0) return this.randomOffset(anchor);
69
- return { x: anchor.x + (vx / len) * this.max, y: anchor.y + (vy / len) * this.max };
70
- }
71
-
72
- private randomOffset(anchor: Position): Position {
73
- const angle = Math.random() * 2 * Math.PI;
74
- const radius = this.min + Math.random() * (this.max - this.min);
75
- return { x: anchor.x + Math.cos(angle) * radius, y: anchor.y + Math.sin(angle) * radius };
76
- }
77
- }
1
+ import type { GameState, PlayerInfo, Position } from '../../sdk/types.js';
2
+ import { dist } from '../game-utils.js';
3
+
4
+ export interface AnchorLingerOptions {
5
+ /** 游走环最小半径(px)。 */
6
+ min?: number;
7
+ /** 游走环最大半径(px)。 */
8
+ max?: number;
9
+ /** 走到离游走点这么近就算到达、换下一个点。 */
10
+ reached?: number;
11
+ /** 单个游走点最多停留这么久就强制换点,防止点落在墙里不可达时卡死。 */
12
+ dwellMs?: number;
13
+ }
14
+
15
+ /**
16
+ * 围绕一个锚点 min-max px 的「粘性游走」:游走点一旦选定就粘住,直到走到 / 超时 / 换了锚点,
17
+ * 不每 tick 重随机——否则主循环对「同一移动目标」的去重永不触发,会每轮打断上一次移动、在原地抖
18
+ * 而走不出一条游走腿。有 avoid 目标时偏向锚点相对最近目标的对侧。贴尸游走(LingerCorpseGoal)
19
+ * 与跟随同伴在其任务点假装做任务(FollowCompanionGoal)复用同一套游走机制。
20
+ */
21
+ export class AnchorLinger {
22
+ private target: Position | null = null;
23
+ private until = 0;
24
+ private key = '';
25
+ private readonly min: number;
26
+ private readonly max: number;
27
+ private readonly reached: number;
28
+ private readonly dwellMs: number;
29
+
30
+ constructor(options: AnchorLingerOptions = {}) {
31
+ this.min = options.min ?? 40;
32
+ this.max = options.max ?? 100;
33
+ this.reached = options.reached ?? 24;
34
+ this.dwellMs = options.dwellMs ?? 4000;
35
+ }
36
+
37
+ /** 丢弃当前游走点:离开锚点(尸体出视野、同伴起身走动)时调用,下次重新挑点。 */
38
+ reset(): void {
39
+ this.target = null;
40
+ }
41
+
42
+ /** 围绕 anchor 取下一个游走点;key 变了(换了锚点)会立即重挑。 */
43
+ step(state: GameState, key: string, anchor: Position, avoid: PlayerInfo[] = []): Position {
44
+ const now = Date.now();
45
+ const reached = this.target != null
46
+ && dist(state.you.x, state.you.y, this.target.x, this.target.y) <= this.reached;
47
+ if (this.target == null || this.key !== key || reached || now >= this.until) {
48
+ this.key = key;
49
+ this.target = this.pickOffset(state, anchor, avoid);
50
+ this.until = now + this.dwellMs;
51
+ }
52
+ return this.target;
53
+ }
54
+
55
+ private pickOffset(state: GameState, anchor: Position, avoid: PlayerInfo[]): Position {
56
+ return avoid.length > 0 ? this.farSideOffset(state, anchor, avoid) : this.randomOffset(anchor);
57
+ }
58
+
59
+ private farSideOffset(state: GameState, anchor: Position, avoid: PlayerInfo[]): Position {
60
+ const nearest = avoid.reduce((best, p) => {
61
+ const d = p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
62
+ const bestD = best.distance ?? dist(state.you.x, state.you.y, best.x, best.y);
63
+ return d < bestD ? p : best;
64
+ });
65
+ const vx = anchor.x - nearest.x;
66
+ const vy = anchor.y - nearest.y;
67
+ const len = Math.hypot(vx, vy);
68
+ if (len === 0) return this.randomOffset(anchor);
69
+ return { x: anchor.x + (vx / len) * this.max, y: anchor.y + (vy / len) * this.max };
70
+ }
71
+
72
+ private randomOffset(anchor: Position): Position {
73
+ const angle = Math.random() * 2 * Math.PI;
74
+ const radius = this.min + Math.random() * (this.max - this.min);
75
+ return { x: anchor.x + Math.cos(angle) * radius, y: anchor.y + Math.sin(angle) * radius };
76
+ }
77
+ }
@@ -1,168 +1,168 @@
1
- import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
- import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
3
- import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
- import { Goal } from './goal.js';
5
- import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
6
- import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
7
-
8
- const PATROL_PRIORITY = 0.2;
9
- const MOVE_PRIORITY = 0.5;
10
- const EMPTY_GRACE_MS = 8_000;
11
- // 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
12
- const GATHER_FOLLOW_DISTANCE = 200;
13
-
14
- type MoveMode = 'patrol' | 'flee' | 'gather';
15
-
16
- export class AvoidLoneTop extends Goal {
17
- private readonly patrol = new PatrolState();
18
- private emptySince: number | null = null;
19
- private moveMode: MoveMode | null = null;
20
- private lastNoticeKey = '';
21
-
22
- tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
- const now = Date.now();
24
- const visible = state.players;
25
-
26
- if (visible.length === 0) {
27
- if (this.emptySince == null) this.emptySince = now;
28
- // 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
29
- // gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
30
- // 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
31
- const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
32
- if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
33
- this.setPatrolGoal(state, ctx);
34
- this.emitProgress(state, ctx, 'patrol', null, visible);
35
- } else {
36
- this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
37
- }
38
- return [];
39
- }
40
-
41
- this.emptySince = null;
42
-
43
- if (visible.length === 1) {
44
- const lone = visible[0].name;
45
- this.setKeepAway(`single:${lone}`,
46
- currentState => currentState.players.filter(player => player.name === lone));
47
- if (!this.emitNotice(ctx, `flee:${lone}`,
48
- `视野内只有${lone},正在寻路避免落单。`))
49
- this.emitProgress(state, ctx, 'flee', null, visible);
50
- return [];
51
- }
52
-
53
- // 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
54
- // 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
55
- this.clearGoal();
56
- this.moveMode = 'gather';
57
- const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
58
- const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
59
- if (decision) {
60
- if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
61
- `视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
62
- this.emitProgress(state, ctx, 'gather', null, visible);
63
- return [{
64
- action: decision.action.withThinking(
65
- `跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
66
- ),
67
- }];
68
- }
69
- if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
70
- `视野内${visible.length}人,已和大家在一起保持安全。`))
71
- this.emitProgress(state, ctx, 'gather', null, visible);
72
- return [];
73
- }
74
-
75
- private distOf(state: GameState, p: PlayerInfo): number {
76
- return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
77
- }
78
-
79
- private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
80
- let room = this.patrol.nextRoom(ctx);
81
- if (!room) {
82
- this.clearGoal();
83
- return;
84
- }
85
-
86
- if (hasReachedRoomTarget(state, room)) {
87
- this.patrol.advance(ctx);
88
- room = this.patrol.nextRoom(ctx);
89
- if (!room) {
90
- this.clearGoal();
91
- return;
92
- }
93
- }
94
-
95
- this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
96
- this.lastNoticeKey = '';
97
- }
98
-
99
- /**
100
- * 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
101
- * finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
102
- * 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
103
- */
104
- private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
105
- const worker = this.subGoal;
106
- if (worker instanceof KeepAwayGoal && worker.key === key) {
107
- this.moveMode = 'flee';
108
- return;
109
- }
110
- if (this.subGoal) this.removeSubGoal();
111
- this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
112
- threatRadius: Infinity,
113
- finishWhenClear: false,
114
- noun: '',
115
- }), MOVE_PRIORITY);
116
- this.moveMode = 'flee';
117
- }
118
-
119
- private setMoveGoal(
120
- room: RoomTarget,
121
- mode: MoveMode,
122
- stopOnPlayer: boolean,
123
- priority = MOVE_PRIORITY,
124
- hasArrived: RoomArrival = hasReachedRoomTarget,
125
- ): void {
126
- const worker = this.subGoal;
127
- if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
128
- if (this.subGoal) this.removeSubGoal();
129
- this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
130
- emitProgress: false,
131
- stopOnPlayer,
132
- }), priority);
133
- this.moveMode = mode;
134
- }
135
-
136
- private clearGoal(): void {
137
- if (this.subGoal) this.removeSubGoal();
138
- this.moveMode = null;
139
- }
140
-
141
- private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
142
- if (key === this.lastNoticeKey) return false;
143
- this.lastNoticeKey = key;
144
- ctx.notifications.push(message);
145
- return true;
146
- }
147
-
148
- private emitProgress(
149
- state: GameState,
150
- ctx: StrategyContext,
151
- mode: MoveMode | null,
152
- target: RoomTarget | null,
153
- visible: PlayerInfo[],
154
- ): void {
155
- const now = Date.now();
156
- if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
157
- ctx.lastProgressNotifyAt = now;
158
-
159
- const room = state.you.room ?? '未知';
160
- let msg = `[进度] 当前在${room},视野内${visible.length}人`;
161
- if (mode === 'gather') msg += ',正在跟随人群';
162
- else if (mode === 'flee') msg += ',正在避免落单风险';
163
- else msg += ',正在巡逻寻找人群';
164
- if (target) msg += `,前往${target.name}`;
165
- msg += '。';
166
- ctx.notifications.push(msg);
167
- }
168
- }
1
+ import type { GameState, PlayerInfo } from '../../sdk/types.js';
2
+ import { dist, hasReachedRoomTarget, PatrolState, PROGRESS_INTERVAL_MS, pursueVisibleTarget } from '../game-utils.js';
3
+ import type { BehaviorDecision, RoomTarget, StrategyContext } from '../types.js';
4
+ import { Goal } from './goal.js';
5
+ import { KeepAwayGoal, type ThreatResolver } from './keep-away-goal.js';
6
+ import { MoveRoomGoal, type RoomArrival } from './move-room-goal.js';
7
+
8
+ const PATROL_PRIORITY = 0.2;
9
+ const MOVE_PRIORITY = 0.5;
10
+ const EMPTY_GRACE_MS = 8_000;
11
+ // 次近玩家落在这个范围内就原地待着;超出才迈步靠近。须 < 视野半径,留边缘余量。
12
+ const GATHER_FOLLOW_DISTANCE = 200;
13
+
14
+ type MoveMode = 'patrol' | 'flee' | 'gather';
15
+
16
+ export class AvoidLoneTop extends Goal {
17
+ private readonly patrol = new PatrolState();
18
+ private emptySince: number | null = null;
19
+ private moveMode: MoveMode | null = null;
20
+ private lastNoticeKey = '';
21
+
22
+ tick(state: GameState, ctx: StrategyContext): BehaviorDecision[] {
23
+ const now = Date.now();
24
+ const visible = state.players;
25
+
26
+ if (visible.length === 0) {
27
+ if (this.emptySince == null) this.emptySince = now;
28
+ // 有「上一条移动」要守护时就尊重 8 秒空视野宽限:flee 靠子目标续命(KeepAwayGoal),
29
+ // gather 是内联返回的跟随 move(无子目标),靠 moveMode==='gather' 标记守护——
30
+ // 否则人短暂出视野会被立刻改判巡逻、覆盖掉刚发出的跟随移动。
31
+ const hasMoveToHold = this.subGoal != null || this.moveMode === 'gather';
32
+ if (!hasMoveToHold || now - this.emptySince >= EMPTY_GRACE_MS) {
33
+ this.setPatrolGoal(state, ctx);
34
+ this.emitProgress(state, ctx, 'patrol', null, visible);
35
+ } else {
36
+ this.emitProgress(state, ctx, this.moveMode, null, visible); // 宽限期内维持原目标
37
+ }
38
+ return [];
39
+ }
40
+
41
+ this.emptySince = null;
42
+
43
+ if (visible.length === 1) {
44
+ const lone = visible[0].name;
45
+ this.setKeepAway(`single:${lone}`,
46
+ currentState => currentState.players.filter(player => player.name === lone));
47
+ if (!this.emitNotice(ctx, `flee:${lone}`,
48
+ `视野内只有${lone},正在寻路避免落单。`))
49
+ this.emitProgress(state, ctx, 'flee', null, visible);
50
+ return [];
51
+ }
52
+
53
+ // 2+ 人:跟住「次近」的人。最近的人本就贴着、最不会掉出视野;真正卡在
54
+ // 「≥2 人 / 跌回 1 人独处」临界点上的是第二近的人,盯住他、保持在视野舒适范围内即可维持人数。
55
+ this.clearGoal();
56
+ this.moveMode = 'gather';
57
+ const anchor = [...visible].sort((a, b) => this.distOf(state, a) - this.distOf(state, b))[1]; // length>=2 必存在
58
+ const decision = pursueVisibleTarget(state, anchor, { kill: false, followDistance: GATHER_FOLLOW_DISTANCE });
59
+ if (decision) {
60
+ if (!this.emitNotice(ctx, `gather:follow:${anchor.name}`,
61
+ `视野内${visible.length}人,正在靠近${anchor.name}维持人数。`))
62
+ this.emitProgress(state, ctx, 'gather', null, visible);
63
+ return [{
64
+ action: decision.action.withThinking(
65
+ `跟住次近的${anchor.name},维持视野内至少两人,避免落单。`,
66
+ ),
67
+ }];
68
+ }
69
+ if (!this.emitNotice(ctx, `gather:hold:${visible.length}`,
70
+ `视野内${visible.length}人,已和大家在一起保持安全。`))
71
+ this.emitProgress(state, ctx, 'gather', null, visible);
72
+ return [];
73
+ }
74
+
75
+ private distOf(state: GameState, p: PlayerInfo): number {
76
+ return p.distance ?? dist(state.you.x, state.you.y, p.x, p.y);
77
+ }
78
+
79
+ private setPatrolGoal(state: GameState, ctx: StrategyContext): void {
80
+ let room = this.patrol.nextRoom(ctx);
81
+ if (!room) {
82
+ this.clearGoal();
83
+ return;
84
+ }
85
+
86
+ if (hasReachedRoomTarget(state, room)) {
87
+ this.patrol.advance(ctx);
88
+ room = this.patrol.nextRoom(ctx);
89
+ if (!room) {
90
+ this.clearGoal();
91
+ return;
92
+ }
93
+ }
94
+
95
+ this.setMoveGoal(room, 'patrol', true, PATROL_PRIORITY);
96
+ this.lastNoticeKey = '';
97
+ }
98
+
99
+ /**
100
+ * 寻路躲避:用 KeepAwayGoal 推演逃点远离这个唯一可见的人(不限距离,避免落单)。
101
+ * finishWhenClear:false——人短暂丢失视野时子目标不自我结束,交由父层 8 秒空视野宽限
102
+ * 决定何时转巡逻,否则一丢视野就同轮被清、下一 tick 立刻 patrol,宽限只剩一帧会来回摇摆。
103
+ */
104
+ private setKeepAway(key: string, resolveThreats: ThreatResolver): void {
105
+ const worker = this.subGoal;
106
+ if (worker instanceof KeepAwayGoal && worker.key === key) {
107
+ this.moveMode = 'flee';
108
+ return;
109
+ }
110
+ if (this.subGoal) this.removeSubGoal();
111
+ this.setSubGoal(new KeepAwayGoal(key, resolveThreats, {
112
+ threatRadius: Infinity,
113
+ finishWhenClear: false,
114
+ noun: '',
115
+ }), MOVE_PRIORITY);
116
+ this.moveMode = 'flee';
117
+ }
118
+
119
+ private setMoveGoal(
120
+ room: RoomTarget,
121
+ mode: MoveMode,
122
+ stopOnPlayer: boolean,
123
+ priority = MOVE_PRIORITY,
124
+ hasArrived: RoomArrival = hasReachedRoomTarget,
125
+ ): void {
126
+ const worker = this.subGoal;
127
+ if (worker instanceof MoveRoomGoal && worker.room === room.name && this.moveMode === mode) return;
128
+ if (this.subGoal) this.removeSubGoal();
129
+ this.setSubGoal(new MoveRoomGoal(room.name, hasArrived, {
130
+ emitProgress: false,
131
+ stopOnPlayer,
132
+ }), priority);
133
+ this.moveMode = mode;
134
+ }
135
+
136
+ private clearGoal(): void {
137
+ if (this.subGoal) this.removeSubGoal();
138
+ this.moveMode = null;
139
+ }
140
+
141
+ private emitNotice(ctx: StrategyContext, key: string, message: string): boolean {
142
+ if (key === this.lastNoticeKey) return false;
143
+ this.lastNoticeKey = key;
144
+ ctx.notifications.push(message);
145
+ return true;
146
+ }
147
+
148
+ private emitProgress(
149
+ state: GameState,
150
+ ctx: StrategyContext,
151
+ mode: MoveMode | null,
152
+ target: RoomTarget | null,
153
+ visible: PlayerInfo[],
154
+ ): void {
155
+ const now = Date.now();
156
+ if (now - ctx.lastProgressNotifyAt < PROGRESS_INTERVAL_MS) return;
157
+ ctx.lastProgressNotifyAt = now;
158
+
159
+ const room = state.you.room ?? '未知';
160
+ let msg = `[进度] 当前在${room},视野内${visible.length}人`;
161
+ if (mode === 'gather') msg += ',正在跟随人群';
162
+ else if (mode === 'flee') msg += ',正在避免落单风险';
163
+ else msg += ',正在巡逻寻找人群';
164
+ if (target) msg += `,前往${target.name}`;
165
+ msg += '。';
166
+ ctx.notifications.push(msg);
167
+ }
168
+ }
@@ -1,83 +1,83 @@
1
- import { describe, expect, it } from 'vitest';
2
- import type { GameState } from '../../sdk/types.js';
3
- import type { StrategyContext } from '../types.js';
4
- import { AvoidPlayersTop } from './avoid-players-top.js';
5
-
6
- function state(overrides: Partial<GameState> = {}): GameState {
7
- return {
8
- phase: 'wandering',
9
- tick: 1,
10
- you: {
11
- name: 'self',
12
- x: 0,
13
- y: 0,
14
- room: 'start',
15
- role: 'neutral_octopus',
16
- faction: 'neutral',
17
- is_alive: true,
18
- },
19
- your_tasks: [],
20
- players: [],
21
- corpses: [],
22
- stale: false,
23
- ...overrides,
24
- };
25
- }
26
-
27
- function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
28
- return {
29
- taskData: [],
30
- emergency: null,
31
- taskLocalBlockedUntil: 0,
32
- reportCorpseTarget: null,
33
- reportBlockedUntil: 0,
34
- notifications: [],
35
- lastProgressNotifyAt: Date.now(),
36
- teammates: new Set(),
37
- alarmDone: false,
38
- rooms: [{ name: 'patrol', x: 500, y: 0 }],
39
- playerNamesBySeat: {},
40
- forcePatrolAdvance: false,
41
- blockedMoveTarget: null,
42
- mySeat: 1,
43
- speechNotifications: [],
44
- agentAlerts: [],
45
- ...overrides,
46
- };
47
- }
48
-
49
- describe('AvoidPlayersTop', () => {
50
- it('patrols without stop_on_player when the avoid list has no active threat', () => {
51
- const top = new AvoidPlayersTop([]);
52
- const ctx = context();
53
- const current = state({
54
- players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
55
- });
56
-
57
- top.tick(current, ctx);
58
- const decisions = top.subGoal?.tick(current, ctx) ?? [];
59
-
60
- expect(decisions).toHaveLength(1);
61
- expect(decisions[0].action.type).toBe('move');
62
- expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
63
- expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
64
- });
65
-
66
- it('patrols without stop_on_player when the configured avoid target is dead', () => {
67
- const top = new AvoidPlayersTop(['dead-target']);
68
- const ctx = context();
69
- const current = state({
70
- players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
71
- all_players: [
72
- { name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
73
- { name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
74
- ],
75
- });
76
-
77
- top.tick(current, ctx);
78
- const decisions = top.subGoal?.tick(current, ctx) ?? [];
79
-
80
- expect(decisions).toHaveLength(1);
81
- expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
82
- });
83
- });
1
+ import { describe, expect, it } from 'vitest';
2
+ import type { GameState } from '../../sdk/types.js';
3
+ import type { StrategyContext } from '../types.js';
4
+ import { AvoidPlayersTop } from './avoid-players-top.js';
5
+
6
+ function state(overrides: Partial<GameState> = {}): GameState {
7
+ return {
8
+ phase: 'wandering',
9
+ tick: 1,
10
+ you: {
11
+ name: 'self',
12
+ x: 0,
13
+ y: 0,
14
+ room: 'start',
15
+ role: 'neutral_octopus',
16
+ faction: 'neutral',
17
+ is_alive: true,
18
+ },
19
+ your_tasks: [],
20
+ players: [],
21
+ corpses: [],
22
+ stale: false,
23
+ ...overrides,
24
+ };
25
+ }
26
+
27
+ function context(overrides: Partial<StrategyContext> = {}): StrategyContext {
28
+ return {
29
+ taskData: [],
30
+ emergency: null,
31
+ taskLocalBlockedUntil: 0,
32
+ reportCorpseTarget: null,
33
+ reportBlockedUntil: 0,
34
+ notifications: [],
35
+ lastProgressNotifyAt: Date.now(),
36
+ teammates: new Set(),
37
+ alarmDone: false,
38
+ rooms: [{ name: 'patrol', x: 500, y: 0 }],
39
+ playerNamesBySeat: {},
40
+ forcePatrolAdvance: false,
41
+ blockedMoveTarget: null,
42
+ mySeat: 1,
43
+ speechNotifications: [],
44
+ agentAlerts: [],
45
+ ...overrides,
46
+ };
47
+ }
48
+
49
+ describe('AvoidPlayersTop', () => {
50
+ it('patrols without stop_on_player when the avoid list has no active threat', () => {
51
+ const top = new AvoidPlayersTop([]);
52
+ const ctx = context();
53
+ const current = state({
54
+ players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
55
+ });
56
+
57
+ top.tick(current, ctx);
58
+ const decisions = top.subGoal?.tick(current, ctx) ?? [];
59
+
60
+ expect(decisions).toHaveLength(1);
61
+ expect(decisions[0].action.type).toBe('move');
62
+ expect(decisions[0].action.payload).toMatchObject({ target_x: 500, target_y: 0 });
63
+ expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
64
+ });
65
+
66
+ it('patrols without stop_on_player when the configured avoid target is dead', () => {
67
+ const top = new AvoidPlayersTop(['dead-target']);
68
+ const ctx = context();
69
+ const current = state({
70
+ players: [{ name: 'roadie', x: 200, y: 0, room: 'start' }],
71
+ all_players: [
72
+ { name: 'dead-target', role: 'lobster', is_alive: false, seat: 2 },
73
+ { name: 'roadie', role: 'lobster', is_alive: true, seat: 3 },
74
+ ],
75
+ });
76
+
77
+ top.tick(current, ctx);
78
+ const decisions = top.subGoal?.tick(current, ctx) ?? [];
79
+
80
+ expect(decisions).toHaveLength(1);
81
+ expect(decisions[0].action.payload).not.toHaveProperty('stop_on_player');
82
+ });
83
+ });